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"
31 #include "cl_collision.h"
35 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
39 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
43 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
49 mempool_t *r_main_mempool;
50 rtexturepool_t *r_main_texturepool;
52 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
54 static qboolean r_loadnormalmap;
55 static qboolean r_loadgloss;
57 static qboolean r_loaddds;
58 static qboolean r_savedds;
59 static qboolean r_gpuskeletal;
66 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!"};
67 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!"};
68 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
69 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
70 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)"};
71 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
72 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"};
73 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"};
74 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"};
75 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"};
76 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"};
77 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"};
79 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
80 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 (DEPRECATED)"};
81 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
82 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) (DEPRECATED)"};
83 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
85 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"};
86 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
87 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
88 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
89 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
90 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
91 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
92 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"};
93 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"};
94 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"};
95 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
96 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
97 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
98 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)"};
99 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
100 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
101 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"};
102 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"};
103 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
104 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"};
105 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"};
106 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"};
107 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
108 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
109 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
110 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
111 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
112 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
113 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
114 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
115 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)"};
116 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)"};
117 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
118 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
119 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
120 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
121 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
122 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
124 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
125 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
126 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
128 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
129 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
130 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
131 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
132 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
134 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
135 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
136 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
137 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."};
138 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
139 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
140 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
141 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."};
142 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
143 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
144 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
145 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."};
146 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
147 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"};
148 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"};
149 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
150 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
151 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
152 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
153 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
154 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"};
155 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
156 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
157 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
158 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
159 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
161 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
162 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
163 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
164 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
165 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
166 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
167 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
168 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
170 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)"};
171 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"};
173 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
174 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
175 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
177 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"};
178 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"};
179 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"};
180 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
181 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
182 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"};
183 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)"};
184 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)"};
185 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
187 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
188 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)"};
189 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
190 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)"};
191 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
192 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)"};
193 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)"};
194 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
195 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"};
196 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."};
197 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
198 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)"};
199 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)"};
200 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)"};
201 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)"};
202 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)"};
203 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)"};
204 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)"};
205 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)"};
207 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)"};
208 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
209 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
210 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"};
211 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
212 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
213 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
214 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"};
215 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"};
216 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)"};
218 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
219 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
220 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
221 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
223 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
224 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
226 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
227 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
228 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
229 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
230 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
231 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
233 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
234 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
235 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
236 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
237 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
238 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
239 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
240 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
241 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
242 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
244 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"};
246 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"};
248 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
250 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
252 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)"};
253 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)"};
254 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
255 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
257 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
258 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"};
260 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."};
262 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)"};
263 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
265 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
266 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
267 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
268 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
271 extern cvar_t v_glslgamma_2d;
273 extern qboolean v_flipped_state;
275 r_framebufferstate_t r_fb;
277 /// shadow volume bsp struct with automatically growing nodes buffer
280 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
282 rtexture_t *r_texture_blanknormalmap;
283 rtexture_t *r_texture_white;
284 rtexture_t *r_texture_grey128;
285 rtexture_t *r_texture_black;
286 rtexture_t *r_texture_notexture;
287 rtexture_t *r_texture_whitecube;
288 rtexture_t *r_texture_normalizationcube;
289 rtexture_t *r_texture_fogattenuation;
290 rtexture_t *r_texture_fogheighttexture;
291 rtexture_t *r_texture_gammaramps;
292 unsigned int r_texture_gammaramps_serial;
293 //rtexture_t *r_texture_fogintensity;
294 rtexture_t *r_texture_reflectcube;
296 // TODO: hash lookups?
297 typedef struct cubemapinfo_s
304 int r_texture_numcubemaps;
305 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
307 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
308 unsigned int r_numqueries;
309 unsigned int r_maxqueries;
311 typedef struct r_qwskincache_s
313 char name[MAX_QPATH];
314 skinframe_t *skinframe;
318 static r_qwskincache_t *r_qwskincache;
319 static int r_qwskincache_size;
321 /// vertex coordinates for a quad that covers the screen exactly
322 extern const float r_screenvertex3f[12];
323 extern const float r_d3dscreenvertex3f[12];
324 const float r_screenvertex3f[12] =
331 const float r_d3dscreenvertex3f[12] =
339 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
342 for (i = 0;i < verts;i++)
353 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
356 for (i = 0;i < verts;i++)
366 // FIXME: move this to client?
369 if (gamemode == GAME_NEHAHRA)
371 Cvar_Set("gl_fogenable", "0");
372 Cvar_Set("gl_fogdensity", "0.2");
373 Cvar_Set("gl_fogred", "0.3");
374 Cvar_Set("gl_foggreen", "0.3");
375 Cvar_Set("gl_fogblue", "0.3");
377 r_refdef.fog_density = 0;
378 r_refdef.fog_red = 0;
379 r_refdef.fog_green = 0;
380 r_refdef.fog_blue = 0;
381 r_refdef.fog_alpha = 1;
382 r_refdef.fog_start = 0;
383 r_refdef.fog_end = 16384;
384 r_refdef.fog_height = 1<<30;
385 r_refdef.fog_fadedepth = 128;
386 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
389 static void R_BuildBlankTextures(void)
391 unsigned char data[4];
392 data[2] = 128; // normal X
393 data[1] = 128; // normal Y
394 data[0] = 255; // normal Z
395 data[3] = 255; // height
396 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
401 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
406 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
411 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
414 static void R_BuildNoTexture(void)
417 unsigned char pix[16][16][4];
418 // this makes a light grey/dark grey checkerboard texture
419 for (y = 0;y < 16;y++)
421 for (x = 0;x < 16;x++)
423 if ((y < 8) ^ (x < 8))
439 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
442 static void R_BuildWhiteCube(void)
444 unsigned char data[6*1*1*4];
445 memset(data, 255, sizeof(data));
446 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildNormalizationCube(void)
453 vec_t s, t, intensity;
456 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
457 for (side = 0;side < 6;side++)
459 for (y = 0;y < NORMSIZE;y++)
461 for (x = 0;x < NORMSIZE;x++)
463 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
464 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
499 intensity = 127.0f / sqrt(DotProduct(v, v));
500 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
501 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
502 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
503 data[((side*64+y)*64+x)*4+3] = 255;
507 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
511 static void R_BuildFogTexture(void)
515 unsigned char data1[FOGWIDTH][4];
516 //unsigned char data2[FOGWIDTH][4];
519 r_refdef.fogmasktable_start = r_refdef.fog_start;
520 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
521 r_refdef.fogmasktable_range = r_refdef.fogrange;
522 r_refdef.fogmasktable_density = r_refdef.fog_density;
524 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
525 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
527 d = (x * r - r_refdef.fogmasktable_start);
528 if(developer_extra.integer)
529 Con_DPrintf("%f ", d);
531 if (r_fog_exp2.integer)
532 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
534 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
535 if(developer_extra.integer)
536 Con_DPrintf(" : %f ", alpha);
537 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
538 if(developer_extra.integer)
539 Con_DPrintf(" = %f\n", alpha);
540 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
543 for (x = 0;x < FOGWIDTH;x++)
545 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
550 //data2[x][0] = 255 - b;
551 //data2[x][1] = 255 - b;
552 //data2[x][2] = 255 - b;
555 if (r_texture_fogattenuation)
557 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
558 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
562 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
563 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
567 static void R_BuildFogHeightTexture(void)
569 unsigned char *inpixels;
577 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
578 if (r_refdef.fogheighttexturename[0])
579 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
582 r_refdef.fog_height_tablesize = 0;
583 if (r_texture_fogheighttexture)
584 R_FreeTexture(r_texture_fogheighttexture);
585 r_texture_fogheighttexture = NULL;
586 if (r_refdef.fog_height_table2d)
587 Mem_Free(r_refdef.fog_height_table2d);
588 r_refdef.fog_height_table2d = NULL;
589 if (r_refdef.fog_height_table1d)
590 Mem_Free(r_refdef.fog_height_table1d);
591 r_refdef.fog_height_table1d = NULL;
595 r_refdef.fog_height_tablesize = size;
596 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
597 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
598 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
600 // LordHavoc: now the magic - what is that table2d for? it is a cooked
601 // average fog color table accounting for every fog layer between a point
602 // and the camera. (Note: attenuation is handled separately!)
603 for (y = 0;y < size;y++)
605 for (x = 0;x < size;x++)
611 for (j = x;j <= y;j++)
613 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
619 for (j = x;j >= y;j--)
621 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
626 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
627 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
628 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
629 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
632 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
635 //=======================================================================================================================================================
637 static const char *builtinshaderstrings[] =
639 #include "shader_glsl.h"
643 const char *builtinhlslshaderstrings[] =
645 #include "shader_hlsl.h"
649 //=======================================================================================================================================================
651 typedef struct shaderpermutationinfo_s
656 shaderpermutationinfo_t;
658 typedef struct shadermodeinfo_s
660 const char *sourcebasename;
661 const char *extension;
662 const char **builtinshaderstrings;
671 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
672 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
674 {"#define USEDIFFUSE\n", " diffuse"},
675 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
676 {"#define USEVIEWTINT\n", " viewtint"},
677 {"#define USECOLORMAPPING\n", " colormapping"},
678 {"#define USESATURATION\n", " saturation"},
679 {"#define USEFOGINSIDE\n", " foginside"},
680 {"#define USEFOGOUTSIDE\n", " fogoutside"},
681 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
682 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
683 {"#define USEGAMMARAMPS\n", " gammaramps"},
684 {"#define USECUBEFILTER\n", " cubefilter"},
685 {"#define USEGLOW\n", " glow"},
686 {"#define USEBLOOM\n", " bloom"},
687 {"#define USESPECULAR\n", " specular"},
688 {"#define USEPOSTPROCESSING\n", " postprocessing"},
689 {"#define USEREFLECTION\n", " reflection"},
690 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
691 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
692 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
693 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
694 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
695 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
696 {"#define USEALPHAKILL\n", " alphakill"},
697 {"#define USEREFLECTCUBE\n", " reflectcube"},
698 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
699 {"#define USEBOUNCEGRID\n", " bouncegrid"},
700 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
701 {"#define USETRIPPY\n", " trippy"},
702 {"#define USEDEPTHRGB\n", " depthrgb"},
703 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
704 {"#define USESKELETAL\n", " skeletal"},
705 {"#define USEOCCLUDE\n", " occlude"}
708 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
709 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
711 // SHADERLANGUAGE_GLSL
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
724 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
725 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
726 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
727 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
728 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
729 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
731 // SHADERLANGUAGE_HLSL
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
743 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
744 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
745 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
746 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
747 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
748 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
749 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
753 struct r_glsl_permutation_s;
754 typedef struct r_glsl_permutation_s
757 struct r_glsl_permutation_s *hashnext;
759 dpuint64 permutation;
761 /// indicates if we have tried compiling this permutation already
763 /// 0 if compilation failed
765 // texture units assigned to each detected uniform
766 int tex_Texture_First;
767 int tex_Texture_Second;
768 int tex_Texture_GammaRamps;
769 int tex_Texture_Normal;
770 int tex_Texture_Color;
771 int tex_Texture_Gloss;
772 int tex_Texture_Glow;
773 int tex_Texture_SecondaryNormal;
774 int tex_Texture_SecondaryColor;
775 int tex_Texture_SecondaryGloss;
776 int tex_Texture_SecondaryGlow;
777 int tex_Texture_Pants;
778 int tex_Texture_Shirt;
779 int tex_Texture_FogHeightTexture;
780 int tex_Texture_FogMask;
781 int tex_Texture_Lightmap;
782 int tex_Texture_Deluxemap;
783 int tex_Texture_Attenuation;
784 int tex_Texture_Cube;
785 int tex_Texture_Refraction;
786 int tex_Texture_Reflection;
787 int tex_Texture_ShadowMap2D;
788 int tex_Texture_CubeProjection;
789 int tex_Texture_ScreenNormalMap;
790 int tex_Texture_ScreenDiffuse;
791 int tex_Texture_ScreenSpecular;
792 int tex_Texture_ReflectMask;
793 int tex_Texture_ReflectCube;
794 int tex_Texture_BounceGrid;
795 /// locations of detected uniforms in program object, or -1 if not found
796 int loc_Texture_First;
797 int loc_Texture_Second;
798 int loc_Texture_GammaRamps;
799 int loc_Texture_Normal;
800 int loc_Texture_Color;
801 int loc_Texture_Gloss;
802 int loc_Texture_Glow;
803 int loc_Texture_SecondaryNormal;
804 int loc_Texture_SecondaryColor;
805 int loc_Texture_SecondaryGloss;
806 int loc_Texture_SecondaryGlow;
807 int loc_Texture_Pants;
808 int loc_Texture_Shirt;
809 int loc_Texture_FogHeightTexture;
810 int loc_Texture_FogMask;
811 int loc_Texture_Lightmap;
812 int loc_Texture_Deluxemap;
813 int loc_Texture_Attenuation;
814 int loc_Texture_Cube;
815 int loc_Texture_Refraction;
816 int loc_Texture_Reflection;
817 int loc_Texture_ShadowMap2D;
818 int loc_Texture_CubeProjection;
819 int loc_Texture_ScreenNormalMap;
820 int loc_Texture_ScreenDiffuse;
821 int loc_Texture_ScreenSpecular;
822 int loc_Texture_ReflectMask;
823 int loc_Texture_ReflectCube;
824 int loc_Texture_BounceGrid;
826 int loc_BloomBlur_Parameters;
828 int loc_Color_Ambient;
829 int loc_Color_Diffuse;
830 int loc_Color_Specular;
834 int loc_DeferredColor_Ambient;
835 int loc_DeferredColor_Diffuse;
836 int loc_DeferredColor_Specular;
837 int loc_DeferredMod_Diffuse;
838 int loc_DeferredMod_Specular;
839 int loc_DistortScaleRefractReflect;
842 int loc_FogHeightFade;
844 int loc_FogPlaneViewDist;
845 int loc_FogRangeRecip;
848 int loc_LightPosition;
849 int loc_OffsetMapping_ScaleSteps;
850 int loc_OffsetMapping_LodDistance;
851 int loc_OffsetMapping_Bias;
853 int loc_ReflectColor;
854 int loc_ReflectFactor;
855 int loc_ReflectOffset;
856 int loc_RefractColor;
858 int loc_ScreenCenterRefractReflect;
859 int loc_ScreenScaleRefractReflect;
860 int loc_ScreenToDepth;
861 int loc_ShadowMap_Parameters;
862 int loc_ShadowMap_TextureScale;
863 int loc_SpecularPower;
864 int loc_Skeletal_Transform12;
869 int loc_ViewTintColor;
871 int loc_ModelToLight;
873 int loc_BackgroundTexMatrix;
874 int loc_ModelViewProjectionMatrix;
875 int loc_ModelViewMatrix;
876 int loc_PixelToScreenTexCoord;
877 int loc_ModelToReflectCube;
878 int loc_ShadowMapMatrix;
879 int loc_BloomColorSubtract;
880 int loc_NormalmapScrollBlend;
881 int loc_BounceGridMatrix;
882 int loc_BounceGridIntensity;
883 /// uniform block bindings
884 int ubibind_Skeletal_Transform12_UniformBlock;
885 /// uniform block indices
886 int ubiloc_Skeletal_Transform12_UniformBlock;
888 r_glsl_permutation_t;
890 #define SHADERPERMUTATION_HASHSIZE 256
893 // non-degradable "lightweight" shader parameters to keep the permutations simpler
894 // these can NOT degrade! only use for simple stuff
897 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
898 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
899 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
900 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
901 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
902 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
903 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
904 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
905 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
906 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
907 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
908 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
909 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
910 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
912 #define SHADERSTATICPARMS_COUNT 14
914 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
915 static int shaderstaticparms_count = 0;
917 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
918 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
920 extern qboolean r_shadow_shadowmapsampler;
921 extern int r_shadow_shadowmappcf;
922 qboolean R_CompileShader_CheckStaticParms(void)
924 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
925 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
926 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
929 if (r_glsl_saturation_redcompensate.integer)
930 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
931 if (r_glsl_vertextextureblend_usebothalphas.integer)
932 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
933 if (r_shadow_glossexact.integer)
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
935 if (r_glsl_postprocess.integer)
937 if (r_glsl_postprocess_uservec1_enable.integer)
938 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
939 if (r_glsl_postprocess_uservec2_enable.integer)
940 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
941 if (r_glsl_postprocess_uservec3_enable.integer)
942 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
943 if (r_glsl_postprocess_uservec4_enable.integer)
944 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
947 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
948 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
949 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
951 if (r_shadow_shadowmapsampler)
952 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
953 if (r_shadow_shadowmappcf > 1)
954 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
955 else if (r_shadow_shadowmappcf)
956 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
957 if (r_celshading.integer)
958 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
959 if (r_celoutlines.integer)
960 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
962 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
965 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
966 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
967 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
969 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
970 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
972 shaderstaticparms_count = 0;
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
982 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
983 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
984 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
985 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
986 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
987 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
988 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
991 /// information about each possible shader permutation
992 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
993 /// currently selected permutation
994 r_glsl_permutation_t *r_glsl_permutation;
995 /// storage for permutations linked in the hash table
996 memexpandablearray_t r_glsl_permutationarray;
998 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1000 //unsigned int hashdepth = 0;
1001 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1002 r_glsl_permutation_t *p;
1003 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1005 if (p->mode == mode && p->permutation == permutation)
1007 //if (hashdepth > 10)
1008 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1013 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1015 p->permutation = permutation;
1016 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1017 r_glsl_permutationhash[mode][hashindex] = p;
1018 //if (hashdepth > 10)
1019 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1023 static char *R_ShaderStrCat(const char **strings)
1026 const char **p = strings;
1029 for (p = strings;(t = *p);p++)
1032 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1034 for (p = strings;(t = *p);p++)
1044 static char *R_ShaderStrCat(const char **strings);
1045 static void R_InitShaderModeInfo(void)
1048 shadermodeinfo_t *modeinfo;
1049 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1050 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1052 for (i = 0; i < SHADERMODE_COUNT; i++)
1054 char filename[MAX_QPATH];
1055 modeinfo = &shadermodeinfo[language][i];
1056 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1057 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1058 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1059 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1064 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1067 // if the mode has no filename we have to return the builtin string
1068 if (builtinonly || !modeinfo->filename)
1069 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1070 // note that FS_LoadFile appends a 0 byte to make it a valid string
1071 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1074 if (printfromdisknotice)
1075 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1076 return shaderstring;
1078 // fall back to builtinstring
1079 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1082 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1087 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1089 char permutationname[256];
1090 int vertstrings_count = 0;
1091 int geomstrings_count = 0;
1092 int fragstrings_count = 0;
1093 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1094 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1095 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1102 permutationname[0] = 0;
1103 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1105 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1107 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1108 if(vid.support.glshaderversion >= 140)
1110 vertstrings_list[vertstrings_count++] = "#version 140\n";
1111 geomstrings_list[geomstrings_count++] = "#version 140\n";
1112 fragstrings_list[fragstrings_count++] = "#version 140\n";
1113 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1114 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1115 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1117 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1118 else if(vid.support.glshaderversion >= 130)
1120 vertstrings_list[vertstrings_count++] = "#version 130\n";
1121 geomstrings_list[geomstrings_count++] = "#version 130\n";
1122 fragstrings_list[fragstrings_count++] = "#version 130\n";
1123 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1124 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1125 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1127 // if we can do #version 120, we should (this adds the invariant keyword)
1128 else if(vid.support.glshaderversion >= 120)
1130 vertstrings_list[vertstrings_count++] = "#version 120\n";
1131 geomstrings_list[geomstrings_count++] = "#version 120\n";
1132 fragstrings_list[fragstrings_count++] = "#version 120\n";
1133 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1134 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1135 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1137 // GLES also adds several things from GLSL120
1138 switch(vid.renderpath)
1140 case RENDERPATH_GLES2:
1141 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1142 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1143 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1149 // the first pretext is which type of shader to compile as
1150 // (later these will all be bound together as a program object)
1151 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1152 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1153 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1155 // the second pretext is the mode (for example a light source)
1156 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1157 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1158 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1159 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1161 // now add all the permutation pretexts
1162 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1164 if (permutation & (1ll<<i))
1166 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1167 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1168 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1169 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1173 // keep line numbers correct
1174 vertstrings_list[vertstrings_count++] = "\n";
1175 geomstrings_list[geomstrings_count++] = "\n";
1176 fragstrings_list[fragstrings_count++] = "\n";
1181 R_CompileShader_AddStaticParms(mode, permutation);
1182 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1183 vertstrings_count += shaderstaticparms_count;
1184 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1185 geomstrings_count += shaderstaticparms_count;
1186 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1187 fragstrings_count += shaderstaticparms_count;
1189 // now append the shader text itself
1190 vertstrings_list[vertstrings_count++] = sourcestring;
1191 geomstrings_list[geomstrings_count++] = sourcestring;
1192 fragstrings_list[fragstrings_count++] = sourcestring;
1194 // compile the shader program
1195 if (vertstrings_count + geomstrings_count + fragstrings_count)
1196 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1200 qglUseProgram(p->program);CHECKGLERROR
1201 // look up all the uniform variable names we care about, so we don't
1202 // have to look them up every time we set them
1207 GLint activeuniformindex = 0;
1208 GLint numactiveuniforms = 0;
1209 char uniformname[128];
1210 GLsizei uniformnamelength = 0;
1211 GLint uniformsize = 0;
1212 GLenum uniformtype = 0;
1213 memset(uniformname, 0, sizeof(uniformname));
1214 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1215 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1216 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1218 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1219 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1224 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1225 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1226 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1227 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1228 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1229 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1230 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1231 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1232 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1233 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1234 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1235 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1236 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1237 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1238 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1239 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1240 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1241 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1242 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1243 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1244 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1245 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1246 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1247 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1248 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1249 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1250 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1251 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1252 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1253 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1254 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1255 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1256 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1257 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1258 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1259 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1260 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1261 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1262 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1263 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1264 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1265 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1266 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1267 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1268 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1269 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1270 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1271 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1272 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1273 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1274 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1275 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1276 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1277 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1278 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1279 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1280 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1281 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1282 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1283 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1284 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1285 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1286 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1287 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1288 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1289 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1290 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1291 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1292 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1293 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1294 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1295 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1296 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1297 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1298 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1299 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1300 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1301 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1302 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1303 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1304 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1305 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1306 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1307 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1308 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1309 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1310 // initialize the samplers to refer to the texture units we use
1311 p->tex_Texture_First = -1;
1312 p->tex_Texture_Second = -1;
1313 p->tex_Texture_GammaRamps = -1;
1314 p->tex_Texture_Normal = -1;
1315 p->tex_Texture_Color = -1;
1316 p->tex_Texture_Gloss = -1;
1317 p->tex_Texture_Glow = -1;
1318 p->tex_Texture_SecondaryNormal = -1;
1319 p->tex_Texture_SecondaryColor = -1;
1320 p->tex_Texture_SecondaryGloss = -1;
1321 p->tex_Texture_SecondaryGlow = -1;
1322 p->tex_Texture_Pants = -1;
1323 p->tex_Texture_Shirt = -1;
1324 p->tex_Texture_FogHeightTexture = -1;
1325 p->tex_Texture_FogMask = -1;
1326 p->tex_Texture_Lightmap = -1;
1327 p->tex_Texture_Deluxemap = -1;
1328 p->tex_Texture_Attenuation = -1;
1329 p->tex_Texture_Cube = -1;
1330 p->tex_Texture_Refraction = -1;
1331 p->tex_Texture_Reflection = -1;
1332 p->tex_Texture_ShadowMap2D = -1;
1333 p->tex_Texture_CubeProjection = -1;
1334 p->tex_Texture_ScreenNormalMap = -1;
1335 p->tex_Texture_ScreenDiffuse = -1;
1336 p->tex_Texture_ScreenSpecular = -1;
1337 p->tex_Texture_ReflectMask = -1;
1338 p->tex_Texture_ReflectCube = -1;
1339 p->tex_Texture_BounceGrid = -1;
1340 // bind the texture samplers in use
1342 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1343 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1344 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1345 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1346 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1347 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1348 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1349 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1350 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1351 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1352 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1353 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1354 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1355 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1356 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1357 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1358 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1359 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1360 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1361 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1362 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1363 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1364 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1365 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1366 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1367 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1368 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1369 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1370 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1371 // get the uniform block indices so we can bind them
1372 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1373 if (vid.support.arb_uniform_buffer_object)
1374 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1377 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1378 // clear the uniform block bindings
1379 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1380 // bind the uniform blocks in use
1382 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1383 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1385 // we're done compiling and setting up the shader, at least until it is used
1387 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1390 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1394 Mem_Free(sourcestring);
1397 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1399 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1400 if (r_glsl_permutation != perm)
1402 r_glsl_permutation = perm;
1403 if (!r_glsl_permutation->program)
1405 if (!r_glsl_permutation->compiled)
1407 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1408 R_GLSL_CompilePermutation(perm, mode, permutation);
1410 if (!r_glsl_permutation->program)
1412 // remove features until we find a valid permutation
1414 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1416 // reduce i more quickly whenever it would not remove any bits
1417 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1418 if (!(permutation & j))
1421 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(perm, mode, permutation);
1424 if (r_glsl_permutation->program)
1427 if (i >= SHADERPERMUTATION_COUNT)
1429 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1430 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1431 qglUseProgram(0);CHECKGLERROR
1432 return; // no bit left to clear, entire mode is broken
1437 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1439 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1440 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1441 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1449 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1450 extern D3DCAPS9 vid_d3d9caps;
1453 struct r_hlsl_permutation_s;
1454 typedef struct r_hlsl_permutation_s
1456 /// hash lookup data
1457 struct r_hlsl_permutation_s *hashnext;
1459 dpuint64 permutation;
1461 /// indicates if we have tried compiling this permutation already
1463 /// NULL if compilation failed
1464 IDirect3DVertexShader9 *vertexshader;
1465 IDirect3DPixelShader9 *pixelshader;
1467 r_hlsl_permutation_t;
1469 typedef enum D3DVSREGISTER_e
1471 D3DVSREGISTER_TexMatrix = 0, // float4x4
1472 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1473 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1474 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1475 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1476 D3DVSREGISTER_ModelToLight = 20, // float4x4
1477 D3DVSREGISTER_EyePosition = 24,
1478 D3DVSREGISTER_FogPlane = 25,
1479 D3DVSREGISTER_LightDir = 26,
1480 D3DVSREGISTER_LightPosition = 27,
1484 typedef enum D3DPSREGISTER_e
1486 D3DPSREGISTER_Alpha = 0,
1487 D3DPSREGISTER_BloomBlur_Parameters = 1,
1488 D3DPSREGISTER_ClientTime = 2,
1489 D3DPSREGISTER_Color_Ambient = 3,
1490 D3DPSREGISTER_Color_Diffuse = 4,
1491 D3DPSREGISTER_Color_Specular = 5,
1492 D3DPSREGISTER_Color_Glow = 6,
1493 D3DPSREGISTER_Color_Pants = 7,
1494 D3DPSREGISTER_Color_Shirt = 8,
1495 D3DPSREGISTER_DeferredColor_Ambient = 9,
1496 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1497 D3DPSREGISTER_DeferredColor_Specular = 11,
1498 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1499 D3DPSREGISTER_DeferredMod_Specular = 13,
1500 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1501 D3DPSREGISTER_EyePosition = 15, // unused
1502 D3DPSREGISTER_FogColor = 16,
1503 D3DPSREGISTER_FogHeightFade = 17,
1504 D3DPSREGISTER_FogPlane = 18,
1505 D3DPSREGISTER_FogPlaneViewDist = 19,
1506 D3DPSREGISTER_FogRangeRecip = 20,
1507 D3DPSREGISTER_LightColor = 21,
1508 D3DPSREGISTER_LightDir = 22, // unused
1509 D3DPSREGISTER_LightPosition = 23,
1510 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1511 D3DPSREGISTER_PixelSize = 25,
1512 D3DPSREGISTER_ReflectColor = 26,
1513 D3DPSREGISTER_ReflectFactor = 27,
1514 D3DPSREGISTER_ReflectOffset = 28,
1515 D3DPSREGISTER_RefractColor = 29,
1516 D3DPSREGISTER_Saturation = 30,
1517 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1518 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1519 D3DPSREGISTER_ScreenToDepth = 33,
1520 D3DPSREGISTER_ShadowMap_Parameters = 34,
1521 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1522 D3DPSREGISTER_SpecularPower = 36,
1523 D3DPSREGISTER_UserVec1 = 37,
1524 D3DPSREGISTER_UserVec2 = 38,
1525 D3DPSREGISTER_UserVec3 = 39,
1526 D3DPSREGISTER_UserVec4 = 40,
1527 D3DPSREGISTER_ViewTintColor = 41,
1528 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1529 D3DPSREGISTER_BloomColorSubtract = 43,
1530 D3DPSREGISTER_ViewToLight = 44, // float4x4
1531 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1532 D3DPSREGISTER_NormalmapScrollBlend = 52,
1533 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1534 D3DPSREGISTER_OffsetMapping_Bias = 54,
1539 /// information about each possible shader permutation
1540 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1541 /// currently selected permutation
1542 r_hlsl_permutation_t *r_hlsl_permutation;
1543 /// storage for permutations linked in the hash table
1544 memexpandablearray_t r_hlsl_permutationarray;
1546 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1548 //unsigned int hashdepth = 0;
1549 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1550 r_hlsl_permutation_t *p;
1551 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1553 if (p->mode == mode && p->permutation == permutation)
1555 //if (hashdepth > 10)
1556 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1561 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1563 p->permutation = permutation;
1564 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1565 r_hlsl_permutationhash[mode][hashindex] = p;
1566 //if (hashdepth > 10)
1567 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1572 //#include <d3dx9shader.h>
1573 //#include <d3dx9mesh.h>
1575 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1577 DWORD *vsbin = NULL;
1578 DWORD *psbin = NULL;
1579 fs_offset_t vsbinsize;
1580 fs_offset_t psbinsize;
1581 // IDirect3DVertexShader9 *vs = NULL;
1582 // IDirect3DPixelShader9 *ps = NULL;
1583 ID3DXBuffer *vslog = NULL;
1584 ID3DXBuffer *vsbuffer = NULL;
1585 ID3DXConstantTable *vsconstanttable = NULL;
1586 ID3DXBuffer *pslog = NULL;
1587 ID3DXBuffer *psbuffer = NULL;
1588 ID3DXConstantTable *psconstanttable = NULL;
1591 char temp[MAX_INPUTLINE];
1592 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1594 qboolean debugshader = gl_paranoid.integer != 0;
1595 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1596 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1599 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1600 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1602 if ((!vsbin && vertstring) || (!psbin && fragstring))
1604 const char* dllnames_d3dx9 [] =
1628 dllhandle_t d3dx9_dll = NULL;
1629 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1630 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1631 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1632 dllfunction_t d3dx9_dllfuncs[] =
1634 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1635 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1636 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1639 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1640 #ifndef ID3DXBuffer_GetBufferPointer
1641 #if !defined(__cplusplus) || defined(CINTERFACE)
1642 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1643 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1644 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1646 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1647 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1648 #define ID3DXBuffer_Release(p) (p)->Release()
1651 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1653 DWORD shaderflags = 0;
1655 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1656 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1657 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1658 if (vertstring && vertstring[0])
1662 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1663 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1666 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1669 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1670 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1671 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1672 ID3DXBuffer_Release(vsbuffer);
1676 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1677 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1678 ID3DXBuffer_Release(vslog);
1681 if (fragstring && fragstring[0])
1685 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1686 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1689 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1692 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1693 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1694 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1695 ID3DXBuffer_Release(psbuffer);
1699 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1700 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1701 ID3DXBuffer_Release(pslog);
1704 Sys_UnloadLibrary(&d3dx9_dll);
1707 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1711 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1712 if (FAILED(vsresult))
1713 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1714 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1715 if (FAILED(psresult))
1716 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1718 // free the shader data
1719 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1720 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1723 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1726 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1727 int vertstring_length = 0;
1728 int geomstring_length = 0;
1729 int fragstring_length = 0;
1732 char *vertstring, *geomstring, *fragstring;
1733 char permutationname[256];
1734 char cachename[256];
1735 int vertstrings_count = 0;
1736 int geomstrings_count = 0;
1737 int fragstrings_count = 0;
1738 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1739 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1740 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1745 p->vertexshader = NULL;
1746 p->pixelshader = NULL;
1748 permutationname[0] = 0;
1750 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1752 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1753 strlcat(cachename, "hlsl/", sizeof(cachename));
1755 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1756 vertstrings_count = 0;
1757 geomstrings_count = 0;
1758 fragstrings_count = 0;
1759 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1760 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1761 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1763 // the first pretext is which type of shader to compile as
1764 // (later these will all be bound together as a program object)
1765 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1766 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1767 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1769 // the second pretext is the mode (for example a light source)
1770 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1771 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1772 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1773 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1774 strlcat(cachename, modeinfo->name, sizeof(cachename));
1776 // now add all the permutation pretexts
1777 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779 if (permutation & (1ll<<i))
1781 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1782 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1783 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1784 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1785 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1789 // keep line numbers correct
1790 vertstrings_list[vertstrings_count++] = "\n";
1791 geomstrings_list[geomstrings_count++] = "\n";
1792 fragstrings_list[fragstrings_count++] = "\n";
1797 R_CompileShader_AddStaticParms(mode, permutation);
1798 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1799 vertstrings_count += shaderstaticparms_count;
1800 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1801 geomstrings_count += shaderstaticparms_count;
1802 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1803 fragstrings_count += shaderstaticparms_count;
1805 // replace spaces in the cachename with _ characters
1806 for (i = 0;cachename[i];i++)
1807 if (cachename[i] == ' ')
1810 // now append the shader text itself
1811 vertstrings_list[vertstrings_count++] = sourcestring;
1812 geomstrings_list[geomstrings_count++] = sourcestring;
1813 fragstrings_list[fragstrings_count++] = sourcestring;
1815 vertstring_length = 0;
1816 for (i = 0;i < vertstrings_count;i++)
1817 vertstring_length += (int)strlen(vertstrings_list[i]);
1818 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1819 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1820 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1822 geomstring_length = 0;
1823 for (i = 0;i < geomstrings_count;i++)
1824 geomstring_length += (int)strlen(geomstrings_list[i]);
1825 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1826 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1827 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1829 fragstring_length = 0;
1830 for (i = 0;i < fragstrings_count;i++)
1831 fragstring_length += (int)strlen(fragstrings_list[i]);
1832 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1833 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1834 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1836 // try to load the cached shader, or generate one
1837 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1839 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1840 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1842 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1846 Mem_Free(vertstring);
1848 Mem_Free(geomstring);
1850 Mem_Free(fragstring);
1852 Mem_Free(sourcestring);
1855 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1856 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1857 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);}
1858 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);}
1859 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);}
1860 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);}
1862 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1863 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1864 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);}
1865 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);}
1866 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);}
1867 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);}
1869 void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
1871 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1872 if (r_hlsl_permutation != perm)
1874 r_hlsl_permutation = perm;
1875 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1877 if (!r_hlsl_permutation->compiled)
1878 R_HLSL_CompilePermutation(perm, mode, permutation);
1879 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1881 // remove features until we find a valid permutation
1883 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1885 // reduce i more quickly whenever it would not remove any bits
1886 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1887 if (!(permutation & j))
1890 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1891 if (!r_hlsl_permutation->compiled)
1892 R_HLSL_CompilePermutation(perm, mode, permutation);
1893 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1896 if (i >= SHADERPERMUTATION_COUNT)
1898 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1899 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1900 return; // no bit left to clear, entire mode is broken
1904 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1905 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1907 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1908 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1909 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1913 static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
1915 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1916 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1917 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1918 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1921 void R_GLSL_Restart_f(void)
1923 unsigned int i, limit;
1924 switch(vid.renderpath)
1926 case RENDERPATH_D3D9:
1929 r_hlsl_permutation_t *p;
1930 r_hlsl_permutation = NULL;
1931 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1932 for (i = 0;i < limit;i++)
1934 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1936 if (p->vertexshader)
1937 IDirect3DVertexShader9_Release(p->vertexshader);
1939 IDirect3DPixelShader9_Release(p->pixelshader);
1940 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1943 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1947 case RENDERPATH_D3D10:
1948 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1950 case RENDERPATH_D3D11:
1951 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1953 case RENDERPATH_GL20:
1954 case RENDERPATH_GLES2:
1956 r_glsl_permutation_t *p;
1957 r_glsl_permutation = NULL;
1958 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1959 for (i = 0;i < limit;i++)
1961 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1963 GL_Backend_FreeProgram(p->program);
1964 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1967 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1970 case RENDERPATH_GL11:
1971 case RENDERPATH_GL13:
1972 case RENDERPATH_GLES1:
1974 case RENDERPATH_SOFT:
1979 static void R_GLSL_DumpShader_f(void)
1981 int i, language, mode, dupe;
1983 shadermodeinfo_t *modeinfo;
1986 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1988 modeinfo = shadermodeinfo[language];
1989 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1991 // don't dump the same file multiple times (most or all shaders come from the same file)
1992 for (dupe = mode - 1;dupe >= 0;dupe--)
1993 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1997 text = modeinfo[mode].builtinstring;
2000 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
2003 FS_Print(file, "/* The engine may define the following macros:\n");
2004 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2005 for (i = 0;i < SHADERMODE_COUNT;i++)
2006 FS_Print(file, modeinfo[i].pretext);
2007 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2008 FS_Print(file, shaderpermutationinfo[i].pretext);
2009 FS_Print(file, "*/\n");
2010 FS_Print(file, text);
2012 Con_Printf("%s written\n", modeinfo[mode].filename);
2015 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2020 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2022 dpuint64 permutation = 0;
2023 if (r_trippy.integer && !notrippy)
2024 permutation |= SHADERPERMUTATION_TRIPPY;
2025 permutation |= SHADERPERMUTATION_VIEWTINT;
2027 permutation |= SHADERPERMUTATION_DIFFUSE;
2029 permutation |= SHADERPERMUTATION_SPECULAR;
2030 if (texturemode == GL_MODULATE)
2031 permutation |= SHADERPERMUTATION_COLORMAPPING;
2032 else if (texturemode == GL_ADD)
2033 permutation |= SHADERPERMUTATION_GLOW;
2034 else if (texturemode == GL_DECAL)
2035 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2036 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2037 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2038 if (suppresstexalpha)
2039 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2041 texturemode = GL_MODULATE;
2042 if (vid.allowalphatocoverage)
2043 GL_AlphaToCoverage(false);
2044 switch (vid.renderpath)
2046 case RENDERPATH_D3D9:
2048 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2049 R_Mesh_TexBind(GL20TU_FIRST , first );
2050 R_Mesh_TexBind(GL20TU_SECOND, second);
2051 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2052 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps);
2055 case RENDERPATH_D3D10:
2056 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2058 case RENDERPATH_D3D11:
2059 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2061 case RENDERPATH_GL20:
2062 case RENDERPATH_GLES2:
2063 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2064 if (r_glsl_permutation->tex_Texture_First >= 0)
2065 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2066 if (r_glsl_permutation->tex_Texture_Second >= 0)
2067 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2068 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2069 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2071 case RENDERPATH_GL13:
2072 case RENDERPATH_GLES1:
2073 R_Mesh_TexBind(0, first );
2074 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2075 R_Mesh_TexMatrix(0, NULL);
2076 R_Mesh_TexBind(1, second);
2079 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2080 R_Mesh_TexMatrix(1, NULL);
2083 case RENDERPATH_GL11:
2084 R_Mesh_TexBind(0, first );
2085 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2086 R_Mesh_TexMatrix(0, NULL);
2088 case RENDERPATH_SOFT:
2089 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2090 R_Mesh_TexBind(GL20TU_FIRST , first );
2091 R_Mesh_TexBind(GL20TU_SECOND, second);
2096 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2098 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2101 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2103 dpuint64 permutation = 0;
2104 if (r_trippy.integer && !notrippy)
2105 permutation |= SHADERPERMUTATION_TRIPPY;
2107 permutation |= SHADERPERMUTATION_DEPTHRGB;
2109 permutation |= SHADERPERMUTATION_SKELETAL;
2111 if (vid.allowalphatocoverage)
2112 GL_AlphaToCoverage(false);
2113 switch (vid.renderpath)
2115 case RENDERPATH_D3D9:
2117 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2120 case RENDERPATH_D3D10:
2121 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2123 case RENDERPATH_D3D11:
2124 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2126 case RENDERPATH_GL20:
2127 case RENDERPATH_GLES2:
2128 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2129 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2130 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2133 case RENDERPATH_GL13:
2134 case RENDERPATH_GLES1:
2135 R_Mesh_TexBind(0, 0);
2136 R_Mesh_TexBind(1, 0);
2138 case RENDERPATH_GL11:
2139 R_Mesh_TexBind(0, 0);
2141 case RENDERPATH_SOFT:
2142 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2147 extern qboolean r_shadow_usingdeferredprepass;
2148 extern rtexture_t *r_shadow_attenuationgradienttexture;
2149 extern rtexture_t *r_shadow_attenuation2dtexture;
2150 extern rtexture_t *r_shadow_attenuation3dtexture;
2151 extern qboolean r_shadow_usingshadowmap2d;
2152 extern qboolean r_shadow_usingshadowmaportho;
2153 extern float r_shadow_modelshadowmap_texturescale[4];
2154 extern float r_shadow_modelshadowmap_parameters[4];
2155 extern float r_shadow_lightshadowmap_texturescale[4];
2156 extern float r_shadow_lightshadowmap_parameters[4];
2157 extern qboolean r_shadow_shadowmapvsdct;
2158 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2159 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2160 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2161 extern matrix4x4_t r_shadow_shadowmapmatrix;
2162 extern int r_shadow_prepass_width;
2163 extern int r_shadow_prepass_height;
2164 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2165 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2166 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2167 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2169 #define BLENDFUNC_ALLOWS_COLORMOD 1
2170 #define BLENDFUNC_ALLOWS_FOG 2
2171 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2172 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2173 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2174 static int R_BlendFuncFlags(int src, int dst)
2178 // a blendfunc allows colormod if:
2179 // a) it can never keep the destination pixel invariant, or
2180 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2181 // this is to prevent unintended side effects from colormod
2183 // a blendfunc allows fog if:
2184 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2185 // this is to prevent unintended side effects from fog
2187 // these checks are the output of fogeval.pl
2189 r |= BLENDFUNC_ALLOWS_COLORMOD;
2190 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2191 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2192 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2193 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2194 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2195 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2196 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2197 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2198 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2199 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2200 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2201 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2202 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2203 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2204 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2205 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2206 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2207 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2208 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2209 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2210 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2215 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2217 // select a permutation of the lighting shader appropriate to this
2218 // combination of texture, entity, light source, and fogging, only use the
2219 // minimum features necessary to avoid wasting rendering time in the
2220 // fragment shader on features that are not being used
2221 dpuint64 permutation = 0;
2222 unsigned int mode = 0;
2224 texture_t *t = rsurface.texture;
2226 matrix4x4_t tempmatrix;
2227 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2228 if (r_trippy.integer && !notrippy)
2229 permutation |= SHADERPERMUTATION_TRIPPY;
2230 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2231 permutation |= SHADERPERMUTATION_ALPHAKILL;
2232 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2233 permutation |= SHADERPERMUTATION_OCCLUDE;
2234 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
2235 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2236 if (rsurfacepass == RSURFPASS_BACKGROUND)
2238 // distorted background
2239 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2241 mode = SHADERMODE_WATER;
2242 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2243 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2244 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2246 // this is the right thing to do for wateralpha
2247 GL_BlendFunc(GL_ONE, GL_ZERO);
2248 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2252 // this is the right thing to do for entity alpha
2253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2254 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2257 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
2259 mode = SHADERMODE_REFRACTION;
2260 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2261 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2262 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2263 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2267 mode = SHADERMODE_GENERIC;
2268 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2270 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2272 if (vid.allowalphatocoverage)
2273 GL_AlphaToCoverage(false);
2275 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2277 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2279 switch(t->offsetmapping)
2281 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2282 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2283 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2284 case OFFSETMAPPING_OFF: break;
2287 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2288 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2289 // normalmap (deferred prepass), may use alpha test on diffuse
2290 mode = SHADERMODE_DEFERREDGEOMETRY;
2291 GL_BlendFunc(GL_ONE, GL_ZERO);
2292 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2293 if (vid.allowalphatocoverage)
2294 GL_AlphaToCoverage(false);
2296 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2298 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2300 switch(t->offsetmapping)
2302 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2303 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2304 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2305 case OFFSETMAPPING_OFF: break;
2308 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2309 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2310 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2311 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2313 mode = SHADERMODE_LIGHTSOURCE;
2314 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2315 permutation |= SHADERPERMUTATION_CUBEFILTER;
2316 if (VectorLength2(rtlightdiffuse) > 0)
2317 permutation |= SHADERPERMUTATION_DIFFUSE;
2318 if (VectorLength2(rtlightspecular) > 0)
2319 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2320 if (r_refdef.fogenabled)
2321 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2322 if (t->colormapping)
2323 permutation |= SHADERPERMUTATION_COLORMAPPING;
2324 if (r_shadow_usingshadowmap2d)
2326 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2327 if(r_shadow_shadowmapvsdct)
2328 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2330 if (r_shadow_shadowmap2ddepthbuffer)
2331 permutation |= SHADERPERMUTATION_DEPTHRGB;
2333 if (t->reflectmasktexture)
2334 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2335 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2336 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2337 if (vid.allowalphatocoverage)
2338 GL_AlphaToCoverage(false);
2340 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2342 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2344 switch(t->offsetmapping)
2346 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2347 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2348 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2349 case OFFSETMAPPING_OFF: break;
2352 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2353 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2354 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2355 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2356 // directional model lighting
2357 mode = SHADERMODE_LIGHTDIRECTION;
2358 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2359 permutation |= SHADERPERMUTATION_GLOW;
2360 if (VectorLength2(t->render_modellight_diffuse))
2361 permutation |= SHADERPERMUTATION_DIFFUSE;
2362 if (VectorLength2(t->render_modellight_specular) > 0)
2363 permutation |= SHADERPERMUTATION_SPECULAR;
2364 if (r_refdef.fogenabled)
2365 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2366 if (t->colormapping)
2367 permutation |= SHADERPERMUTATION_COLORMAPPING;
2368 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2370 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2371 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2373 if (r_shadow_shadowmap2ddepthbuffer)
2374 permutation |= SHADERPERMUTATION_DEPTHRGB;
2376 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2377 permutation |= SHADERPERMUTATION_REFLECTION;
2378 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2379 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2380 if (t->reflectmasktexture)
2381 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2382 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2384 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2385 if (r_shadow_bouncegrid_state.directional)
2386 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2388 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2389 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2390 // when using alphatocoverage, we don't need alphakill
2391 if (vid.allowalphatocoverage)
2393 if (r_transparent_alphatocoverage.integer)
2395 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2396 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2399 GL_AlphaToCoverage(false);
2404 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2406 switch(t->offsetmapping)
2408 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2409 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2410 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2411 case OFFSETMAPPING_OFF: break;
2414 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2415 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2416 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2417 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2419 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2420 permutation |= SHADERPERMUTATION_GLOW;
2421 if (r_refdef.fogenabled)
2422 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2423 if (t->colormapping)
2424 permutation |= SHADERPERMUTATION_COLORMAPPING;
2425 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2427 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2428 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2430 if (r_shadow_shadowmap2ddepthbuffer)
2431 permutation |= SHADERPERMUTATION_DEPTHRGB;
2433 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2434 permutation |= SHADERPERMUTATION_REFLECTION;
2435 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2436 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2437 if (t->reflectmasktexture)
2438 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2439 if (FAKELIGHT_ENABLED)
2441 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2442 mode = SHADERMODE_FAKELIGHT;
2443 permutation |= SHADERPERMUTATION_DIFFUSE;
2444 if (VectorLength2(t->render_lightmap_specular) > 0)
2445 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2447 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2449 // deluxemapping (light direction texture)
2450 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2451 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2453 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2454 permutation |= SHADERPERMUTATION_DIFFUSE;
2455 if (VectorLength2(t->render_lightmap_specular) > 0)
2456 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2458 else if (r_glsl_deluxemapping.integer >= 2)
2460 // fake deluxemapping (uniform light direction in tangentspace)
2461 if (rsurface.uselightmaptexture)
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2464 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2465 permutation |= SHADERPERMUTATION_DIFFUSE;
2466 if (VectorLength2(t->render_lightmap_specular) > 0)
2467 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2469 else if (rsurface.uselightmaptexture)
2471 // ordinary lightmapping (q1bsp, q3bsp)
2472 mode = SHADERMODE_LIGHTMAP;
2476 // ordinary vertex coloring (q3bsp)
2477 mode = SHADERMODE_VERTEXCOLOR;
2479 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2481 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2482 if (r_shadow_bouncegrid_state.directional)
2483 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2485 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2486 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2487 // when using alphatocoverage, we don't need alphakill
2488 if (vid.allowalphatocoverage)
2490 if (r_transparent_alphatocoverage.integer)
2492 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2493 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2496 GL_AlphaToCoverage(false);
2499 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2500 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2501 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2502 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2503 switch(vid.renderpath)
2505 case RENDERPATH_D3D9:
2507 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);
2508 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2509 R_SetupShader_SetPermutationHLSL(mode, permutation);
2510 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2511 if (mode == SHADERMODE_LIGHTSOURCE)
2513 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2514 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2518 if (mode == SHADERMODE_LIGHTDIRECTION)
2520 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2523 Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2524 Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2525 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2526 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2527 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2529 if (mode == SHADERMODE_LIGHTSOURCE)
2531 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2533 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2537 // additive passes are only darkened by fog, not tinted
2538 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2539 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2543 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2544 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2545 if (mode == SHADERMODE_FLATCOLOR)
2547 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2549 else if (mode == SHADERMODE_LIGHTDIRECTION)
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2554 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2555 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2563 // additive passes are only darkened by fog, not tinted
2564 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2565 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2567 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2568 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2569 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2570 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2571 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2572 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2573 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin);
2574 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin);
2575 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2576 if (mode == SHADERMODE_WATER)
2577 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2579 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2581 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2586 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2587 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2590 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2591 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2592 if (t->pantstexture)
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2595 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2596 if (t->shirttexture)
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2600 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2601 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2602 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2603 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2604 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2605 r_glsl_offsetmapping_scale.value*t->offsetscale,
2606 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2607 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2608 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2610 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2611 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias);
2612 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2613 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2615 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2616 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2617 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2618 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2619 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2620 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2621 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2622 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2623 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2624 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2625 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2626 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2627 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2628 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2629 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2630 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2631 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2632 if (rsurfacepass == RSURFPASS_BACKGROUND)
2634 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2635 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2636 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2640 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2642 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2643 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2644 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2645 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2647 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2648 if (rsurface.rtlight)
2650 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2651 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2656 case RENDERPATH_D3D10:
2657 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2659 case RENDERPATH_D3D11:
2660 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2662 case RENDERPATH_GL20:
2663 case RENDERPATH_GLES2:
2664 if (!vid.useinterleavedarrays)
2666 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);
2667 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2668 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2669 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2670 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2671 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2672 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2673 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2674 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2675 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2676 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2680 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) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2681 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2683 // this has to be after RSurf_PrepareVerticesForBatch
2684 if (rsurface.batchskeletaltransform3x4buffer)
2685 permutation |= SHADERPERMUTATION_SKELETAL;
2686 R_SetupShader_SetPermutationGLSL(mode, permutation);
2687 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2688 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2690 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2691 if (mode == SHADERMODE_LIGHTSOURCE)
2693 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2695 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2696 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2697 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2698 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2700 // additive passes are only darkened by fog, not tinted
2701 if (r_glsl_permutation->loc_FogColor >= 0)
2702 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2703 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2707 if (mode == SHADERMODE_FLATCOLOR)
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2711 else if (mode == SHADERMODE_LIGHTDIRECTION)
2713 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2714 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2715 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2716 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2717 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2718 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2719 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2723 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2724 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2725 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2726 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2727 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2729 // additive passes are only darkened by fog, not tinted
2730 if (r_glsl_permutation->loc_FogColor >= 0)
2732 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2733 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2737 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2738 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]);
2739 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]);
2740 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2741 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2742 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
2743 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
2744 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2745 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2747 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2748 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2749 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2750 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2752 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2753 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2757 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2758 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2761 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2762 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2763 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2764 if (r_glsl_permutation->loc_Color_Pants >= 0)
2766 if (t->pantstexture)
2767 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2769 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2771 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2773 if (t->shirttexture)
2774 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2776 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2778 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]);
2779 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2780 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2781 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2782 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2783 r_glsl_offsetmapping_scale.value*t->offsetscale,
2784 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2785 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2786 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2788 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);
2789 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2790 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]);
2791 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2792 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2793 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2795 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2796 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2797 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2798 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2799 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2800 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2801 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2802 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2803 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2804 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2805 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2806 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2807 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2808 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2809 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2810 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2811 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2812 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2813 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2814 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2815 if (rsurfacepass == RSURFPASS_BACKGROUND)
2817 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);
2818 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);
2819 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);
2823 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);
2825 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2826 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2827 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2828 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2830 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2831 if (rsurface.rtlight)
2833 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2834 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2837 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2840 case RENDERPATH_GL11:
2841 case RENDERPATH_GL13:
2842 case RENDERPATH_GLES1:
2844 case RENDERPATH_SOFT:
2845 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);
2846 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2847 R_SetupShader_SetPermutationSoft(mode, permutation);
2848 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2849 if (mode == SHADERMODE_LIGHTSOURCE)
2851 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2858 // additive passes are only darkened by fog, not tinted
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2860 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2864 if (mode == SHADERMODE_FLATCOLOR)
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2868 else if (mode == SHADERMODE_LIGHTDIRECTION)
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2884 // additive passes are only darkened by fog, not tinted
2885 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2890 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]);
2891 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]);
2892 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2893 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2894 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin);
2895 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin);
2896 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2897 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2899 {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2900 {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2901 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2902 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2905 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2909 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2913 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2916 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2918 if (t->pantstexture)
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2921 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2923 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2925 if (t->shirttexture)
2926 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2928 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2930 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2933 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2934 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2935 r_glsl_offsetmapping_scale.value*t->offsetscale,
2936 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2937 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2938 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2940 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2941 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias);
2942 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2943 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2945 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2946 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2947 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2948 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2949 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2950 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2951 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2953 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2954 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2955 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2956 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2957 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2958 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2959 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2960 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2961 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2962 if (rsurfacepass == RSURFPASS_BACKGROUND)
2964 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2965 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2966 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2970 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2972 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2973 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2974 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2975 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2977 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2978 if (rsurface.rtlight)
2980 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2981 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2988 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2990 // select a permutation of the lighting shader appropriate to this
2991 // combination of texture, entity, light source, and fogging, only use the
2992 // minimum features necessary to avoid wasting rendering time in the
2993 // fragment shader on features that are not being used
2994 dpuint64 permutation = 0;
2995 unsigned int mode = 0;
2996 const float *lightcolorbase = rtlight->currentcolor;
2997 float ambientscale = rtlight->ambientscale;
2998 float diffusescale = rtlight->diffusescale;
2999 float specularscale = rtlight->specularscale;
3000 // this is the location of the light in view space
3001 vec3_t viewlightorigin;
3002 // this transforms from view space (camera) to light space (cubemap)
3003 matrix4x4_t viewtolight;
3004 matrix4x4_t lighttoview;
3005 float viewtolight16f[16];
3007 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3008 if (rtlight->currentcubemap != r_texture_whitecube)
3009 permutation |= SHADERPERMUTATION_CUBEFILTER;
3010 if (diffusescale > 0)
3011 permutation |= SHADERPERMUTATION_DIFFUSE;
3012 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3013 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3014 if (r_shadow_usingshadowmap2d)
3016 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3017 if (r_shadow_shadowmapvsdct)
3018 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3020 if (r_shadow_shadowmap2ddepthbuffer)
3021 permutation |= SHADERPERMUTATION_DEPTHRGB;
3023 if (vid.allowalphatocoverage)
3024 GL_AlphaToCoverage(false);
3025 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3026 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3027 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3028 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3029 switch(vid.renderpath)
3031 case RENDERPATH_D3D9:
3033 R_SetupShader_SetPermutationHLSL(mode, permutation);
3034 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3035 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3036 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3037 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3038 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3039 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3040 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3041 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);
3042 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3043 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3045 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3046 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3047 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3048 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3049 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3052 case RENDERPATH_D3D10:
3053 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3055 case RENDERPATH_D3D11:
3056 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3058 case RENDERPATH_GL20:
3059 case RENDERPATH_GLES2:
3060 R_SetupShader_SetPermutationGLSL(mode, permutation);
3061 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3062 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3063 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3064 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3065 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3066 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3067 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3068 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);
3069 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]);
3070 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3072 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3073 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3074 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3075 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3076 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3078 case RENDERPATH_GL11:
3079 case RENDERPATH_GL13:
3080 case RENDERPATH_GLES1:
3082 case RENDERPATH_SOFT:
3083 R_SetupShader_SetPermutationGLSL(mode, permutation);
3084 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3085 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3086 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3087 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3088 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3089 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3090 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3091 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);
3092 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3093 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3095 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3096 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3097 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3098 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3099 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3104 #define SKINFRAME_HASH 1024
3108 unsigned int loadsequence; // incremented each level change
3109 memexpandablearray_t array;
3110 skinframe_t *hash[SKINFRAME_HASH];
3113 r_skinframe_t r_skinframe;
3115 void R_SkinFrame_PrepareForPurge(void)
3117 r_skinframe.loadsequence++;
3118 // wrap it without hitting zero
3119 if (r_skinframe.loadsequence >= 200)
3120 r_skinframe.loadsequence = 1;
3123 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3127 // mark the skinframe as used for the purging code
3128 skinframe->loadsequence = r_skinframe.loadsequence;
3131 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
3133 if (s->merged == s->base)
3135 R_PurgeTexture(s->stain); s->stain = NULL;
3136 R_PurgeTexture(s->merged); s->merged = NULL;
3137 R_PurgeTexture(s->base); s->base = NULL;
3138 R_PurgeTexture(s->pants); s->pants = NULL;
3139 R_PurgeTexture(s->shirt); s->shirt = NULL;
3140 R_PurgeTexture(s->nmap); s->nmap = NULL;
3141 R_PurgeTexture(s->gloss); s->gloss = NULL;
3142 R_PurgeTexture(s->glow); s->glow = NULL;
3143 R_PurgeTexture(s->fog); s->fog = NULL;
3144 R_PurgeTexture(s->reflect); s->reflect = NULL;
3145 s->loadsequence = 0;
3148 void R_SkinFrame_Purge(void)
3152 for (i = 0;i < SKINFRAME_HASH;i++)
3154 for (s = r_skinframe.hash[i];s;s = s->next)
3156 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3157 R_SkinFrame_PurgeSkinFrame(s);
3162 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3164 char basename[MAX_QPATH];
3166 Image_StripImageExtension(name, basename, sizeof(basename));
3168 if( last == NULL ) {
3170 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3171 item = r_skinframe.hash[hashindex];
3176 // linearly search through the hash bucket
3177 for( ; item ; item = item->next ) {
3178 if( !strcmp( item->basename, basename ) ) {
3185 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3189 char basename[MAX_QPATH];
3191 Image_StripImageExtension(name, basename, sizeof(basename));
3193 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3194 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3195 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3199 rtexture_t *dyntexture;
3200 // check whether its a dynamic texture
3201 dyntexture = CL_GetDynTexture( basename );
3202 if (!add && !dyntexture)
3204 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3205 memset(item, 0, sizeof(*item));
3206 strlcpy(item->basename, basename, sizeof(item->basename));
3207 item->base = dyntexture; // either NULL or dyntexture handle
3208 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3209 item->comparewidth = comparewidth;
3210 item->compareheight = compareheight;
3211 item->comparecrc = comparecrc;
3212 item->next = r_skinframe.hash[hashindex];
3213 r_skinframe.hash[hashindex] = item;
3215 else if (textureflags & TEXF_FORCE_RELOAD)
3217 rtexture_t *dyntexture;
3218 // check whether its a dynamic texture
3219 dyntexture = CL_GetDynTexture( basename );
3220 if (!add && !dyntexture)
3222 R_SkinFrame_PurgeSkinFrame(item);
3224 else if( item->base == NULL )
3226 rtexture_t *dyntexture;
3227 // check whether its a dynamic texture
3228 // 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]
3229 dyntexture = CL_GetDynTexture( basename );
3230 item->base = dyntexture; // either NULL or dyntexture handle
3233 R_SkinFrame_MarkUsed(item);
3237 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3239 unsigned long long avgcolor[5], wsum; \
3247 for(pix = 0; pix < cnt; ++pix) \
3250 for(comp = 0; comp < 3; ++comp) \
3252 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3255 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3257 for(comp = 0; comp < 3; ++comp) \
3258 avgcolor[comp] += getpixel * w; \
3261 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3262 avgcolor[4] += getpixel; \
3264 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3266 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3267 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3269 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3272 extern cvar_t gl_picmip;
3273 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3276 unsigned char *pixels;
3277 unsigned char *bumppixels;
3278 unsigned char *basepixels = NULL;
3279 int basepixels_width = 0;
3280 int basepixels_height = 0;
3281 skinframe_t *skinframe;
3282 rtexture_t *ddsbase = NULL;
3283 qboolean ddshasalpha = false;
3284 float ddsavgcolor[4];
3285 char basename[MAX_QPATH];
3286 int miplevel = R_PicmipForFlags(textureflags);
3287 int savemiplevel = miplevel;
3291 if (cls.state == ca_dedicated)
3294 // return an existing skinframe if already loaded
3295 // if loading of the first image fails, don't make a new skinframe as it
3296 // would cause all future lookups of this to be missing
3297 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3298 if (skinframe && skinframe->base)
3301 Image_StripImageExtension(name, basename, sizeof(basename));
3303 // check for DDS texture file first
3304 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3306 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3307 if (basepixels == NULL)
3311 // FIXME handle miplevel
3313 if (developer_loading.integer)
3314 Con_Printf("loading skin \"%s\"\n", name);
3316 // we've got some pixels to store, so really allocate this new texture now
3318 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3319 textureflags &= ~TEXF_FORCE_RELOAD;
3320 skinframe->stain = NULL;
3321 skinframe->merged = NULL;
3322 skinframe->base = NULL;
3323 skinframe->pants = NULL;
3324 skinframe->shirt = NULL;
3325 skinframe->nmap = NULL;
3326 skinframe->gloss = NULL;
3327 skinframe->glow = NULL;
3328 skinframe->fog = NULL;
3329 skinframe->reflect = NULL;
3330 skinframe->hasalpha = false;
3331 // we could store the q2animname here too
3335 skinframe->base = ddsbase;
3336 skinframe->hasalpha = ddshasalpha;
3337 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3338 if (r_loadfog && skinframe->hasalpha)
3339 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);
3340 //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]);
3344 basepixels_width = image_width;
3345 basepixels_height = image_height;
3346 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);
3347 if (textureflags & TEXF_ALPHA)
3349 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3351 if (basepixels[j] < 255)
3353 skinframe->hasalpha = true;
3357 if (r_loadfog && skinframe->hasalpha)
3359 // has transparent pixels
3360 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3361 for (j = 0;j < image_width * image_height * 4;j += 4)
3366 pixels[j+3] = basepixels[j+3];
3368 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);
3372 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3374 //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]);
3375 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3376 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3377 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3378 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3384 mymiplevel = savemiplevel;
3385 if (r_loadnormalmap)
3386 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);
3387 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3389 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3390 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3391 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3392 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3395 // _norm is the name used by tenebrae and has been adopted as standard
3396 if (r_loadnormalmap && skinframe->nmap == NULL)
3398 mymiplevel = savemiplevel;
3399 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3401 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);
3405 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3407 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3408 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3409 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);
3411 Mem_Free(bumppixels);
3413 else if (r_shadow_bumpscale_basetexture.value > 0)
3415 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3416 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3417 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);
3421 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3422 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3426 // _luma is supported only for tenebrae compatibility
3427 // _glow is the preferred name
3428 mymiplevel = savemiplevel;
3429 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))))
3431 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);
3433 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3434 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3436 Mem_Free(pixels);pixels = NULL;
3439 mymiplevel = savemiplevel;
3440 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3442 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);
3444 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3445 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3451 mymiplevel = savemiplevel;
3452 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3454 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);
3456 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3457 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3463 mymiplevel = savemiplevel;
3464 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3466 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);
3468 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3469 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3475 mymiplevel = savemiplevel;
3476 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3478 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);
3480 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3481 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3488 Mem_Free(basepixels);
3493 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3494 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3497 skinframe_t *skinframe;
3500 if (cls.state == ca_dedicated)
3503 // if already loaded just return it, otherwise make a new skinframe
3504 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3505 if (skinframe->base)
3507 textureflags &= ~TEXF_FORCE_RELOAD;
3509 skinframe->stain = NULL;
3510 skinframe->merged = NULL;
3511 skinframe->base = NULL;
3512 skinframe->pants = NULL;
3513 skinframe->shirt = NULL;
3514 skinframe->nmap = NULL;
3515 skinframe->gloss = NULL;
3516 skinframe->glow = NULL;
3517 skinframe->fog = NULL;
3518 skinframe->reflect = NULL;
3519 skinframe->hasalpha = false;
3521 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3525 if (developer_loading.integer)
3526 Con_Printf("loading 32bit skin \"%s\"\n", name);
3528 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3530 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3531 unsigned char *b = a + width * height * 4;
3532 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3533 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3536 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3537 if (textureflags & TEXF_ALPHA)
3539 for (i = 3;i < width * height * 4;i += 4)
3541 if (skindata[i] < 255)
3543 skinframe->hasalpha = true;
3547 if (r_loadfog && skinframe->hasalpha)
3549 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3550 memcpy(fogpixels, skindata, width * height * 4);
3551 for (i = 0;i < width * height * 4;i += 4)
3552 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3553 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3554 Mem_Free(fogpixels);
3558 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3559 //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]);
3564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3568 skinframe_t *skinframe;
3570 if (cls.state == ca_dedicated)
3573 // if already loaded just return it, otherwise make a new skinframe
3574 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3575 if (skinframe->base)
3577 //textureflags &= ~TEXF_FORCE_RELOAD;
3579 skinframe->stain = NULL;
3580 skinframe->merged = NULL;
3581 skinframe->base = NULL;
3582 skinframe->pants = NULL;
3583 skinframe->shirt = NULL;
3584 skinframe->nmap = NULL;
3585 skinframe->gloss = NULL;
3586 skinframe->glow = NULL;
3587 skinframe->fog = NULL;
3588 skinframe->reflect = NULL;
3589 skinframe->hasalpha = false;
3591 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3595 if (developer_loading.integer)
3596 Con_Printf("loading quake skin \"%s\"\n", name);
3598 // 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)
3599 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3600 memcpy(skinframe->qpixels, skindata, width*height);
3601 skinframe->qwidth = width;
3602 skinframe->qheight = height;
3605 for (i = 0;i < width * height;i++)
3606 featuresmask |= palette_featureflags[skindata[i]];
3608 skinframe->hasalpha = false;
3611 skinframe->hasalpha = true;
3612 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3613 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3614 skinframe->qgeneratemerged = true;
3615 skinframe->qgeneratebase = skinframe->qhascolormapping;
3616 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3618 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3619 //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]);
3624 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3628 unsigned char *skindata;
3631 if (!skinframe->qpixels)
3634 if (!skinframe->qhascolormapping)
3635 colormapped = false;
3639 if (!skinframe->qgeneratebase)
3644 if (!skinframe->qgeneratemerged)
3648 width = skinframe->qwidth;
3649 height = skinframe->qheight;
3650 skindata = skinframe->qpixels;
3652 if (skinframe->qgeneratenmap)
3654 unsigned char *a, *b;
3655 skinframe->qgeneratenmap = false;
3656 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3657 b = a + width * height * 4;
3658 // use either a custom palette or the quake palette
3659 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3660 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3661 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3665 if (skinframe->qgenerateglow)
3667 skinframe->qgenerateglow = false;
3668 if (skinframe->hasalpha) // fence textures
3669 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 | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3671 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
3676 skinframe->qgeneratebase = false;
3677 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);
3678 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);
3679 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);
3683 skinframe->qgeneratemerged = false;
3684 if (skinframe->hasalpha) // fence textures
3685 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3687 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);
3690 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3692 Mem_Free(skinframe->qpixels);
3693 skinframe->qpixels = NULL;
3697 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)
3700 skinframe_t *skinframe;
3703 if (cls.state == ca_dedicated)
3706 // if already loaded just return it, otherwise make a new skinframe
3707 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3708 if (skinframe->base)
3710 textureflags &= ~TEXF_FORCE_RELOAD;
3712 skinframe->stain = NULL;
3713 skinframe->merged = NULL;
3714 skinframe->base = NULL;
3715 skinframe->pants = NULL;
3716 skinframe->shirt = NULL;
3717 skinframe->nmap = NULL;
3718 skinframe->gloss = NULL;
3719 skinframe->glow = NULL;
3720 skinframe->fog = NULL;
3721 skinframe->reflect = NULL;
3722 skinframe->hasalpha = false;
3724 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3728 if (developer_loading.integer)
3729 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3731 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3732 if (textureflags & TEXF_ALPHA)
3734 for (i = 0;i < width * height;i++)
3736 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3738 skinframe->hasalpha = true;
3742 if (r_loadfog && skinframe->hasalpha)
3743 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3746 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3747 //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]);
3752 skinframe_t *R_SkinFrame_LoadMissing(void)
3754 skinframe_t *skinframe;
3756 if (cls.state == ca_dedicated)
3759 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3760 skinframe->stain = NULL;
3761 skinframe->merged = NULL;
3762 skinframe->base = NULL;
3763 skinframe->pants = NULL;
3764 skinframe->shirt = NULL;
3765 skinframe->nmap = NULL;
3766 skinframe->gloss = NULL;
3767 skinframe->glow = NULL;
3768 skinframe->fog = NULL;
3769 skinframe->reflect = NULL;
3770 skinframe->hasalpha = false;
3772 skinframe->avgcolor[0] = rand() / RAND_MAX;
3773 skinframe->avgcolor[1] = rand() / RAND_MAX;
3774 skinframe->avgcolor[2] = rand() / RAND_MAX;
3775 skinframe->avgcolor[3] = 1;
3780 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3781 typedef struct suffixinfo_s
3784 qboolean flipx, flipy, flipdiagonal;
3787 static suffixinfo_t suffix[3][6] =
3790 {"px", false, false, false},
3791 {"nx", false, false, false},
3792 {"py", false, false, false},
3793 {"ny", false, false, false},
3794 {"pz", false, false, false},
3795 {"nz", false, false, false}
3798 {"posx", false, false, false},
3799 {"negx", false, false, false},
3800 {"posy", false, false, false},
3801 {"negy", false, false, false},
3802 {"posz", false, false, false},
3803 {"negz", false, false, false}
3806 {"rt", true, false, true},
3807 {"lf", false, true, true},
3808 {"ft", true, true, false},
3809 {"bk", false, false, false},
3810 {"up", true, false, true},
3811 {"dn", true, false, true}
3815 static int componentorder[4] = {0, 1, 2, 3};
3817 static rtexture_t *R_LoadCubemap(const char *basename)
3819 int i, j, cubemapsize;
3820 unsigned char *cubemappixels, *image_buffer;
3821 rtexture_t *cubemaptexture;
3823 // must start 0 so the first loadimagepixels has no requested width/height
3825 cubemappixels = NULL;
3826 cubemaptexture = NULL;
3827 // keep trying different suffix groups (posx, px, rt) until one loads
3828 for (j = 0;j < 3 && !cubemappixels;j++)
3830 // load the 6 images in the suffix group
3831 for (i = 0;i < 6;i++)
3833 // generate an image name based on the base and and suffix
3834 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3836 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3838 // an image loaded, make sure width and height are equal
3839 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3841 // if this is the first image to load successfully, allocate the cubemap memory
3842 if (!cubemappixels && image_width >= 1)
3844 cubemapsize = image_width;
3845 // note this clears to black, so unavailable sides are black
3846 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3848 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3850 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);
3853 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3855 Mem_Free(image_buffer);
3859 // if a cubemap loaded, upload it
3862 if (developer_loading.integer)
3863 Con_Printf("loading cubemap \"%s\"\n", basename);
3865 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);
3866 Mem_Free(cubemappixels);
3870 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3871 if (developer_loading.integer)
3873 Con_Printf("(tried tried images ");
3874 for (j = 0;j < 3;j++)
3875 for (i = 0;i < 6;i++)
3876 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3877 Con_Print(" and was unable to find any of them).\n");
3880 return cubemaptexture;
3883 rtexture_t *R_GetCubemap(const char *basename)
3886 for (i = 0;i < r_texture_numcubemaps;i++)
3887 if (r_texture_cubemaps[i] != NULL)
3888 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3889 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3890 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3891 return r_texture_whitecube;
3892 r_texture_numcubemaps++;
3893 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3894 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3895 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3896 return r_texture_cubemaps[i]->texture;
3899 static void R_Main_FreeViewCache(void)
3901 if (r_refdef.viewcache.entityvisible)
3902 Mem_Free(r_refdef.viewcache.entityvisible);
3903 if (r_refdef.viewcache.world_pvsbits)
3904 Mem_Free(r_refdef.viewcache.world_pvsbits);
3905 if (r_refdef.viewcache.world_leafvisible)
3906 Mem_Free(r_refdef.viewcache.world_leafvisible);
3907 if (r_refdef.viewcache.world_surfacevisible)
3908 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3909 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3912 static void R_Main_ResizeViewCache(void)
3914 int numentities = r_refdef.scene.numentities;
3915 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3916 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3917 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3918 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3919 if (r_refdef.viewcache.maxentities < numentities)
3921 r_refdef.viewcache.maxentities = numentities;
3922 if (r_refdef.viewcache.entityvisible)
3923 Mem_Free(r_refdef.viewcache.entityvisible);
3924 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3926 if (r_refdef.viewcache.world_numclusters != numclusters)
3928 r_refdef.viewcache.world_numclusters = numclusters;
3929 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3930 if (r_refdef.viewcache.world_pvsbits)
3931 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3934 if (r_refdef.viewcache.world_numleafs != numleafs)
3936 r_refdef.viewcache.world_numleafs = numleafs;
3937 if (r_refdef.viewcache.world_leafvisible)
3938 Mem_Free(r_refdef.viewcache.world_leafvisible);
3939 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3941 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3943 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3944 if (r_refdef.viewcache.world_surfacevisible)
3945 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3946 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3950 extern rtexture_t *loadingscreentexture;
3951 static void gl_main_start(void)
3953 loadingscreentexture = NULL;
3954 r_texture_blanknormalmap = NULL;
3955 r_texture_white = NULL;
3956 r_texture_grey128 = NULL;
3957 r_texture_black = NULL;
3958 r_texture_whitecube = NULL;
3959 r_texture_normalizationcube = NULL;
3960 r_texture_fogattenuation = NULL;
3961 r_texture_fogheighttexture = NULL;
3962 r_texture_gammaramps = NULL;
3963 r_texture_numcubemaps = 0;
3964 r_uniformbufferalignment = 32;
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;
3983 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3984 if (vid.support.arb_uniform_buffer_object)
3985 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3988 case RENDERPATH_GL13:
3989 case RENDERPATH_GLES1:
3990 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3991 Cvar_SetValueQuick(&gl_combine, 1);
3992 Cvar_SetValueQuick(&r_glsl, 0);
3993 r_loadnormalmap = false;
3994 r_loadgloss = false;
3997 case RENDERPATH_GL11:
3998 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3999 Cvar_SetValueQuick(&gl_combine, 0);
4000 Cvar_SetValueQuick(&r_glsl, 0);
4001 r_loadnormalmap = false;
4002 r_loadgloss = false;
4008 R_FrameData_Reset();
4009 R_BufferData_Reset();
4013 memset(r_queries, 0, sizeof(r_queries));
4015 r_qwskincache = NULL;
4016 r_qwskincache_size = 0;
4018 // due to caching of texture_t references, the collision cache must be reset
4019 Collision_Cache_Reset(true);
4021 // set up r_skinframe loading system for textures
4022 memset(&r_skinframe, 0, sizeof(r_skinframe));
4023 r_skinframe.loadsequence = 1;
4024 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4026 r_main_texturepool = R_AllocTexturePool();
4027 R_BuildBlankTextures();
4029 if (vid.support.arb_texture_cube_map)
4032 R_BuildNormalizationCube();
4034 r_texture_fogattenuation = NULL;
4035 r_texture_fogheighttexture = NULL;
4036 r_texture_gammaramps = NULL;
4037 //r_texture_fogintensity = NULL;
4038 memset(&r_fb, 0, sizeof(r_fb));
4039 r_glsl_permutation = NULL;
4040 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4041 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4043 r_hlsl_permutation = NULL;
4044 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4045 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4047 memset(&r_svbsp, 0, sizeof (r_svbsp));
4049 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4050 r_texture_numcubemaps = 0;
4052 r_refdef.fogmasktable_density = 0;
4055 // For Steelstorm Android
4056 // FIXME CACHE the program and reload
4057 // FIXME see possible combinations for SS:BR android
4058 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4059 R_SetupShader_SetPermutationGLSL(0, 12);
4060 R_SetupShader_SetPermutationGLSL(0, 13);
4061 R_SetupShader_SetPermutationGLSL(0, 8388621);
4062 R_SetupShader_SetPermutationGLSL(3, 0);
4063 R_SetupShader_SetPermutationGLSL(3, 2048);
4064 R_SetupShader_SetPermutationGLSL(5, 0);
4065 R_SetupShader_SetPermutationGLSL(5, 2);
4066 R_SetupShader_SetPermutationGLSL(5, 2048);
4067 R_SetupShader_SetPermutationGLSL(5, 8388608);
4068 R_SetupShader_SetPermutationGLSL(11, 1);
4069 R_SetupShader_SetPermutationGLSL(11, 2049);
4070 R_SetupShader_SetPermutationGLSL(11, 8193);
4071 R_SetupShader_SetPermutationGLSL(11, 10241);
4072 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4076 static void gl_main_shutdown(void)
4079 R_FrameData_Reset();
4080 R_BufferData_Reset();
4082 R_Main_FreeViewCache();
4084 switch(vid.renderpath)
4086 case RENDERPATH_GL11:
4087 case RENDERPATH_GL13:
4088 case RENDERPATH_GL20:
4089 case RENDERPATH_GLES1:
4090 case RENDERPATH_GLES2:
4091 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4093 qglDeleteQueriesARB(r_maxqueries, r_queries);
4096 case RENDERPATH_D3D9:
4097 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4099 case RENDERPATH_D3D10:
4100 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4102 case RENDERPATH_D3D11:
4103 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4105 case RENDERPATH_SOFT:
4111 memset(r_queries, 0, sizeof(r_queries));
4113 r_qwskincache = NULL;
4114 r_qwskincache_size = 0;
4116 // clear out the r_skinframe state
4117 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4118 memset(&r_skinframe, 0, sizeof(r_skinframe));
4121 Mem_Free(r_svbsp.nodes);
4122 memset(&r_svbsp, 0, sizeof (r_svbsp));
4123 R_FreeTexturePool(&r_main_texturepool);
4124 loadingscreentexture = NULL;
4125 r_texture_blanknormalmap = NULL;
4126 r_texture_white = NULL;
4127 r_texture_grey128 = NULL;
4128 r_texture_black = NULL;
4129 r_texture_whitecube = NULL;
4130 r_texture_normalizationcube = NULL;
4131 r_texture_fogattenuation = NULL;
4132 r_texture_fogheighttexture = NULL;
4133 r_texture_gammaramps = NULL;
4134 r_texture_numcubemaps = 0;
4135 //r_texture_fogintensity = NULL;
4136 memset(&r_fb, 0, sizeof(r_fb));
4139 r_glsl_permutation = NULL;
4140 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4141 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4143 r_hlsl_permutation = NULL;
4144 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4145 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4149 static void gl_main_newmap(void)
4151 // FIXME: move this code to client
4152 char *entities, entname[MAX_QPATH];
4154 Mem_Free(r_qwskincache);
4155 r_qwskincache = NULL;
4156 r_qwskincache_size = 0;
4159 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4160 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4162 CL_ParseEntityLump(entities);
4166 if (cl.worldmodel->brush.entities)
4167 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4169 R_Main_FreeViewCache();
4171 R_FrameData_Reset();
4172 R_BufferData_Reset();
4175 void GL_Main_Init(void)
4178 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4179 R_InitShaderModeInfo();
4181 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4182 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4183 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4184 if (gamemode == GAME_NEHAHRA)
4186 Cvar_RegisterVariable (&gl_fogenable);
4187 Cvar_RegisterVariable (&gl_fogdensity);
4188 Cvar_RegisterVariable (&gl_fogred);
4189 Cvar_RegisterVariable (&gl_foggreen);
4190 Cvar_RegisterVariable (&gl_fogblue);
4191 Cvar_RegisterVariable (&gl_fogstart);
4192 Cvar_RegisterVariable (&gl_fogend);
4193 Cvar_RegisterVariable (&gl_skyclip);
4195 Cvar_RegisterVariable(&r_motionblur);
4196 Cvar_RegisterVariable(&r_damageblur);
4197 Cvar_RegisterVariable(&r_motionblur_averaging);
4198 Cvar_RegisterVariable(&r_motionblur_randomize);
4199 Cvar_RegisterVariable(&r_motionblur_minblur);
4200 Cvar_RegisterVariable(&r_motionblur_maxblur);
4201 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4202 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4203 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4204 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4205 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4206 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4207 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4208 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4209 Cvar_RegisterVariable(&r_equalize_entities_by);
4210 Cvar_RegisterVariable(&r_equalize_entities_to);
4211 Cvar_RegisterVariable(&r_depthfirst);
4212 Cvar_RegisterVariable(&r_useinfinitefarclip);
4213 Cvar_RegisterVariable(&r_farclip_base);
4214 Cvar_RegisterVariable(&r_farclip_world);
4215 Cvar_RegisterVariable(&r_nearclip);
4216 Cvar_RegisterVariable(&r_deformvertexes);
4217 Cvar_RegisterVariable(&r_transparent);
4218 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4219 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4220 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4221 Cvar_RegisterVariable(&r_showoverdraw);
4222 Cvar_RegisterVariable(&r_showbboxes);
4223 Cvar_RegisterVariable(&r_showbboxes_client);
4224 Cvar_RegisterVariable(&r_showsurfaces);
4225 Cvar_RegisterVariable(&r_showtris);
4226 Cvar_RegisterVariable(&r_shownormals);
4227 Cvar_RegisterVariable(&r_showlighting);
4228 Cvar_RegisterVariable(&r_showshadowvolumes);
4229 Cvar_RegisterVariable(&r_showcollisionbrushes);
4230 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4231 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4232 Cvar_RegisterVariable(&r_showdisabledepthtest);
4233 Cvar_RegisterVariable(&r_drawportals);
4234 Cvar_RegisterVariable(&r_drawentities);
4235 Cvar_RegisterVariable(&r_draw2d);
4236 Cvar_RegisterVariable(&r_drawworld);
4237 Cvar_RegisterVariable(&r_cullentities_trace);
4238 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4239 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4240 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4241 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4242 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4243 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
4244 Cvar_RegisterVariable(&r_sortentities);
4245 Cvar_RegisterVariable(&r_drawviewmodel);
4246 Cvar_RegisterVariable(&r_drawexteriormodel);
4247 Cvar_RegisterVariable(&r_speeds);
4248 Cvar_RegisterVariable(&r_fullbrights);
4249 Cvar_RegisterVariable(&r_wateralpha);
4250 Cvar_RegisterVariable(&r_dynamic);
4251 Cvar_RegisterVariable(&r_fakelight);
4252 Cvar_RegisterVariable(&r_fakelight_intensity);
4253 Cvar_RegisterVariable(&r_fullbright_directed);
4254 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
4255 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
4256 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
4257 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
4258 Cvar_RegisterVariable(&r_fullbright);
4259 Cvar_RegisterVariable(&r_shadows);
4260 Cvar_RegisterVariable(&r_shadows_darken);
4261 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4262 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4263 Cvar_RegisterVariable(&r_shadows_throwdistance);
4264 Cvar_RegisterVariable(&r_shadows_throwdirection);
4265 Cvar_RegisterVariable(&r_shadows_focus);
4266 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4267 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4268 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4269 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4270 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4271 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4272 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4273 Cvar_RegisterVariable(&r_fog_exp2);
4274 Cvar_RegisterVariable(&r_fog_clear);
4275 Cvar_RegisterVariable(&r_drawfog);
4276 Cvar_RegisterVariable(&r_transparentdepthmasking);
4277 Cvar_RegisterVariable(&r_transparent_sortmindist);
4278 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4279 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4280 Cvar_RegisterVariable(&r_texture_dds_load);
4281 Cvar_RegisterVariable(&r_texture_dds_save);
4282 Cvar_RegisterVariable(&r_textureunits);
4283 Cvar_RegisterVariable(&gl_combine);
4284 Cvar_RegisterVariable(&r_usedepthtextures);
4285 Cvar_RegisterVariable(&r_viewfbo);
4286 Cvar_RegisterVariable(&r_viewscale);
4287 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4288 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4289 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4290 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4291 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4292 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4293 Cvar_RegisterVariable(&r_glsl);
4294 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4295 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4296 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4297 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4298 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4299 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4300 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4301 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4302 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4303 Cvar_RegisterVariable(&r_glsl_postprocess);
4304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4309 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4310 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4311 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4312 Cvar_RegisterVariable(&r_celshading);
4313 Cvar_RegisterVariable(&r_celoutlines);
4315 Cvar_RegisterVariable(&r_water);
4316 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4317 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4318 Cvar_RegisterVariable(&r_water_clippingplanebias);
4319 Cvar_RegisterVariable(&r_water_refractdistort);
4320 Cvar_RegisterVariable(&r_water_reflectdistort);
4321 Cvar_RegisterVariable(&r_water_scissormode);
4322 Cvar_RegisterVariable(&r_water_lowquality);
4323 Cvar_RegisterVariable(&r_water_hideplayer);
4324 Cvar_RegisterVariable(&r_water_fbo);
4326 Cvar_RegisterVariable(&r_lerpsprites);
4327 Cvar_RegisterVariable(&r_lerpmodels);
4328 Cvar_RegisterVariable(&r_lerplightstyles);
4329 Cvar_RegisterVariable(&r_waterscroll);
4330 Cvar_RegisterVariable(&r_bloom);
4331 Cvar_RegisterVariable(&r_bloom_colorscale);
4332 Cvar_RegisterVariable(&r_bloom_brighten);
4333 Cvar_RegisterVariable(&r_bloom_blur);
4334 Cvar_RegisterVariable(&r_bloom_resolution);
4335 Cvar_RegisterVariable(&r_bloom_colorexponent);
4336 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4337 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4338 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4339 Cvar_RegisterVariable(&r_hdr_glowintensity);
4340 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4341 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4342 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4343 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4344 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4345 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4346 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4348 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4349 Cvar_RegisterVariable(&developer_texturelogging);
4350 Cvar_RegisterVariable(&gl_lightmaps);
4351 Cvar_RegisterVariable(&r_test);
4352 Cvar_RegisterVariable(&r_batch_multidraw);
4353 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4354 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4355 Cvar_RegisterVariable(&r_glsl_skeletal);
4356 Cvar_RegisterVariable(&r_glsl_saturation);
4357 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4358 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4359 Cvar_RegisterVariable(&r_framedatasize);
4360 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4361 Cvar_RegisterVariable(&r_buffermegs[i]);
4362 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4363 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4364 Cvar_SetValue("r_fullbrights", 0);
4365 #ifdef DP_MOBILETOUCH
4366 // GLES devices have terrible depth precision in general, so...
4367 Cvar_SetValueQuick(&r_nearclip, 4);
4368 Cvar_SetValueQuick(&r_farclip_base, 4096);
4369 Cvar_SetValueQuick(&r_farclip_world, 0);
4370 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4372 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4375 void Render_Init(void)
4388 R_LightningBeams_Init();
4398 extern char *ENGINE_EXTENSIONS;
4401 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4402 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4403 gl_version = (const char *)qglGetString(GL_VERSION);
4404 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4408 if (!gl_platformextensions)
4409 gl_platformextensions = "";
4411 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4412 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4413 Con_Printf("GL_VERSION: %s\n", gl_version);
4414 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4415 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4417 VID_CheckExtensions();
4419 // LordHavoc: report supported extensions
4421 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4423 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4426 // clear to black (loading plaque will be seen over this)
4427 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4431 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4435 if (r_trippy.integer)
4437 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4439 p = r_refdef.view.frustum + i;
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4460 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4464 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4468 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4472 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4480 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4484 if (r_trippy.integer)
4486 for (i = 0;i < numplanes;i++)
4493 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4497 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4501 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4505 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4509 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4513 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4517 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4521 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4529 //==================================================================================
4531 // LordHavoc: this stores temporary data used within the same frame
4533 typedef struct r_framedata_mem_s
4535 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4536 size_t size; // how much usable space
4537 size_t current; // how much space in use
4538 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4539 size_t wantedsize; // how much space was allocated
4540 unsigned char *data; // start of real data (16byte aligned)
4544 static r_framedata_mem_t *r_framedata_mem;
4546 void R_FrameData_Reset(void)
4548 while (r_framedata_mem)
4550 r_framedata_mem_t *next = r_framedata_mem->purge;
4551 Mem_Free(r_framedata_mem);
4552 r_framedata_mem = next;
4556 static void R_FrameData_Resize(qboolean mustgrow)
4559 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4560 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4561 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4563 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4564 newmem->wantedsize = wantedsize;
4565 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4566 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4567 newmem->current = 0;
4569 newmem->purge = r_framedata_mem;
4570 r_framedata_mem = newmem;
4574 void R_FrameData_NewFrame(void)
4576 R_FrameData_Resize(false);
4577 if (!r_framedata_mem)
4579 // if we ran out of space on the last frame, free the old memory now
4580 while (r_framedata_mem->purge)
4582 // repeatedly remove the second item in the list, leaving only head
4583 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4584 Mem_Free(r_framedata_mem->purge);
4585 r_framedata_mem->purge = next;
4587 // reset the current mem pointer
4588 r_framedata_mem->current = 0;
4589 r_framedata_mem->mark = 0;
4592 void *R_FrameData_Alloc(size_t size)
4597 // align to 16 byte boundary - the data pointer is already aligned, so we
4598 // only need to ensure the size of every allocation is also aligned
4599 size = (size + 15) & ~15;
4601 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4603 // emergency - we ran out of space, allocate more memory
4604 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4605 newvalue = r_framedatasize.value * 2.0f;
4606 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
4607 if (sizeof(size_t) >= 8)
4608 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4610 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4611 // this might not be a growing it, but we'll allocate another buffer every time
4612 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4613 R_FrameData_Resize(true);
4616 data = r_framedata_mem->data + r_framedata_mem->current;
4617 r_framedata_mem->current += size;
4619 // count the usage for stats
4620 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4621 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4623 return (void *)data;
4626 void *R_FrameData_Store(size_t size, void *data)
4628 void *d = R_FrameData_Alloc(size);
4630 memcpy(d, data, size);
4634 void R_FrameData_SetMark(void)
4636 if (!r_framedata_mem)
4638 r_framedata_mem->mark = r_framedata_mem->current;
4641 void R_FrameData_ReturnToMark(void)
4643 if (!r_framedata_mem)
4645 r_framedata_mem->current = r_framedata_mem->mark;
4648 //==================================================================================
4650 // avoid reusing the same buffer objects on consecutive frames
4651 #define R_BUFFERDATA_CYCLE 3
4653 typedef struct r_bufferdata_buffer_s
4655 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4656 size_t size; // how much usable space
4657 size_t current; // how much space in use
4658 r_meshbuffer_t *buffer; // the buffer itself
4660 r_bufferdata_buffer_t;
4662 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4663 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4665 /// frees all dynamic buffers
4666 void R_BufferData_Reset(void)
4669 r_bufferdata_buffer_t **p, *mem;
4670 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4672 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4675 p = &r_bufferdata_buffer[cycle][type];
4681 R_Mesh_DestroyMeshBuffer(mem->buffer);
4688 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4689 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4691 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4693 float newvalue = r_buffermegs[type].value;
4695 // increase the cvar if we have to (but only if we already have a mem)
4696 if (mustgrow && mem)
4698 newvalue = bound(0.25f, newvalue, 256.0f);
4699 while (newvalue * 1024*1024 < minsize)
4702 // clamp the cvar to valid range
4703 newvalue = bound(0.25f, newvalue, 256.0f);
4704 if (r_buffermegs[type].value != newvalue)
4705 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4707 // calculate size in bytes
4708 size = (size_t)(newvalue * 1024*1024);
4709 size = bound(131072, size, 256*1024*1024);
4711 // allocate a new buffer if the size is different (purge old one later)
4712 // or if we were told we must grow the buffer
4713 if (!mem || mem->size != size || mustgrow)
4715 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4718 if (type == R_BUFFERDATA_VERTEX)
4719 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4720 else if (type == R_BUFFERDATA_INDEX16)
4721 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4722 else if (type == R_BUFFERDATA_INDEX32)
4723 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4724 else if (type == R_BUFFERDATA_UNIFORM)
4725 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4726 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4727 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4731 void R_BufferData_NewFrame(void)
4734 r_bufferdata_buffer_t **p, *mem;
4735 // cycle to the next frame's buffers
4736 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4737 // if we ran out of space on the last time we used these buffers, free the old memory now
4738 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4740 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4742 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4743 // free all but the head buffer, this is how we recycle obsolete
4744 // buffers after they are no longer in use
4745 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4751 R_Mesh_DestroyMeshBuffer(mem->buffer);
4754 // reset the current offset
4755 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4760 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4762 r_bufferdata_buffer_t *mem;
4766 *returnbufferoffset = 0;
4768 // align size to a byte boundary appropriate for the buffer type, this
4769 // makes all allocations have aligned start offsets
4770 if (type == R_BUFFERDATA_UNIFORM)
4771 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4773 padsize = (datasize + 15) & ~15;
4775 // if we ran out of space in this buffer we must allocate a new one
4776 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4777 R_BufferData_Resize(type, true, padsize);
4779 // if the resize did not give us enough memory, fail
4780 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4781 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4783 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4784 offset = (int)mem->current;
4785 mem->current += padsize;
4787 // upload the data to the buffer at the chosen offset
4789 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4790 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4792 // count the usage for stats
4793 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4794 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4796 // return the buffer offset
4797 *returnbufferoffset = offset;
4802 //==================================================================================
4804 // LordHavoc: animcache originally written by Echon, rewritten since then
4807 * Animation cache prevents re-generating mesh data for an animated model
4808 * multiple times in one frame for lighting, shadowing, reflections, etc.
4811 void R_AnimCache_Free(void)
4815 void R_AnimCache_ClearCache(void)
4818 entity_render_t *ent;
4820 for (i = 0;i < r_refdef.scene.numentities;i++)
4822 ent = r_refdef.scene.entities[i];
4823 ent->animcache_vertex3f = NULL;
4824 ent->animcache_vertex3f_vertexbuffer = NULL;
4825 ent->animcache_vertex3f_bufferoffset = 0;
4826 ent->animcache_normal3f = NULL;
4827 ent->animcache_normal3f_vertexbuffer = NULL;
4828 ent->animcache_normal3f_bufferoffset = 0;
4829 ent->animcache_svector3f = NULL;
4830 ent->animcache_svector3f_vertexbuffer = NULL;
4831 ent->animcache_svector3f_bufferoffset = 0;
4832 ent->animcache_tvector3f = NULL;
4833 ent->animcache_tvector3f_vertexbuffer = NULL;
4834 ent->animcache_tvector3f_bufferoffset = 0;
4835 ent->animcache_vertexmesh = NULL;
4836 ent->animcache_vertexmesh_vertexbuffer = NULL;
4837 ent->animcache_vertexmesh_bufferoffset = 0;
4838 ent->animcache_skeletaltransform3x4 = NULL;
4839 ent->animcache_skeletaltransform3x4buffer = NULL;
4840 ent->animcache_skeletaltransform3x4offset = 0;
4841 ent->animcache_skeletaltransform3x4size = 0;
4845 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4849 // check if we need the meshbuffers
4850 if (!vid.useinterleavedarrays)
4853 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4854 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4855 // TODO: upload vertexbuffer?
4856 if (ent->animcache_vertexmesh)
4858 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4859 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4860 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4861 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4862 for (i = 0;i < numvertices;i++)
4863 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4864 if (ent->animcache_svector3f)
4865 for (i = 0;i < numvertices;i++)
4866 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4867 if (ent->animcache_tvector3f)
4868 for (i = 0;i < numvertices;i++)
4869 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4870 if (ent->animcache_normal3f)
4871 for (i = 0;i < numvertices;i++)
4872 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4876 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4878 dp_model_t *model = ent->model;
4881 // see if this ent is worth caching
4882 if (!model || !model->Draw || !model->AnimateVertices)
4884 // nothing to cache if it contains no animations and has no skeleton
4885 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4887 // see if it is already cached for gpuskeletal
4888 if (ent->animcache_skeletaltransform3x4)
4890 // see if it is already cached as a mesh
4891 if (ent->animcache_vertex3f)
4893 // check if we need to add normals or tangents
4894 if (ent->animcache_normal3f)
4895 wantnormals = false;
4896 if (ent->animcache_svector3f)
4897 wanttangents = false;
4898 if (!wantnormals && !wanttangents)
4902 // check which kind of cache we need to generate
4903 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4905 // cache the skeleton so the vertex shader can use it
4906 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4907 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4908 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4909 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4910 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4911 // note: this can fail if the buffer is at the grow limit
4912 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4913 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4915 else if (ent->animcache_vertex3f)
4917 // mesh was already cached but we may need to add normals/tangents
4918 // (this only happens with multiple views, reflections, cameras, etc)
4919 if (wantnormals || wanttangents)
4921 numvertices = model->surfmesh.num_vertices;
4923 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4926 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4927 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4929 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4930 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4931 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4932 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4933 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4938 // generate mesh cache
4939 numvertices = model->surfmesh.num_vertices;
4940 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4942 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4945 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4946 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4948 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4949 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4950 if (wantnormals || wanttangents)
4952 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4953 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4954 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4956 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4957 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4958 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4963 void R_AnimCache_CacheVisibleEntities(void)
4966 qboolean wantnormals = true;
4967 qboolean wanttangents = !r_showsurfaces.integer;
4969 switch(vid.renderpath)
4971 case RENDERPATH_GL20:
4972 case RENDERPATH_D3D9:
4973 case RENDERPATH_D3D10:
4974 case RENDERPATH_D3D11:
4975 case RENDERPATH_GLES2:
4977 case RENDERPATH_GL11:
4978 case RENDERPATH_GL13:
4979 case RENDERPATH_GLES1:
4980 wanttangents = false;
4982 case RENDERPATH_SOFT:
4986 if (r_shownormals.integer)
4987 wanttangents = wantnormals = true;
4989 // TODO: thread this
4990 // NOTE: R_PrepareRTLights() also caches entities
4992 for (i = 0;i < r_refdef.scene.numentities;i++)
4993 if (r_refdef.viewcache.entityvisible[i])
4994 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4997 //==================================================================================
4999 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5002 vec3_t eyemins, eyemaxs;
5003 vec3_t boxmins, boxmaxs;
5006 dp_model_t *model = r_refdef.scene.worldmodel;
5007 static vec3_t positions[] = {
5008 { 0.5f, 0.5f, 0.5f },
5009 { 0.0f, 0.0f, 0.0f },
5010 { 0.0f, 0.0f, 1.0f },
5011 { 0.0f, 1.0f, 0.0f },
5012 { 0.0f, 1.0f, 1.0f },
5013 { 1.0f, 0.0f, 0.0f },
5014 { 1.0f, 0.0f, 1.0f },
5015 { 1.0f, 1.0f, 0.0f },
5016 { 1.0f, 1.0f, 1.0f },
5019 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5023 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5024 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5027 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5030 // expand the eye box a little
5031 eyemins[0] = eye[0] - eyejitter;
5032 eyemaxs[0] = eye[0] + eyejitter;
5033 eyemins[1] = eye[1] - eyejitter;
5034 eyemaxs[1] = eye[1] + eyejitter;
5035 eyemins[2] = eye[2] - eyejitter;
5036 eyemaxs[2] = eye[2] + eyejitter;
5037 // expand the box a little
5038 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
5039 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
5040 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
5041 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
5042 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
5043 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
5045 // return true if eye overlaps enlarged box
5046 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5049 // try specific positions in the box first - note that these can be cached
5050 if (r_cullentities_trace_entityocclusion.integer)
5052 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5054 VectorCopy(eye, start);
5055 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5056 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5057 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5058 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5059 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5060 // not picky - if the trace ended anywhere in the box we're good
5061 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5065 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5068 // try various random positions
5069 for (i = 0; i < numsamples; i++)
5071 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5072 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5073 if (r_cullentities_trace_entityocclusion.integer)
5075 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5076 // not picky - if the trace ended anywhere in the box we're good
5077 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5080 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5088 static void R_View_UpdateEntityVisible (void)
5093 entity_render_t *ent;
5095 if (r_refdef.envmap || r_fb.water.hideplayer)
5096 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5097 else if (chase_active.integer || r_fb.water.renderingscene)
5098 renderimask = RENDER_VIEWMODEL;
5100 renderimask = RENDER_EXTERIORMODEL;
5101 if (!r_drawviewmodel.integer)
5102 renderimask |= RENDER_VIEWMODEL;
5103 if (!r_drawexteriormodel.integer)
5104 renderimask |= RENDER_EXTERIORMODEL;
5105 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5106 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5108 // worldmodel can check visibility
5109 for (i = 0;i < r_refdef.scene.numentities;i++)
5111 ent = r_refdef.scene.entities[i];
5112 if (!(ent->flags & renderimask))
5113 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)))
5114 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))
5115 r_refdef.viewcache.entityvisible[i] = true;
5120 // no worldmodel or it can't check visibility
5121 for (i = 0;i < r_refdef.scene.numentities;i++)
5123 ent = r_refdef.scene.entities[i];
5124 if (!(ent->flags & renderimask))
5125 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)))
5126 r_refdef.viewcache.entityvisible[i] = true;
5129 if (r_cullentities_trace.integer)
5131 for (i = 0;i < r_refdef.scene.numentities;i++)
5133 if (!r_refdef.viewcache.entityvisible[i])
5135 ent = r_refdef.scene.entities[i];
5136 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5138 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5139 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5140 ent->last_trace_visibility = realtime;
5141 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5142 r_refdef.viewcache.entityvisible[i] = 0;
5148 /// only used if skyrendermasked, and normally returns false
5149 static int R_DrawBrushModelsSky (void)
5152 entity_render_t *ent;
5155 for (i = 0;i < r_refdef.scene.numentities;i++)
5157 if (!r_refdef.viewcache.entityvisible[i])
5159 ent = r_refdef.scene.entities[i];
5160 if (!ent->model || !ent->model->DrawSky)
5162 ent->model->DrawSky(ent);
5168 static void R_DrawNoModel(entity_render_t *ent);
5169 static void R_DrawModels(void)
5172 entity_render_t *ent;
5174 for (i = 0;i < r_refdef.scene.numentities;i++)
5176 if (!r_refdef.viewcache.entityvisible[i])
5178 ent = r_refdef.scene.entities[i];
5179 r_refdef.stats[r_stat_entities]++;
5181 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5184 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5185 Con_Printf("R_DrawModels\n");
5186 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]);
5187 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);
5188 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);
5191 if (ent->model && ent->model->Draw != NULL)
5192 ent->model->Draw(ent);
5198 static void R_DrawModelsDepth(void)
5201 entity_render_t *ent;
5203 for (i = 0;i < r_refdef.scene.numentities;i++)
5205 if (!r_refdef.viewcache.entityvisible[i])
5207 ent = r_refdef.scene.entities[i];
5208 if (ent->model && ent->model->DrawDepth != NULL)
5209 ent->model->DrawDepth(ent);
5213 static void R_DrawModelsDebug(void)
5216 entity_render_t *ent;
5218 for (i = 0;i < r_refdef.scene.numentities;i++)
5220 if (!r_refdef.viewcache.entityvisible[i])
5222 ent = r_refdef.scene.entities[i];
5223 if (ent->model && ent->model->DrawDebug != NULL)
5224 ent->model->DrawDebug(ent);
5228 static void R_DrawModelsAddWaterPlanes(void)
5231 entity_render_t *ent;
5233 for (i = 0;i < r_refdef.scene.numentities;i++)
5235 if (!r_refdef.viewcache.entityvisible[i])
5237 ent = r_refdef.scene.entities[i];
5238 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5239 ent->model->DrawAddWaterPlanes(ent);
5243 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}};
5245 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5247 if (r_hdr_irisadaptation.integer)
5252 vec3_t diffusenormal;
5254 vec_t brightness = 0.0f;
5259 VectorCopy(r_refdef.view.forward, forward);
5260 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5262 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5263 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5264 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5265 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
5266 d = DotProduct(forward, diffusenormal);
5267 brightness += VectorLength(ambient);
5269 brightness += d * VectorLength(diffuse);
5271 brightness *= 1.0f / c;
5272 brightness += 0.00001f; // make sure it's never zero
5273 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5274 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5275 current = r_hdr_irisadaptation_value.value;
5277 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5278 else if (current > goal)
5279 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5280 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5281 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5283 else if (r_hdr_irisadaptation_value.value != 1.0f)
5284 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5287 static void R_View_SetFrustum(const int *scissor)
5290 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5291 vec3_t forward, left, up, origin, v;
5295 // flipped x coordinates (because x points left here)
5296 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5297 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5299 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5300 switch(vid.renderpath)
5302 case RENDERPATH_D3D9:
5303 case RENDERPATH_D3D10:
5304 case RENDERPATH_D3D11:
5305 // non-flipped y coordinates
5306 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5307 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5309 case RENDERPATH_SOFT:
5310 case RENDERPATH_GL11:
5311 case RENDERPATH_GL13:
5312 case RENDERPATH_GL20:
5313 case RENDERPATH_GLES1:
5314 case RENDERPATH_GLES2:
5315 // non-flipped y coordinates
5316 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5317 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5322 // we can't trust r_refdef.view.forward and friends in reflected scenes
5323 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5326 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5327 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5328 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5329 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5330 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5331 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5332 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5333 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5334 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5335 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5336 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5337 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5341 zNear = r_refdef.nearclip;
5342 nudge = 1.0 - 1.0 / (1<<23);
5343 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5344 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5345 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5346 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5347 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5348 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5349 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5350 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5356 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5357 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5358 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5359 r_refdef.view.frustum[0].dist = m[15] - m[12];
5361 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5362 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5363 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5364 r_refdef.view.frustum[1].dist = m[15] + m[12];
5366 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5367 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5368 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5369 r_refdef.view.frustum[2].dist = m[15] - m[13];
5371 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5372 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5373 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5374 r_refdef.view.frustum[3].dist = m[15] + m[13];
5376 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5377 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5378 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5379 r_refdef.view.frustum[4].dist = m[15] - m[14];
5381 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5382 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5383 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5384 r_refdef.view.frustum[5].dist = m[15] + m[14];
5387 if (r_refdef.view.useperspective)
5389 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5390 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]);
5391 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]);
5392 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]);
5393 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]);
5395 // then the normals from the corners relative to origin
5396 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5397 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5398 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5399 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5401 // in a NORMAL view, forward cross left == up
5402 // in a REFLECTED view, forward cross left == down
5403 // so our cross products above need to be adjusted for a left handed coordinate system
5404 CrossProduct(forward, left, v);
5405 if(DotProduct(v, up) < 0)
5407 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5408 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5409 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5410 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5413 // Leaving those out was a mistake, those were in the old code, and they
5414 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5415 // I couldn't reproduce it after adding those normalizations. --blub
5416 VectorNormalize(r_refdef.view.frustum[0].normal);
5417 VectorNormalize(r_refdef.view.frustum[1].normal);
5418 VectorNormalize(r_refdef.view.frustum[2].normal);
5419 VectorNormalize(r_refdef.view.frustum[3].normal);
5421 // make the corners absolute
5422 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5423 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5424 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5425 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5428 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5430 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5431 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5432 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5433 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5434 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5438 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5439 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5440 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5441 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5442 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5443 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5444 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5445 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5446 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5447 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5449 r_refdef.view.numfrustumplanes = 5;
5451 if (r_refdef.view.useclipplane)
5453 r_refdef.view.numfrustumplanes = 6;
5454 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5457 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5458 PlaneClassify(r_refdef.view.frustum + i);
5460 // LordHavoc: note to all quake engine coders, Quake had a special case
5461 // for 90 degrees which assumed a square view (wrong), so I removed it,
5462 // Quake2 has it disabled as well.
5464 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5465 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5466 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5467 //PlaneClassify(&frustum[0]);
5469 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5470 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5471 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5472 //PlaneClassify(&frustum[1]);
5474 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5475 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5476 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5477 //PlaneClassify(&frustum[2]);
5479 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5480 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5481 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5482 //PlaneClassify(&frustum[3]);
5485 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5486 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5487 //PlaneClassify(&frustum[4]);
5490 static void R_View_UpdateWithScissor(const int *myscissor)
5492 R_Main_ResizeViewCache();
5493 R_View_SetFrustum(myscissor);
5494 R_View_WorldVisibility(r_refdef.view.useclipplane);
5495 R_View_UpdateEntityVisible();
5498 static void R_View_Update(void)
5500 R_Main_ResizeViewCache();
5501 R_View_SetFrustum(NULL);
5502 R_View_WorldVisibility(r_refdef.view.useclipplane);
5503 R_View_UpdateEntityVisible();
5506 float viewscalefpsadjusted = 1.0f;
5508 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5510 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5511 scale = bound(0.03125f, scale, 1.0f);
5512 *outwidth = (int)ceil(width * scale);
5513 *outheight = (int)ceil(height * scale);
5516 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5518 const float *customclipplane = NULL;
5520 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5521 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5523 // LordHavoc: couldn't figure out how to make this approach the
5524 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5525 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5526 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5527 dist = r_refdef.view.clipplane.dist;
5528 plane[0] = r_refdef.view.clipplane.normal[0];
5529 plane[1] = r_refdef.view.clipplane.normal[1];
5530 plane[2] = r_refdef.view.clipplane.normal[2];
5532 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5535 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5536 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5538 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5539 if (!r_refdef.view.useperspective)
5540 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);
5541 else if (vid.stencil && r_useinfinitefarclip.integer)
5542 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);
5544 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);
5545 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5546 R_SetViewport(&r_refdef.view.viewport);
5547 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5549 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5550 float screenplane[4];
5551 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5552 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5553 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5554 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5555 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5559 void R_EntityMatrix(const matrix4x4_t *matrix)
5561 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5563 gl_modelmatrixchanged = false;
5564 gl_modelmatrix = *matrix;
5565 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5566 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5567 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5568 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5570 switch(vid.renderpath)
5572 case RENDERPATH_D3D9:
5574 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5575 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5578 case RENDERPATH_D3D10:
5579 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5581 case RENDERPATH_D3D11:
5582 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5584 case RENDERPATH_GL11:
5585 case RENDERPATH_GL13:
5586 case RENDERPATH_GLES1:
5588 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5591 case RENDERPATH_SOFT:
5592 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5593 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5595 case RENDERPATH_GL20:
5596 case RENDERPATH_GLES2:
5597 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5598 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5604 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5606 r_viewport_t viewport;
5610 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5611 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);
5612 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5613 R_SetViewport(&viewport);
5614 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5615 GL_Color(1, 1, 1, 1);
5616 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5617 GL_BlendFunc(GL_ONE, GL_ZERO);
5618 GL_ScissorTest(false);
5619 GL_DepthMask(false);
5620 GL_DepthRange(0, 1);
5621 GL_DepthTest(false);
5622 GL_DepthFunc(GL_LEQUAL);
5623 R_EntityMatrix(&identitymatrix);
5624 R_Mesh_ResetTextureState();
5625 GL_PolygonOffset(0, 0);
5626 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5627 switch(vid.renderpath)
5629 case RENDERPATH_GL11:
5630 case RENDERPATH_GL13:
5631 case RENDERPATH_GL20:
5632 case RENDERPATH_GLES1:
5633 case RENDERPATH_GLES2:
5634 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5636 case RENDERPATH_D3D9:
5637 case RENDERPATH_D3D10:
5638 case RENDERPATH_D3D11:
5639 case RENDERPATH_SOFT:
5642 GL_CullFace(GL_NONE);
5647 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5651 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5654 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5658 R_SetupView(true, fbo, depthtexture, colortexture);
5659 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5660 GL_Color(1, 1, 1, 1);
5661 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5662 GL_BlendFunc(GL_ONE, GL_ZERO);
5663 GL_ScissorTest(true);
5665 GL_DepthRange(0, 1);
5667 GL_DepthFunc(GL_LEQUAL);
5668 R_EntityMatrix(&identitymatrix);
5669 R_Mesh_ResetTextureState();
5670 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5671 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5672 switch(vid.renderpath)
5674 case RENDERPATH_GL11:
5675 case RENDERPATH_GL13:
5676 case RENDERPATH_GL20:
5677 case RENDERPATH_GLES1:
5678 case RENDERPATH_GLES2:
5679 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5681 case RENDERPATH_D3D9:
5682 case RENDERPATH_D3D10:
5683 case RENDERPATH_D3D11:
5684 case RENDERPATH_SOFT:
5687 GL_CullFace(r_refdef.view.cullface_back);
5692 R_RenderView_UpdateViewVectors
5695 void R_RenderView_UpdateViewVectors(void)
5697 // break apart the view matrix into vectors for various purposes
5698 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5699 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5700 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5701 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5702 // make an inverted copy of the view matrix for tracking sprites
5703 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5706 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5707 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5709 static void R_Water_StartFrame(void)
5712 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5713 r_waterstate_waterplane_t *p;
5714 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;
5716 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5719 switch(vid.renderpath)
5721 case RENDERPATH_GL20:
5722 case RENDERPATH_D3D9:
5723 case RENDERPATH_D3D10:
5724 case RENDERPATH_D3D11:
5725 case RENDERPATH_SOFT:
5726 case RENDERPATH_GLES2:
5728 case RENDERPATH_GL11:
5729 case RENDERPATH_GL13:
5730 case RENDERPATH_GLES1:
5734 // set waterwidth and waterheight to the water resolution that will be
5735 // used (often less than the screen resolution for faster rendering)
5736 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5738 // calculate desired texture sizes
5739 // can't use water if the card does not support the texture size
5740 if (!r_water.integer || r_showsurfaces.integer)
5741 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5742 else if (vid.support.arb_texture_non_power_of_two)
5744 texturewidth = waterwidth;
5745 textureheight = waterheight;
5746 camerawidth = waterwidth;
5747 cameraheight = waterheight;
5751 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5752 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5753 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5754 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5757 // allocate textures as needed
5758 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))
5760 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5761 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5763 if (p->texture_refraction)
5764 R_FreeTexture(p->texture_refraction);
5765 p->texture_refraction = NULL;
5766 if (p->fbo_refraction)
5767 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5768 p->fbo_refraction = 0;
5769 if (p->texture_reflection)
5770 R_FreeTexture(p->texture_reflection);
5771 p->texture_reflection = NULL;
5772 if (p->fbo_reflection)
5773 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5774 p->fbo_reflection = 0;
5775 if (p->texture_camera)
5776 R_FreeTexture(p->texture_camera);
5777 p->texture_camera = NULL;
5779 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5782 memset(&r_fb.water, 0, sizeof(r_fb.water));
5783 r_fb.water.texturewidth = texturewidth;
5784 r_fb.water.textureheight = textureheight;
5785 r_fb.water.camerawidth = camerawidth;
5786 r_fb.water.cameraheight = cameraheight;
5789 if (r_fb.water.texturewidth)
5791 int scaledwidth, scaledheight;
5793 r_fb.water.enabled = true;
5795 // water resolution is usually reduced
5796 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5797 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5798 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5800 // set up variables that will be used in shader setup
5801 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5802 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5803 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5804 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5807 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5808 r_fb.water.numwaterplanes = 0;
5811 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5813 int planeindex, bestplaneindex, vertexindex;
5814 vec3_t mins, maxs, normal, center, v, n;
5815 vec_t planescore, bestplanescore;
5817 r_waterstate_waterplane_t *p;
5818 texture_t *t = R_GetCurrentTexture(surface->texture);
5820 rsurface.texture = t;
5821 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5822 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5823 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5825 // average the vertex normals, find the surface bounds (after deformvertexes)
5826 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5827 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5828 VectorCopy(n, normal);
5829 VectorCopy(v, mins);
5830 VectorCopy(v, maxs);
5831 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5833 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5834 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5835 VectorAdd(normal, n, normal);
5836 mins[0] = min(mins[0], v[0]);
5837 mins[1] = min(mins[1], v[1]);
5838 mins[2] = min(mins[2], v[2]);
5839 maxs[0] = max(maxs[0], v[0]);
5840 maxs[1] = max(maxs[1], v[1]);
5841 maxs[2] = max(maxs[2], v[2]);
5843 VectorNormalize(normal);
5844 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5846 VectorCopy(normal, plane.normal);
5847 VectorNormalize(plane.normal);
5848 plane.dist = DotProduct(center, plane.normal);
5849 PlaneClassify(&plane);
5850 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5852 // skip backfaces (except if nocullface is set)
5853 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5855 VectorNegate(plane.normal, plane.normal);
5857 PlaneClassify(&plane);
5861 // find a matching plane if there is one
5862 bestplaneindex = -1;
5863 bestplanescore = 1048576.0f;
5864 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5866 if(p->camera_entity == t->camera_entity)
5868 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5869 if (bestplaneindex < 0 || bestplanescore > planescore)
5871 bestplaneindex = planeindex;
5872 bestplanescore = planescore;
5876 planeindex = bestplaneindex;
5878 // if this surface does not fit any known plane rendered this frame, add one
5879 if (planeindex < 0 || bestplanescore > 0.001f)
5881 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5883 // store the new plane
5884 planeindex = r_fb.water.numwaterplanes++;
5885 p = r_fb.water.waterplanes + planeindex;
5887 // clear materialflags and pvs
5888 p->materialflags = 0;
5889 p->pvsvalid = false;
5890 p->camera_entity = t->camera_entity;
5891 VectorCopy(mins, p->mins);
5892 VectorCopy(maxs, p->maxs);
5896 // We're totally screwed.
5902 // merge mins/maxs when we're adding this surface to the plane
5903 p = r_fb.water.waterplanes + planeindex;
5904 p->mins[0] = min(p->mins[0], mins[0]);
5905 p->mins[1] = min(p->mins[1], mins[1]);
5906 p->mins[2] = min(p->mins[2], mins[2]);
5907 p->maxs[0] = max(p->maxs[0], maxs[0]);
5908 p->maxs[1] = max(p->maxs[1], maxs[1]);
5909 p->maxs[2] = max(p->maxs[2], maxs[2]);
5911 // merge this surface's materialflags into the waterplane
5912 p->materialflags |= t->currentmaterialflags;
5913 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5915 // merge this surface's PVS into the waterplane
5916 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5917 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5919 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5925 extern cvar_t r_drawparticles;
5926 extern cvar_t r_drawdecals;
5928 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5931 r_refdef_view_t originalview;
5932 r_refdef_view_t myview;
5933 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;
5934 r_waterstate_waterplane_t *p;
5936 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;
5939 originalview = r_refdef.view;
5941 // lowquality hack, temporarily shut down some cvars and restore afterwards
5942 qualityreduction = r_water_lowquality.integer;
5943 if (qualityreduction > 0)
5945 if (qualityreduction >= 1)
5947 old_r_shadows = r_shadows.integer;
5948 old_r_worldrtlight = r_shadow_realtime_world.integer;
5949 old_r_dlight = r_shadow_realtime_dlight.integer;
5950 Cvar_SetValueQuick(&r_shadows, 0);
5951 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5952 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5954 if (qualityreduction >= 2)
5956 old_r_dynamic = r_dynamic.integer;
5957 old_r_particles = r_drawparticles.integer;
5958 old_r_decals = r_drawdecals.integer;
5959 Cvar_SetValueQuick(&r_dynamic, 0);
5960 Cvar_SetValueQuick(&r_drawparticles, 0);
5961 Cvar_SetValueQuick(&r_drawdecals, 0);
5965 // make sure enough textures are allocated
5966 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5968 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
5970 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5972 if (!p->texture_refraction)
5973 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);
5974 if (!p->texture_refraction)
5978 if (r_fb.water.depthtexture == NULL)
5979 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5980 if (p->fbo_refraction == 0)
5981 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5984 else if (p->materialflags & MATERIALFLAG_CAMERA)
5986 if (!p->texture_camera)
5987 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);
5988 if (!p->texture_camera)
5992 if (r_fb.water.depthtexture == NULL)
5993 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5994 if (p->fbo_camera == 0)
5995 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5999 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6001 if (!p->texture_reflection)
6002 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);
6003 if (!p->texture_reflection)
6007 if (r_fb.water.depthtexture == NULL)
6008 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6009 if (p->fbo_reflection == 0)
6010 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6016 r_refdef.view = originalview;
6017 r_refdef.view.showdebug = false;
6018 r_refdef.view.width = r_fb.water.waterwidth;
6019 r_refdef.view.height = r_fb.water.waterheight;
6020 r_refdef.view.useclipplane = true;
6021 myview = r_refdef.view;
6022 r_fb.water.renderingscene = true;
6023 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6025 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6027 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6029 r_refdef.view = myview;
6030 if(r_water_scissormode.integer)
6032 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6033 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6034 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6037 // render reflected scene and copy into texture
6038 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6039 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6040 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6041 r_refdef.view.clipplane = p->plane;
6042 // reverse the cullface settings for this render
6043 r_refdef.view.cullface_front = GL_FRONT;
6044 r_refdef.view.cullface_back = GL_BACK;
6045 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6047 r_refdef.view.usecustompvs = true;
6049 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6051 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6054 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6055 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6056 R_ClearScreen(r_refdef.fogenabled);
6057 if(r_water_scissormode.integer & 2)
6058 R_View_UpdateWithScissor(myscissor);
6061 R_AnimCache_CacheVisibleEntities();
6062 if(r_water_scissormode.integer & 1)
6063 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6064 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6066 if (!p->fbo_reflection)
6067 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);
6068 r_fb.water.hideplayer = false;
6071 // render the normal view scene and copy into texture
6072 // (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)
6073 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6075 r_refdef.view = myview;
6076 if(r_water_scissormode.integer)
6078 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6079 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6080 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6083 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6085 r_refdef.view.clipplane = p->plane;
6086 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6087 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6089 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6091 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6092 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6093 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6094 R_RenderView_UpdateViewVectors();
6095 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6097 r_refdef.view.usecustompvs = true;
6098 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);
6102 PlaneClassify(&r_refdef.view.clipplane);
6104 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6105 R_ClearScreen(r_refdef.fogenabled);
6106 if(r_water_scissormode.integer & 2)
6107 R_View_UpdateWithScissor(myscissor);
6110 R_AnimCache_CacheVisibleEntities();
6111 if(r_water_scissormode.integer & 1)
6112 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6113 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6115 if (!p->fbo_refraction)
6116 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);
6117 r_fb.water.hideplayer = false;
6119 else if (p->materialflags & MATERIALFLAG_CAMERA)
6121 r_refdef.view = myview;
6123 r_refdef.view.clipplane = p->plane;
6124 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6125 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6127 r_refdef.view.width = r_fb.water.camerawidth;
6128 r_refdef.view.height = r_fb.water.cameraheight;
6129 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6130 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6131 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6132 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6134 if(p->camera_entity)
6136 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6137 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6140 // note: all of the view is used for displaying... so
6141 // there is no use in scissoring
6143 // reverse the cullface settings for this render
6144 r_refdef.view.cullface_front = GL_FRONT;
6145 r_refdef.view.cullface_back = GL_BACK;
6146 // also reverse the view matrix
6147 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
6148 R_RenderView_UpdateViewVectors();
6149 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6151 r_refdef.view.usecustompvs = true;
6152 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);
6155 // camera needs no clipplane
6156 r_refdef.view.useclipplane = false;
6158 PlaneClassify(&r_refdef.view.clipplane);
6160 r_fb.water.hideplayer = false;
6162 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6163 R_ClearScreen(r_refdef.fogenabled);
6165 R_AnimCache_CacheVisibleEntities();
6166 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6169 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);
6170 r_fb.water.hideplayer = false;
6174 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6175 r_fb.water.renderingscene = false;
6176 r_refdef.view = originalview;
6177 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6178 if (!r_fb.water.depthtexture)
6179 R_ClearScreen(r_refdef.fogenabled);
6181 R_AnimCache_CacheVisibleEntities();
6184 r_refdef.view = originalview;
6185 r_fb.water.renderingscene = false;
6186 Cvar_SetValueQuick(&r_water, 0);
6187 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6189 // lowquality hack, restore cvars
6190 if (qualityreduction > 0)
6192 if (qualityreduction >= 1)
6194 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6195 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6196 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6198 if (qualityreduction >= 2)
6200 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6201 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6202 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6207 static void R_Bloom_StartFrame(void)
6210 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6211 int viewwidth, viewheight;
6212 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6213 textype_t textype = TEXTYPE_COLORBUFFER;
6215 switch (vid.renderpath)
6217 case RENDERPATH_GL20:
6218 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6219 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6221 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6222 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6225 case RENDERPATH_GL11:
6226 case RENDERPATH_GL13:
6227 case RENDERPATH_GLES1:
6228 return; // don't bother
6229 case RENDERPATH_GLES2:
6230 case RENDERPATH_D3D9:
6231 case RENDERPATH_D3D10:
6232 case RENDERPATH_D3D11:
6233 r_fb.usedepthtextures = false;
6235 case RENDERPATH_SOFT:
6236 r_fb.usedepthtextures = true;
6240 if (r_viewscale_fpsscaling.integer)
6242 double actualframetime;
6243 double targetframetime;
6245 actualframetime = r_refdef.lastdrawscreentime;
6246 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6247 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6248 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6249 if (r_viewscale_fpsscaling_stepsize.value > 0)
6250 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6251 viewscalefpsadjusted += adjust;
6252 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6255 viewscalefpsadjusted = 1.0f;
6257 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6259 switch(vid.renderpath)
6261 case RENDERPATH_GL20:
6262 case RENDERPATH_D3D9:
6263 case RENDERPATH_D3D10:
6264 case RENDERPATH_D3D11:
6265 case RENDERPATH_SOFT:
6266 case RENDERPATH_GLES2:
6268 case RENDERPATH_GL11:
6269 case RENDERPATH_GL13:
6270 case RENDERPATH_GLES1:
6274 // set bloomwidth and bloomheight to the bloom resolution that will be
6275 // used (often less than the screen resolution for faster rendering)
6276 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6277 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6278 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6279 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6280 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6282 // calculate desired texture sizes
6283 if (vid.support.arb_texture_non_power_of_two)
6285 screentexturewidth = vid.width;
6286 screentextureheight = vid.height;
6287 bloomtexturewidth = r_fb.bloomwidth;
6288 bloomtextureheight = r_fb.bloomheight;
6292 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6293 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6294 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6295 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6298 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))
6300 Cvar_SetValueQuick(&r_bloom, 0);
6301 Cvar_SetValueQuick(&r_motionblur, 0);
6302 Cvar_SetValueQuick(&r_damageblur, 0);
6305 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || !vid_gammatables_trivial)
6307 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6309 && r_viewscale.value == 1.0f
6310 && !r_viewscale_fpsscaling.integer)
6311 screentexturewidth = screentextureheight = 0;
6312 if (!r_bloom.integer)
6313 bloomtexturewidth = bloomtextureheight = 0;
6315 // allocate textures as needed
6316 if (r_fb.screentexturewidth != screentexturewidth
6317 || r_fb.screentextureheight != screentextureheight
6318 || r_fb.bloomtexturewidth != bloomtexturewidth
6319 || r_fb.bloomtextureheight != bloomtextureheight
6320 || r_fb.textype != textype
6321 || useviewfbo != (r_fb.fbo != 0))
6323 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6325 if (r_fb.bloomtexture[i])
6326 R_FreeTexture(r_fb.bloomtexture[i]);
6327 r_fb.bloomtexture[i] = NULL;
6329 if (r_fb.bloomfbo[i])
6330 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6331 r_fb.bloomfbo[i] = 0;
6335 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6338 if (r_fb.colortexture)
6339 R_FreeTexture(r_fb.colortexture);
6340 r_fb.colortexture = NULL;
6342 if (r_fb.depthtexture)
6343 R_FreeTexture(r_fb.depthtexture);
6344 r_fb.depthtexture = NULL;
6346 if (r_fb.ghosttexture)
6347 R_FreeTexture(r_fb.ghosttexture);
6348 r_fb.ghosttexture = NULL;
6350 r_fb.screentexturewidth = screentexturewidth;
6351 r_fb.screentextureheight = screentextureheight;
6352 r_fb.bloomtexturewidth = bloomtexturewidth;
6353 r_fb.bloomtextureheight = bloomtextureheight;
6354 r_fb.textype = textype;
6356 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6358 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6359 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);
6360 r_fb.ghosttexture_valid = false;
6361 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);
6364 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6365 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6366 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6370 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6372 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6374 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);
6376 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6381 // bloom texture is a different resolution
6382 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6383 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6384 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6385 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6386 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6388 // set up a texcoord array for the full resolution screen image
6389 // (we have to keep this around to copy back during final render)
6390 r_fb.screentexcoord2f[0] = 0;
6391 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6392 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6393 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6394 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6395 r_fb.screentexcoord2f[5] = 0;
6396 r_fb.screentexcoord2f[6] = 0;
6397 r_fb.screentexcoord2f[7] = 0;
6401 for (i = 1;i < 8;i += 2)
6403 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6407 // set up a texcoord array for the reduced resolution bloom image
6408 // (which will be additive blended over the screen image)
6409 r_fb.bloomtexcoord2f[0] = 0;
6410 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6411 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6412 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6413 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6414 r_fb.bloomtexcoord2f[5] = 0;
6415 r_fb.bloomtexcoord2f[6] = 0;
6416 r_fb.bloomtexcoord2f[7] = 0;
6418 switch(vid.renderpath)
6420 case RENDERPATH_GL11:
6421 case RENDERPATH_GL13:
6422 case RENDERPATH_GL20:
6423 case RENDERPATH_SOFT:
6424 case RENDERPATH_GLES1:
6425 case RENDERPATH_GLES2:
6427 case RENDERPATH_D3D9:
6428 case RENDERPATH_D3D10:
6429 case RENDERPATH_D3D11:
6430 for (i = 0;i < 4;i++)
6432 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6433 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6434 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6435 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6440 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6443 r_refdef.view.clear = true;
6446 static void R_Bloom_MakeTexture(void)
6449 float xoffset, yoffset, r, brighten;
6451 float colorscale = r_bloom_colorscale.value;
6453 r_refdef.stats[r_stat_bloom]++;
6456 // this copy is unnecessary since it happens in R_BlendView already
6459 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);
6460 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6464 // scale down screen texture to the bloom texture size
6466 r_fb.bloomindex = 0;
6467 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6468 R_SetViewport(&r_fb.bloomviewport);
6469 GL_CullFace(GL_NONE);
6470 GL_DepthTest(false);
6471 GL_BlendFunc(GL_ONE, GL_ZERO);
6472 GL_Color(colorscale, colorscale, colorscale, 1);
6473 // 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...
6474 switch(vid.renderpath)
6476 case RENDERPATH_GL11:
6477 case RENDERPATH_GL13:
6478 case RENDERPATH_GL20:
6479 case RENDERPATH_GLES1:
6480 case RENDERPATH_GLES2:
6481 case RENDERPATH_SOFT:
6482 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6484 case RENDERPATH_D3D9:
6485 case RENDERPATH_D3D10:
6486 case RENDERPATH_D3D11:
6487 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6490 // TODO: do boxfilter scale-down in shader?
6491 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6492 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6493 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6495 // we now have a properly scaled bloom image
6496 if (!r_fb.bloomfbo[r_fb.bloomindex])
6498 // copy it into the bloom texture
6499 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);
6500 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6503 // multiply bloom image by itself as many times as desired
6504 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6506 intex = r_fb.bloomtexture[r_fb.bloomindex];
6507 r_fb.bloomindex ^= 1;
6508 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6510 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6511 if (!r_fb.bloomfbo[r_fb.bloomindex])
6513 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6514 GL_Color(r,r,r,1); // apply fix factor
6519 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6520 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6521 GL_Color(1,1,1,1); // no fix factor supported here
6523 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6524 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6525 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6526 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6528 if (!r_fb.bloomfbo[r_fb.bloomindex])
6530 // copy the darkened image to a texture
6531 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);
6532 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6536 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6537 brighten = r_bloom_brighten.value;
6538 brighten = sqrt(brighten);
6540 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6542 for (dir = 0;dir < 2;dir++)
6544 intex = r_fb.bloomtexture[r_fb.bloomindex];
6545 r_fb.bloomindex ^= 1;
6546 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6547 // blend on at multiple vertical offsets to achieve a vertical blur
6548 // TODO: do offset blends using GLSL
6549 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6550 GL_BlendFunc(GL_ONE, GL_ZERO);
6551 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6552 for (x = -range;x <= range;x++)
6554 if (!dir){xoffset = 0;yoffset = x;}
6555 else {xoffset = x;yoffset = 0;}
6556 xoffset /= (float)r_fb.bloomtexturewidth;
6557 yoffset /= (float)r_fb.bloomtextureheight;
6558 // compute a texcoord array with the specified x and y offset
6559 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6560 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6561 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6562 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6563 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6564 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6565 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6566 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6567 // this r value looks like a 'dot' particle, fading sharply to
6568 // black at the edges
6569 // (probably not realistic but looks good enough)
6570 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6571 //r = brighten/(range*2+1);
6572 r = brighten / (range * 2 + 1);
6574 r *= (1 - x*x/(float)(range*range));
6575 GL_Color(r, r, r, 1);
6576 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6577 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6578 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6579 GL_BlendFunc(GL_ONE, GL_ONE);
6582 if (!r_fb.bloomfbo[r_fb.bloomindex])
6584 // copy the vertically or horizontally blurred bloom view to a texture
6585 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);
6586 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6591 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6593 dpuint64 permutation;
6594 float uservecs[4][4];
6596 R_EntityMatrix(&identitymatrix);
6598 switch (vid.renderpath)
6600 case RENDERPATH_GL20:
6601 case RENDERPATH_D3D9:
6602 case RENDERPATH_D3D10:
6603 case RENDERPATH_D3D11:
6604 case RENDERPATH_SOFT:
6605 case RENDERPATH_GLES2:
6607 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6608 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6609 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
6610 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6611 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6613 if (r_fb.colortexture)
6617 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);
6618 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6621 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6623 // declare variables
6624 float blur_factor, blur_mouseaccel, blur_velocity;
6625 static float blur_average;
6626 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6628 // set a goal for the factoring
6629 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6630 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6631 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6632 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6633 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6634 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6636 // from the goal, pick an averaged value between goal and last value
6637 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6638 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6640 // enforce minimum amount of blur
6641 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6643 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6645 // calculate values into a standard alpha
6646 cl.motionbluralpha = 1 - exp(-
6648 (r_motionblur.value * blur_factor / 80)
6650 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6653 max(0.0001, cl.time - cl.oldtime) // fps independent
6656 // randomization for the blur value to combat persistent ghosting
6657 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6658 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6661 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6662 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6664 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6665 GL_Color(1, 1, 1, cl.motionbluralpha);
6666 switch(vid.renderpath)
6668 case RENDERPATH_GL11:
6669 case RENDERPATH_GL13:
6670 case RENDERPATH_GL20:
6671 case RENDERPATH_GLES1:
6672 case RENDERPATH_GLES2:
6673 case RENDERPATH_SOFT:
6674 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6676 case RENDERPATH_D3D9:
6677 case RENDERPATH_D3D10:
6678 case RENDERPATH_D3D11:
6679 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6682 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6683 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6684 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6687 // updates old view angles for next pass
6688 VectorCopy(cl.viewangles, blur_oldangles);
6690 // copy view into the ghost texture
6691 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);
6692 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6693 r_fb.ghosttexture_valid = true;
6698 // no r_fb.colortexture means we're rendering to the real fb
6699 // we may still have to do view tint...
6700 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6702 // apply a color tint to the whole view
6703 R_ResetViewRendering2D(0, NULL, NULL);
6704 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6705 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6706 R_SetupShader_Generic_NoTexture(false, true);
6707 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6708 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6710 break; // no screen processing, no bloom, skip it
6713 if (r_fb.bloomtexture[0])
6715 // make the bloom texture
6716 R_Bloom_MakeTexture();
6719 #if _MSC_VER >= 1400
6720 #define sscanf sscanf_s
6722 memset(uservecs, 0, sizeof(uservecs));
6723 if (r_glsl_postprocess_uservec1_enable.integer)
6724 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6725 if (r_glsl_postprocess_uservec2_enable.integer)
6726 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6727 if (r_glsl_postprocess_uservec3_enable.integer)
6728 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6729 if (r_glsl_postprocess_uservec4_enable.integer)
6730 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6732 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6733 GL_Color(1, 1, 1, 1);
6734 GL_BlendFunc(GL_ONE, GL_ZERO);
6736 switch(vid.renderpath)
6738 case RENDERPATH_GL20:
6739 case RENDERPATH_GLES2:
6740 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6741 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6742 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6743 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6744 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6745 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]);
6746 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6747 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]);
6748 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]);
6749 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]);
6750 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]);
6751 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6752 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6753 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);
6755 case RENDERPATH_D3D9:
6757 // 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...
6758 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6759 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6760 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6761 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6762 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6763 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6764 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6765 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6766 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6767 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6768 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6769 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6770 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6771 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6774 case RENDERPATH_D3D10:
6775 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6777 case RENDERPATH_D3D11:
6778 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6780 case RENDERPATH_SOFT:
6781 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6782 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6783 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6784 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6785 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6786 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6787 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6788 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6789 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6790 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6791 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6792 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6793 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6794 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6799 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6800 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6802 case RENDERPATH_GL11:
6803 case RENDERPATH_GL13:
6804 case RENDERPATH_GLES1:
6805 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6807 // apply a color tint to the whole view
6808 R_ResetViewRendering2D(0, NULL, NULL);
6809 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6810 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6811 R_SetupShader_Generic_NoTexture(false, true);
6812 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6813 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6819 matrix4x4_t r_waterscrollmatrix;
6821 void R_UpdateFog(void)
6824 if (gamemode == GAME_NEHAHRA)
6826 if (gl_fogenable.integer)
6828 r_refdef.oldgl_fogenable = true;
6829 r_refdef.fog_density = gl_fogdensity.value;
6830 r_refdef.fog_red = gl_fogred.value;
6831 r_refdef.fog_green = gl_foggreen.value;
6832 r_refdef.fog_blue = gl_fogblue.value;
6833 r_refdef.fog_alpha = 1;
6834 r_refdef.fog_start = 0;
6835 r_refdef.fog_end = gl_skyclip.value;
6836 r_refdef.fog_height = 1<<30;
6837 r_refdef.fog_fadedepth = 128;
6839 else if (r_refdef.oldgl_fogenable)
6841 r_refdef.oldgl_fogenable = false;
6842 r_refdef.fog_density = 0;
6843 r_refdef.fog_red = 0;
6844 r_refdef.fog_green = 0;
6845 r_refdef.fog_blue = 0;
6846 r_refdef.fog_alpha = 0;
6847 r_refdef.fog_start = 0;
6848 r_refdef.fog_end = 0;
6849 r_refdef.fog_height = 1<<30;
6850 r_refdef.fog_fadedepth = 128;
6855 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6856 r_refdef.fog_start = max(0, r_refdef.fog_start);
6857 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6859 if (r_refdef.fog_density && r_drawfog.integer)
6861 r_refdef.fogenabled = true;
6862 // this is the point where the fog reaches 0.9986 alpha, which we
6863 // consider a good enough cutoff point for the texture
6864 // (0.9986 * 256 == 255.6)
6865 if (r_fog_exp2.integer)
6866 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6868 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6869 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6870 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6871 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6872 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6873 R_BuildFogHeightTexture();
6874 // fog color was already set
6875 // update the fog texture
6876 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)
6877 R_BuildFogTexture();
6878 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6879 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6882 r_refdef.fogenabled = false;
6885 if (r_refdef.fog_density)
6887 r_refdef.fogcolor[0] = r_refdef.fog_red;
6888 r_refdef.fogcolor[1] = r_refdef.fog_green;
6889 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6891 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6892 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6893 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6894 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6898 VectorCopy(r_refdef.fogcolor, fogvec);
6899 // color.rgb *= ContrastBoost * SceneBrightness;
6900 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6901 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6902 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6903 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6908 void R_UpdateVariables(void)
6912 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
6914 r_refdef.farclip = r_farclip_base.value;
6915 if (r_refdef.scene.worldmodel)
6916 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6917 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6919 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6920 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6921 r_refdef.polygonfactor = 0;
6922 r_refdef.polygonoffset = 0;
6923 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6924 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6926 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6927 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6928 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6929 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6930 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6931 if (FAKELIGHT_ENABLED)
6933 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
6935 else if (r_refdef.scene.worldmodel)
6937 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6939 if (r_showsurfaces.integer)
6941 r_refdef.scene.rtworld = false;
6942 r_refdef.scene.rtworldshadows = false;
6943 r_refdef.scene.rtdlight = false;
6944 r_refdef.scene.rtdlightshadows = false;
6945 r_refdef.scene.lightmapintensity = 0;
6948 r_gpuskeletal = false;
6949 switch(vid.renderpath)
6951 case RENDERPATH_GL20:
6952 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6953 case RENDERPATH_D3D9:
6954 case RENDERPATH_D3D10:
6955 case RENDERPATH_D3D11:
6956 case RENDERPATH_SOFT:
6957 case RENDERPATH_GLES2:
6958 if(!vid_gammatables_trivial)
6960 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6962 // build GLSL gamma texture
6963 #define RAMPWIDTH 256
6964 unsigned short ramp[RAMPWIDTH * 3];
6965 unsigned char rampbgr[RAMPWIDTH][4];
6968 r_texture_gammaramps_serial = vid_gammatables_serial;
6970 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6971 for(i = 0; i < RAMPWIDTH; ++i)
6973 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6974 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6975 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6978 if (r_texture_gammaramps)
6980 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6984 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6990 // remove GLSL gamma texture
6993 case RENDERPATH_GL11:
6994 case RENDERPATH_GL13:
6995 case RENDERPATH_GLES1:
7000 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7001 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7007 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7008 if( scenetype != r_currentscenetype ) {
7009 // store the old scenetype
7010 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7011 r_currentscenetype = scenetype;
7012 // move in the new scene
7013 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7022 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7024 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7025 if( scenetype == r_currentscenetype ) {
7026 return &r_refdef.scene;
7028 return &r_scenes_store[ scenetype ];
7032 static int R_SortEntities_Compare(const void *ap, const void *bp)
7034 const entity_render_t *a = *(const entity_render_t **)ap;
7035 const entity_render_t *b = *(const entity_render_t **)bp;
7038 if(a->model < b->model)
7040 if(a->model > b->model)
7044 // TODO possibly calculate the REAL skinnum here first using
7046 if(a->skinnum < b->skinnum)
7048 if(a->skinnum > b->skinnum)
7051 // everything we compared is equal
7054 static void R_SortEntities(void)
7056 // below or equal 2 ents, sorting never gains anything
7057 if(r_refdef.scene.numentities <= 2)
7060 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7068 int dpsoftrast_test;
7069 extern cvar_t r_shadow_bouncegrid;
7070 void R_RenderView(void)
7072 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7074 rtexture_t *depthtexture;
7075 rtexture_t *colortexture;
7077 dpsoftrast_test = r_test.integer;
7079 if (r_timereport_active)
7080 R_TimeReport("start");
7081 r_textureframe++; // used only by R_GetCurrentTexture
7082 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
7084 if(R_CompileShader_CheckStaticParms())
7087 if (!r_drawentities.integer)
7088 r_refdef.scene.numentities = 0;
7089 else if (r_sortentities.integer)
7092 R_AnimCache_ClearCache();
7094 /* adjust for stereo display */
7095 if(R_Stereo_Active())
7097 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);
7098 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7101 if (r_refdef.view.isoverlay)
7103 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7104 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7105 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7106 R_TimeReport("depthclear");
7108 r_refdef.view.showdebug = false;
7110 r_fb.water.enabled = false;
7111 r_fb.water.numwaterplanes = 0;
7113 R_RenderScene(0, NULL, NULL);
7115 r_refdef.view.matrix = originalmatrix;
7121 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7123 r_refdef.view.matrix = originalmatrix;
7127 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7129 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7130 // in sRGB fallback, behave similar to true sRGB: convert this
7131 // value from linear to sRGB
7132 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7134 R_RenderView_UpdateViewVectors();
7136 R_Shadow_UpdateWorldLightSelection();
7138 R_Bloom_StartFrame();
7140 // apply bloom brightness offset
7141 if(r_fb.bloomtexture[0])
7142 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7144 R_Water_StartFrame();
7146 // now we probably have an fbo to render into
7148 depthtexture = r_fb.depthtexture;
7149 colortexture = r_fb.colortexture;
7152 if (r_timereport_active)
7153 R_TimeReport("viewsetup");
7155 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7157 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7159 R_ClearScreen(r_refdef.fogenabled);
7160 if (r_timereport_active)
7161 R_TimeReport("viewclear");
7163 r_refdef.view.clear = true;
7165 r_refdef.view.showdebug = true;
7168 if (r_timereport_active)
7169 R_TimeReport("visibility");
7171 R_AnimCache_CacheVisibleEntities();
7172 if (r_timereport_active)
7173 R_TimeReport("animcache");
7175 R_Shadow_UpdateBounceGridTexture();
7176 if (r_timereport_active && r_shadow_bouncegrid.integer)
7177 R_TimeReport("bouncegrid");
7179 r_fb.water.numwaterplanes = 0;
7180 if (r_fb.water.enabled)
7181 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7183 R_RenderScene(fbo, depthtexture, colortexture);
7184 r_fb.water.numwaterplanes = 0;
7186 R_BlendView(fbo, depthtexture, colortexture);
7187 if (r_timereport_active)
7188 R_TimeReport("blendview");
7190 GL_Scissor(0, 0, vid.width, vid.height);
7191 GL_ScissorTest(false);
7193 r_refdef.view.matrix = originalmatrix;
7198 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7200 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7202 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7203 if (r_timereport_active)
7204 R_TimeReport("waterworld");
7207 // don't let sound skip if going slow
7208 if (r_refdef.scene.extraupdate)
7211 R_DrawModelsAddWaterPlanes();
7212 if (r_timereport_active)
7213 R_TimeReport("watermodels");
7215 if (r_fb.water.numwaterplanes)
7217 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7218 if (r_timereport_active)
7219 R_TimeReport("waterscenes");
7223 extern cvar_t cl_locs_show;
7224 static void R_DrawLocs(void);
7225 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
7226 static void R_DrawModelDecals(void);
7227 extern cvar_t cl_decals_newsystem;
7228 extern qboolean r_shadow_usingdeferredprepass;
7229 extern int r_shadow_shadowmapatlas_modelshadows_size;
7230 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7232 qboolean shadowmapping = false;
7234 if (r_timereport_active)
7235 R_TimeReport("beginscene");
7237 r_refdef.stats[r_stat_renders]++;
7241 // don't let sound skip if going slow
7242 if (r_refdef.scene.extraupdate)
7245 R_MeshQueue_BeginScene();
7249 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);
7251 if (r_timereport_active)
7252 R_TimeReport("skystartframe");
7254 if (cl.csqc_vidvars.drawworld)
7256 // don't let sound skip if going slow
7257 if (r_refdef.scene.extraupdate)
7260 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7262 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7263 if (r_timereport_active)
7264 R_TimeReport("worldsky");
7267 if (R_DrawBrushModelsSky() && r_timereport_active)
7268 R_TimeReport("bmodelsky");
7270 if (skyrendermasked && skyrenderlater)
7272 // we have to force off the water clipping plane while rendering sky
7273 R_SetupView(false, fbo, depthtexture, colortexture);
7275 R_SetupView(true, fbo, depthtexture, colortexture);
7276 if (r_timereport_active)
7277 R_TimeReport("sky");
7281 R_Shadow_PrepareModelShadows();
7282 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7283 if (r_timereport_active)
7284 R_TimeReport("preparelights");
7286 // render all the shadowmaps that will be used for this view
7287 shadowmapping = R_Shadow_ShadowMappingEnabled();
7288 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7290 R_Shadow_DrawShadowMaps();
7291 if (r_timereport_active)
7292 R_TimeReport("shadowmaps");
7295 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7296 if (r_shadow_usingdeferredprepass)
7297 R_Shadow_DrawPrepass();
7299 // now we begin the forward pass of the view render
7300 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7302 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7303 if (r_timereport_active)
7304 R_TimeReport("worlddepth");
7306 if (r_depthfirst.integer >= 2)
7308 R_DrawModelsDepth();
7309 if (r_timereport_active)
7310 R_TimeReport("modeldepth");
7313 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7315 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7316 if (r_timereport_active)
7317 R_TimeReport("world");
7320 // don't let sound skip if going slow
7321 if (r_refdef.scene.extraupdate)
7325 if (r_timereport_active)
7326 R_TimeReport("models");
7328 // don't let sound skip if going slow
7329 if (r_refdef.scene.extraupdate)
7332 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7334 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7335 R_Shadow_DrawModelShadows();
7336 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7337 // don't let sound skip if going slow
7338 if (r_refdef.scene.extraupdate)
7342 if (!r_shadow_usingdeferredprepass)
7344 R_Shadow_DrawLights();
7345 if (r_timereport_active)
7346 R_TimeReport("rtlights");
7349 // don't let sound skip if going slow
7350 if (r_refdef.scene.extraupdate)
7353 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7355 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7356 R_Shadow_DrawModelShadows();
7357 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7358 // don't let sound skip if going slow
7359 if (r_refdef.scene.extraupdate)
7363 if (cl.csqc_vidvars.drawworld)
7365 if (cl_decals_newsystem.integer)
7367 R_DrawModelDecals();
7368 if (r_timereport_active)
7369 R_TimeReport("modeldecals");
7374 if (r_timereport_active)
7375 R_TimeReport("decals");
7379 if (r_timereport_active)
7380 R_TimeReport("particles");
7383 if (r_timereport_active)
7384 R_TimeReport("explosions");
7388 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7390 if (r_refdef.view.showdebug)
7392 if (cl_locs_show.integer)
7395 if (r_timereport_active)
7396 R_TimeReport("showlocs");
7399 if (r_drawportals.integer)
7402 if (r_timereport_active)
7403 R_TimeReport("portals");
7406 if (r_showbboxes_client.value > 0)
7408 R_DrawEntityBBoxes(CLVM_prog);
7409 if (r_timereport_active)
7410 R_TimeReport("clbboxes");
7412 if (r_showbboxes.value > 0)
7414 R_DrawEntityBBoxes(SVVM_prog);
7415 if (r_timereport_active)
7416 R_TimeReport("svbboxes");
7420 if (r_transparent.integer)
7422 R_MeshQueue_RenderTransparent();
7423 if (r_timereport_active)
7424 R_TimeReport("drawtrans");
7427 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))
7429 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7430 if (r_timereport_active)
7431 R_TimeReport("worlddebug");
7432 R_DrawModelsDebug();
7433 if (r_timereport_active)
7434 R_TimeReport("modeldebug");
7437 if (cl.csqc_vidvars.drawworld)
7439 R_Shadow_DrawCoronas();
7440 if (r_timereport_active)
7441 R_TimeReport("coronas");
7446 GL_DepthTest(false);
7447 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7448 GL_Color(1, 1, 1, 1);
7449 qglBegin(GL_POLYGON);
7450 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7451 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7452 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7453 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7455 qglBegin(GL_POLYGON);
7456 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]);
7457 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]);
7458 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]);
7459 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]);
7461 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7465 // don't let sound skip if going slow
7466 if (r_refdef.scene.extraupdate)
7470 static const unsigned short bboxelements[36] =
7480 #define BBOXEDGES 13
7481 static const float bboxedges[BBOXEDGES][6] =
7484 { 0, 0, 0, 1, 1, 1 },
7486 { 0, 0, 0, 0, 1, 0 },
7487 { 0, 0, 0, 1, 0, 0 },
7488 { 0, 1, 0, 1, 1, 0 },
7489 { 1, 0, 0, 1, 1, 0 },
7491 { 0, 0, 1, 0, 1, 1 },
7492 { 0, 0, 1, 1, 0, 1 },
7493 { 0, 1, 1, 1, 1, 1 },
7494 { 1, 0, 1, 1, 1, 1 },
7496 { 0, 0, 0, 0, 0, 1 },
7497 { 1, 0, 0, 1, 0, 1 },
7498 { 0, 1, 0, 0, 1, 1 },
7499 { 1, 1, 0, 1, 1, 1 },
7502 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7504 int numvertices = BBOXEDGES * 8;
7505 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
7506 int numtriangles = BBOXEDGES * 12;
7507 unsigned short elements[BBOXEDGES * 36];
7509 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
7511 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
7513 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7514 GL_DepthMask(false);
7515 GL_DepthRange(0, 1);
7516 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7518 for (edge = 0; edge < BBOXEDGES; edge++)
7520 for (i = 0; i < 3; i++)
7522 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
7523 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
7525 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
7526 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
7527 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
7528 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
7529 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
7530 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
7531 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
7532 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
7533 for (i = 0; i < 36; i++)
7534 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
7536 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
7537 if (r_refdef.fogenabled)
7539 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
7541 f1 = RSurf_FogVertex(v);
7543 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7544 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7545 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7548 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
7549 R_Mesh_ResetTextureState();
7550 R_SetupShader_Generic_NoTexture(false, false);
7551 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
7554 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7556 // hacky overloading of the parameters
7557 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
7560 prvm_edict_t *edict;
7562 GL_CullFace(GL_NONE);
7563 R_SetupShader_Generic_NoTexture(false, false);
7565 for (i = 0;i < numsurfaces;i++)
7567 edict = PRVM_EDICT_NUM(surfacelist[i]);
7568 switch ((int)PRVM_serveredictfloat(edict, solid))
7570 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7571 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7572 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7573 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7574 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7575 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7576 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7578 if (prog == CLVM_prog)
7579 color[3] *= r_showbboxes_client.value;
7581 color[3] *= r_showbboxes.value;
7582 color[3] = bound(0, color[3], 1);
7583 GL_DepthTest(!r_showdisabledepthtest.integer);
7584 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7588 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
7591 prvm_edict_t *edict;
7597 for (i = 0; i < prog->num_edicts; i++)
7599 edict = PRVM_EDICT_NUM(i);
7600 if (edict->priv.server->free)
7602 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7603 if (PRVM_serveredictedict(edict, tag_entity) != 0)
7605 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7607 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7608 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
7612 static const int nomodelelement3i[24] =
7624 static const unsigned short nomodelelement3s[24] =
7636 static const float nomodelvertex3f[6*3] =
7646 static const float nomodelcolor4f[6*4] =
7648 0.0f, 0.0f, 0.5f, 1.0f,
7649 0.0f, 0.0f, 0.5f, 1.0f,
7650 0.0f, 0.5f, 0.0f, 1.0f,
7651 0.0f, 0.5f, 0.0f, 1.0f,
7652 0.5f, 0.0f, 0.0f, 1.0f,
7653 0.5f, 0.0f, 0.0f, 1.0f
7656 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7662 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);
7664 // this is only called once per entity so numsurfaces is always 1, and
7665 // surfacelist is always {0}, so this code does not handle batches
7667 if (rsurface.ent_flags & RENDER_ADDITIVE)
7669 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7670 GL_DepthMask(false);
7672 else if (ent->alpha < 1)
7674 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7675 GL_DepthMask(false);
7679 GL_BlendFunc(GL_ONE, GL_ZERO);
7682 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7683 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7684 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7685 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7686 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7687 for (i = 0, c = color4f;i < 6;i++, c += 4)
7689 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
7690 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
7691 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
7694 if (r_refdef.fogenabled)
7696 for (i = 0, c = color4f;i < 6;i++, c += 4)
7698 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7700 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7701 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7702 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7705 // R_Mesh_ResetTextureState();
7706 R_SetupShader_Generic_NoTexture(false, false);
7707 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7708 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7711 void R_DrawNoModel(entity_render_t *ent)
7714 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7715 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7716 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7718 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7721 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7723 vec3_t right1, right2, diff, normal;
7725 VectorSubtract (org2, org1, normal);
7727 // calculate 'right' vector for start
7728 VectorSubtract (r_refdef.view.origin, org1, diff);
7729 CrossProduct (normal, diff, right1);
7730 VectorNormalize (right1);
7732 // calculate 'right' vector for end
7733 VectorSubtract (r_refdef.view.origin, org2, diff);
7734 CrossProduct (normal, diff, right2);
7735 VectorNormalize (right2);
7737 vert[ 0] = org1[0] + width * right1[0];
7738 vert[ 1] = org1[1] + width * right1[1];
7739 vert[ 2] = org1[2] + width * right1[2];
7740 vert[ 3] = org1[0] - width * right1[0];
7741 vert[ 4] = org1[1] - width * right1[1];
7742 vert[ 5] = org1[2] - width * right1[2];
7743 vert[ 6] = org2[0] - width * right2[0];
7744 vert[ 7] = org2[1] - width * right2[1];
7745 vert[ 8] = org2[2] - width * right2[2];
7746 vert[ 9] = org2[0] + width * right2[0];
7747 vert[10] = org2[1] + width * right2[1];
7748 vert[11] = org2[2] + width * right2[2];
7751 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)
7753 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7754 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7755 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7756 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7757 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7758 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7759 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7760 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7761 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7762 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7763 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7764 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7767 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7772 VectorSet(v, x, y, z);
7773 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7774 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7776 if (i == mesh->numvertices)
7778 if (mesh->numvertices < mesh->maxvertices)
7780 VectorCopy(v, vertex3f);
7781 mesh->numvertices++;
7783 return mesh->numvertices;
7789 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7793 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7794 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7795 e = mesh->element3i + mesh->numtriangles * 3;
7796 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7798 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7799 if (mesh->numtriangles < mesh->maxtriangles)
7804 mesh->numtriangles++;
7806 element[1] = element[2];
7810 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7814 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7815 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7816 e = mesh->element3i + mesh->numtriangles * 3;
7817 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7819 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7820 if (mesh->numtriangles < mesh->maxtriangles)
7825 mesh->numtriangles++;
7827 element[1] = element[2];
7831 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7832 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7834 int planenum, planenum2;
7837 mplane_t *plane, *plane2;
7839 double temppoints[2][256*3];
7840 // figure out how large a bounding box we need to properly compute this brush
7842 for (w = 0;w < numplanes;w++)
7843 maxdist = max(maxdist, fabs(planes[w].dist));
7844 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7845 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7846 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7850 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7851 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7853 if (planenum2 == planenum)
7855 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);
7858 if (tempnumpoints < 3)
7860 // generate elements forming a triangle fan for this polygon
7861 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7865 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)
7867 texturelayer_t *layer;
7868 layer = t->currentlayers + t->currentnumlayers++;
7870 layer->depthmask = depthmask;
7871 layer->blendfunc1 = blendfunc1;
7872 layer->blendfunc2 = blendfunc2;
7873 layer->texture = texture;
7874 layer->texmatrix = *matrix;
7875 layer->color[0] = r;
7876 layer->color[1] = g;
7877 layer->color[2] = b;
7878 layer->color[3] = a;
7881 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7883 if(parms[0] == 0 && parms[1] == 0)
7885 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7886 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7891 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7894 index = parms[2] + rsurface.shadertime * parms[3];
7895 index -= floor(index);
7896 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7899 case Q3WAVEFUNC_NONE:
7900 case Q3WAVEFUNC_NOISE:
7901 case Q3WAVEFUNC_COUNT:
7904 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7905 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7906 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7907 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7908 case Q3WAVEFUNC_TRIANGLE:
7910 f = index - floor(index);
7923 f = parms[0] + parms[1] * f;
7924 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7925 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7929 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7936 matrix4x4_t matrix, temp;
7937 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
7938 // it's better to have one huge fixup every 9 hours than gradual
7939 // degradation over time which looks consistently bad after many hours.
7941 // tcmod scroll in particular suffers from this degradation which can't be
7942 // effectively worked around even with floor() tricks because we don't
7943 // know if tcmod scroll is the last tcmod being applied, and for clampmap
7944 // a workaround involving floor() would be incorrect anyway...
7945 shadertime = rsurface.shadertime;
7946 if (shadertime >= 32768.0f)
7947 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
7948 switch(tcmod->tcmod)
7952 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7953 matrix = r_waterscrollmatrix;
7955 matrix = identitymatrix;
7957 case Q3TCMOD_ENTITYTRANSLATE:
7958 // this is used in Q3 to allow the gamecode to control texcoord
7959 // scrolling on the entity, which is not supported in darkplaces yet.
7960 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7962 case Q3TCMOD_ROTATE:
7963 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7964 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7965 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7968 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7970 case Q3TCMOD_SCROLL:
7971 // this particular tcmod is a "bug for bug" compatible one with regards to
7972 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
7973 // specifically did the wrapping and so we must mimic that...
7974 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7975 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7976 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7978 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7979 w = (int) tcmod->parms[0];
7980 h = (int) tcmod->parms[1];
7981 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7983 idx = (int) floor(f * w * h);
7984 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7986 case Q3TCMOD_STRETCH:
7987 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7988 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7990 case Q3TCMOD_TRANSFORM:
7991 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7992 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7993 VectorSet(tcmat + 6, 0 , 0 , 1);
7994 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7995 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7997 case Q3TCMOD_TURBULENT:
7998 // this is handled in the RSurf_PrepareVertices function
7999 matrix = identitymatrix;
8003 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8006 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8008 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8009 char name[MAX_QPATH];
8010 skinframe_t *skinframe;
8011 unsigned char pixels[296*194];
8012 strlcpy(cache->name, skinname, sizeof(cache->name));
8013 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8014 if (developer_loading.integer)
8015 Con_Printf("loading %s\n", name);
8016 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8017 if (!skinframe || !skinframe->base)
8020 fs_offset_t filesize;
8022 f = FS_LoadFile(name, tempmempool, true, &filesize);
8025 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8026 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8030 cache->skinframe = skinframe;
8033 texture_t *R_GetCurrentTexture(texture_t *t)
8036 const entity_render_t *ent = rsurface.entity;
8037 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8038 q3shaderinfo_layer_tcmod_t *tcmod;
8039 float specularscale = 0.0f;
8041 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8042 return t->currentframe;
8043 t->update_lastrenderframe = r_textureframe;
8044 t->update_lastrenderentity = (void *)ent;
8046 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8047 t->camera_entity = ent->entitynumber;
8049 t->camera_entity = 0;
8051 // switch to an alternate material if this is a q1bsp animated material
8053 texture_t *texture = t;
8054 int s = rsurface.ent_skinnum;
8055 if ((unsigned int)s >= (unsigned int)model->numskins)
8057 if (model->skinscenes)
8059 if (model->skinscenes[s].framecount > 1)
8060 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8062 s = model->skinscenes[s].firstframe;
8065 t = t + s * model->num_surfaces;
8068 // use an alternate animation if the entity's frame is not 0,
8069 // and only if the texture has an alternate animation
8070 if (t->animated == 2) // q2bsp
8071 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8072 else if (rsurface.ent_alttextures && t->anim_total[1])
8073 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8075 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8077 texture->currentframe = t;
8080 // update currentskinframe to be a qw skin or animation frame
8081 if (rsurface.ent_qwskin >= 0)
8083 i = rsurface.ent_qwskin;
8084 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8086 r_qwskincache_size = cl.maxclients;
8088 Mem_Free(r_qwskincache);
8089 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8091 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8092 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8093 t->currentskinframe = r_qwskincache[i].skinframe;
8094 if (t->materialshaderpass && t->currentskinframe == NULL)
8095 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8097 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8098 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8099 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8100 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
8102 t->currentmaterialflags = t->basematerialflags;
8103 t->currentalpha = rsurface.entity->alpha * t->basealpha;
8104 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8105 t->currentalpha *= r_wateralpha.value;
8106 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8107 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8108 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8109 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8111 // decide on which type of lighting to use for this surface
8112 if (rsurface.entity->render_modellight_forced)
8113 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8114 if (rsurface.entity->render_rtlight_disabled)
8115 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
8116 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
8118 // some CUSTOMBLEND blendfuncs are too weird for anything but fullbright rendering, and even then we have to ignore colormod and view colorscale
8119 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
8120 for (q = 0; q < 3; q++)
8122 t->render_glowmod[q] = rsurface.entity->glowmod[q];
8123 t->render_modellight_lightdir[q] = q == 2;
8124 t->render_modellight_ambient[q] = 1;
8125 t->render_modellight_diffuse[q] = 0;
8126 t->render_modellight_specular[q] = 0;
8127 t->render_lightmap_ambient[q] = 0;
8128 t->render_lightmap_diffuse[q] = 0;
8129 t->render_lightmap_specular[q] = 0;
8130 t->render_rtlight_diffuse[q] = 0;
8131 t->render_rtlight_specular[q] = 0;
8134 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
8136 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
8137 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
8138 for (q = 0; q < 3; q++)
8140 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8141 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
8142 t->render_modellight_lightdir[q] = q == 2;
8143 t->render_modellight_diffuse[q] = 0;
8144 t->render_modellight_specular[q] = 0;
8145 t->render_lightmap_ambient[q] = 0;
8146 t->render_lightmap_diffuse[q] = 0;
8147 t->render_lightmap_specular[q] = 0;
8148 t->render_rtlight_diffuse[q] = 0;
8149 t->render_rtlight_specular[q] = 0;
8152 else if (FAKELIGHT_ENABLED)
8154 // no modellight if using fakelight for the map
8155 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
8156 for (q = 0; q < 3; q++)
8158 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8159 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8160 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8161 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8162 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8163 t->render_lightmap_ambient[q] = 0;
8164 t->render_lightmap_diffuse[q] = 0;
8165 t->render_lightmap_specular[q] = 0;
8166 t->render_rtlight_diffuse[q] = 0;
8167 t->render_rtlight_specular[q] = 0;
8170 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
8172 // ambient + single direction light (modellight)
8173 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8174 for (q = 0; q < 3; q++)
8176 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8177 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8178 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8179 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8180 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8181 t->render_lightmap_ambient[q] = 0;
8182 t->render_lightmap_diffuse[q] = 0;
8183 t->render_lightmap_specular[q] = 0;
8184 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8185 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8190 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
8191 for (q = 0; q < 3; q++)
8193 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8194 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q] * r_refdef.view.colorscale;
8195 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8196 t->render_modellight_diffuse[q] = 0;
8197 t->render_modellight_specular[q] = 0;
8198 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
8199 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
8200 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
8201 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8202 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8206 for (q = 0; q < 3; q++)
8208 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
8209 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
8212 if (rsurface.ent_flags & RENDER_ADDITIVE)
8213 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8214 else if (t->currentalpha < 1)
8215 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8216 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8217 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8218 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8219 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8220 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8221 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8222 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8223 if (t->backgroundshaderpass)
8224 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8225 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8227 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8228 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8231 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8232 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8234 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8235 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8237 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8238 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8240 // there is no tcmod
8241 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8243 t->currenttexmatrix = r_waterscrollmatrix;
8244 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8246 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8248 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8249 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8252 if (t->materialshaderpass)
8253 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8254 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8256 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
8257 if (t->currentskinframe->qpixels)
8258 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8259 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8260 if (!t->basetexture)
8261 t->basetexture = r_texture_notexture;
8262 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8263 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8264 t->nmaptexture = t->currentskinframe->nmap;
8265 if (!t->nmaptexture)
8266 t->nmaptexture = r_texture_blanknormalmap;
8267 t->glosstexture = r_texture_black;
8268 t->glowtexture = t->currentskinframe->glow;
8269 t->fogtexture = t->currentskinframe->fog;
8270 t->reflectmasktexture = t->currentskinframe->reflect;
8271 if (t->backgroundshaderpass)
8273 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8274 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8275 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8276 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8277 t->backgroundglosstexture = r_texture_black;
8278 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8279 if (!t->backgroundnmaptexture)
8280 t->backgroundnmaptexture = r_texture_blanknormalmap;
8281 // make sure that if glow is going to be used, both textures are not NULL
8282 if (!t->backgroundglowtexture && t->glowtexture)
8283 t->backgroundglowtexture = r_texture_black;
8284 if (!t->glowtexture && t->backgroundglowtexture)
8285 t->glowtexture = r_texture_black;
8289 t->backgroundbasetexture = r_texture_white;
8290 t->backgroundnmaptexture = r_texture_blanknormalmap;
8291 t->backgroundglosstexture = r_texture_black;
8292 t->backgroundglowtexture = NULL;
8294 t->specularpower = r_shadow_glossexponent.value;
8295 // TODO: store reference values for these in the texture?
8296 if (r_shadow_gloss.integer > 0)
8298 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8300 if (r_shadow_glossintensity.value > 0)
8302 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8303 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8304 specularscale = r_shadow_glossintensity.value;
8307 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8309 t->glosstexture = r_texture_white;
8310 t->backgroundglosstexture = r_texture_white;
8311 specularscale = r_shadow_gloss2intensity.value;
8312 t->specularpower = r_shadow_gloss2exponent.value;
8315 specularscale *= t->specularscalemod;
8316 t->specularpower *= t->specularpowermod;
8318 // lightmaps mode looks bad with dlights using actual texturing, so turn
8319 // off the colormap and glossmap, but leave the normalmap on as it still
8320 // accurately represents the shading involved
8321 if (gl_lightmaps.integer)
8323 t->basetexture = r_texture_grey128;
8324 t->pantstexture = r_texture_black;
8325 t->shirttexture = r_texture_black;
8326 if (gl_lightmaps.integer < 2)
8327 t->nmaptexture = r_texture_blanknormalmap;
8328 t->glosstexture = r_texture_black;
8329 t->glowtexture = NULL;
8330 t->fogtexture = NULL;
8331 t->reflectmasktexture = NULL;
8332 t->backgroundbasetexture = NULL;
8333 if (gl_lightmaps.integer < 2)
8334 t->backgroundnmaptexture = r_texture_blanknormalmap;
8335 t->backgroundglosstexture = r_texture_black;
8336 t->backgroundglowtexture = NULL;
8338 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8341 if (specularscale != 1.0f)
8343 for (q = 0; q < 3; q++)
8345 t->render_modellight_specular[q] *= specularscale;
8346 t->render_lightmap_specular[q] *= specularscale;
8347 t->render_rtlight_specular[q] *= specularscale;
8351 t->currentnumlayers = 0;
8352 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8354 int blendfunc1, blendfunc2;
8356 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8358 blendfunc1 = GL_SRC_ALPHA;
8359 blendfunc2 = GL_ONE;
8361 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8363 blendfunc1 = GL_SRC_ALPHA;
8364 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8366 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8368 blendfunc1 = t->customblendfunc[0];
8369 blendfunc2 = t->customblendfunc[1];
8373 blendfunc1 = GL_ONE;
8374 blendfunc2 = GL_ZERO;
8376 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8377 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8379 // basic lit geometry
8380 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8381 // add pants/shirt if needed
8382 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8383 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8384 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8385 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8389 // basic lit geometry
8390 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8391 // add pants/shirt if needed
8392 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8393 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8394 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8395 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8396 // now add ambient passes if needed
8397 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
8399 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
8400 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8401 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
8402 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8403 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
8406 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8407 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
8408 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8410 // if this is opaque use alpha blend which will darken the earlier
8413 // if this is an alpha blended material, all the earlier passes
8414 // were darkened by fog already, so we only need to add the fog
8415 // color ontop through the fog mask texture
8417 // if this is an additive blended material, all the earlier passes
8418 // were darkened by fog already, and we should not add fog color
8419 // (because the background was not darkened, there is no fog color
8420 // that was lost behind it).
8421 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->currentalpha);
8428 rsurfacestate_t rsurface;
8430 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8432 dp_model_t *model = ent->model;
8433 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8435 rsurface.entity = (entity_render_t *)ent;
8436 rsurface.skeleton = ent->skeleton;
8437 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8438 rsurface.ent_skinnum = ent->skinnum;
8439 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;
8440 rsurface.ent_flags = ent->flags;
8441 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
8442 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
8443 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8444 rsurface.matrix = ent->matrix;
8445 rsurface.inversematrix = ent->inversematrix;
8446 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8447 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8448 R_EntityMatrix(&rsurface.matrix);
8449 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8450 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8451 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
8452 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8453 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8454 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8455 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8456 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8457 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8458 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8459 if (ent->model->brush.submodel && !prepass)
8461 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8462 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8464 // if the animcache code decided it should use the shader path, skip the deform step
8465 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8466 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8467 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8468 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8469 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8470 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8472 if (ent->animcache_vertex3f)
8474 r_refdef.stats[r_stat_batch_entitycache_count]++;
8475 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8476 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8477 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8478 rsurface.modelvertex3f = ent->animcache_vertex3f;
8479 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8480 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8481 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8482 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8483 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8484 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8485 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8486 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8487 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8488 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8489 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8490 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8491 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8492 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8494 else if (wanttangents)
8496 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8497 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8498 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8499 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8500 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8501 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8502 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8503 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8504 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8505 rsurface.modelvertexmesh = NULL;
8506 rsurface.modelvertexmesh_vertexbuffer = NULL;
8507 rsurface.modelvertexmesh_bufferoffset = 0;
8508 rsurface.modelvertex3f_vertexbuffer = NULL;
8509 rsurface.modelvertex3f_bufferoffset = 0;
8510 rsurface.modelvertex3f_vertexbuffer = 0;
8511 rsurface.modelvertex3f_bufferoffset = 0;
8512 rsurface.modelsvector3f_vertexbuffer = 0;
8513 rsurface.modelsvector3f_bufferoffset = 0;
8514 rsurface.modeltvector3f_vertexbuffer = 0;
8515 rsurface.modeltvector3f_bufferoffset = 0;
8516 rsurface.modelnormal3f_vertexbuffer = 0;
8517 rsurface.modelnormal3f_bufferoffset = 0;
8519 else if (wantnormals)
8521 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8522 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8523 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8524 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8525 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8526 rsurface.modelsvector3f = NULL;
8527 rsurface.modeltvector3f = NULL;
8528 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8529 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8530 rsurface.modelvertexmesh = NULL;
8531 rsurface.modelvertexmesh_vertexbuffer = NULL;
8532 rsurface.modelvertexmesh_bufferoffset = 0;
8533 rsurface.modelvertex3f_vertexbuffer = NULL;
8534 rsurface.modelvertex3f_bufferoffset = 0;
8535 rsurface.modelvertex3f_vertexbuffer = 0;
8536 rsurface.modelvertex3f_bufferoffset = 0;
8537 rsurface.modelsvector3f_vertexbuffer = 0;
8538 rsurface.modelsvector3f_bufferoffset = 0;
8539 rsurface.modeltvector3f_vertexbuffer = 0;
8540 rsurface.modeltvector3f_bufferoffset = 0;
8541 rsurface.modelnormal3f_vertexbuffer = 0;
8542 rsurface.modelnormal3f_bufferoffset = 0;
8546 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8547 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8548 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8549 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8550 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8551 rsurface.modelsvector3f = NULL;
8552 rsurface.modeltvector3f = NULL;
8553 rsurface.modelnormal3f = NULL;
8554 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8555 rsurface.modelvertexmesh = NULL;
8556 rsurface.modelvertexmesh_vertexbuffer = NULL;
8557 rsurface.modelvertexmesh_bufferoffset = 0;
8558 rsurface.modelvertex3f_vertexbuffer = NULL;
8559 rsurface.modelvertex3f_bufferoffset = 0;
8560 rsurface.modelvertex3f_vertexbuffer = 0;
8561 rsurface.modelvertex3f_bufferoffset = 0;
8562 rsurface.modelsvector3f_vertexbuffer = 0;
8563 rsurface.modelsvector3f_bufferoffset = 0;
8564 rsurface.modeltvector3f_vertexbuffer = 0;
8565 rsurface.modeltvector3f_bufferoffset = 0;
8566 rsurface.modelnormal3f_vertexbuffer = 0;
8567 rsurface.modelnormal3f_bufferoffset = 0;
8569 rsurface.modelgeneratedvertex = true;
8573 if (rsurface.entityskeletaltransform3x4)
8575 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8576 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8577 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8578 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8582 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8583 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8584 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8585 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8587 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8588 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8589 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8590 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8591 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8592 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8593 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8594 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8595 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8596 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8597 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8598 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8599 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8600 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8601 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8602 rsurface.modelgeneratedvertex = false;
8604 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8605 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8606 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8607 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8608 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8609 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8610 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8611 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8612 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8613 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8614 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8615 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8616 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8617 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8618 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8619 rsurface.modelelement3i = model->surfmesh.data_element3i;
8620 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8621 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8622 rsurface.modelelement3s = model->surfmesh.data_element3s;
8623 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8624 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8625 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8626 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8627 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8628 rsurface.modelsurfaces = model->data_surfaces;
8629 rsurface.batchgeneratedvertex = false;
8630 rsurface.batchfirstvertex = 0;
8631 rsurface.batchnumvertices = 0;
8632 rsurface.batchfirsttriangle = 0;
8633 rsurface.batchnumtriangles = 0;
8634 rsurface.batchvertex3f = NULL;
8635 rsurface.batchvertex3f_vertexbuffer = NULL;
8636 rsurface.batchvertex3f_bufferoffset = 0;
8637 rsurface.batchsvector3f = NULL;
8638 rsurface.batchsvector3f_vertexbuffer = NULL;
8639 rsurface.batchsvector3f_bufferoffset = 0;
8640 rsurface.batchtvector3f = NULL;
8641 rsurface.batchtvector3f_vertexbuffer = NULL;
8642 rsurface.batchtvector3f_bufferoffset = 0;
8643 rsurface.batchnormal3f = NULL;
8644 rsurface.batchnormal3f_vertexbuffer = NULL;
8645 rsurface.batchnormal3f_bufferoffset = 0;
8646 rsurface.batchlightmapcolor4f = NULL;
8647 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8648 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8649 rsurface.batchtexcoordtexture2f = NULL;
8650 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8651 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8652 rsurface.batchtexcoordlightmap2f = NULL;
8653 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8654 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8655 rsurface.batchskeletalindex4ub = NULL;
8656 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8657 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8658 rsurface.batchskeletalweight4ub = NULL;
8659 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8660 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8661 rsurface.batchvertexmesh = NULL;
8662 rsurface.batchvertexmesh_vertexbuffer = NULL;
8663 rsurface.batchvertexmesh_bufferoffset = 0;
8664 rsurface.batchelement3i = NULL;
8665 rsurface.batchelement3i_indexbuffer = NULL;
8666 rsurface.batchelement3i_bufferoffset = 0;
8667 rsurface.batchelement3s = NULL;
8668 rsurface.batchelement3s_indexbuffer = NULL;
8669 rsurface.batchelement3s_bufferoffset = 0;
8670 rsurface.passcolor4f = NULL;
8671 rsurface.passcolor4f_vertexbuffer = NULL;
8672 rsurface.passcolor4f_bufferoffset = 0;
8673 rsurface.forcecurrenttextureupdate = false;
8676 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)
8678 rsurface.entity = r_refdef.scene.worldentity;
8679 rsurface.skeleton = NULL;
8680 rsurface.ent_skinnum = 0;
8681 rsurface.ent_qwskin = -1;
8682 rsurface.ent_flags = entflags;
8683 rsurface.shadertime = r_refdef.scene.time - shadertime;
8684 rsurface.modelnumvertices = numvertices;
8685 rsurface.modelnumtriangles = numtriangles;
8686 rsurface.matrix = *matrix;
8687 rsurface.inversematrix = *inversematrix;
8688 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8689 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8690 R_EntityMatrix(&rsurface.matrix);
8691 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8692 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8693 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8694 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8695 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8696 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8697 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8698 rsurface.frameblend[0].lerp = 1;
8699 rsurface.ent_alttextures = false;
8700 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8701 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8702 rsurface.entityskeletaltransform3x4 = NULL;
8703 rsurface.entityskeletaltransform3x4buffer = NULL;
8704 rsurface.entityskeletaltransform3x4offset = 0;
8705 rsurface.entityskeletaltransform3x4size = 0;
8706 rsurface.entityskeletalnumtransforms = 0;
8707 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8708 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8709 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8710 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8713 rsurface.modelvertex3f = (float *)vertex3f;
8714 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8715 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8716 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8718 else if (wantnormals)
8720 rsurface.modelvertex3f = (float *)vertex3f;
8721 rsurface.modelsvector3f = NULL;
8722 rsurface.modeltvector3f = NULL;
8723 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8727 rsurface.modelvertex3f = (float *)vertex3f;
8728 rsurface.modelsvector3f = NULL;
8729 rsurface.modeltvector3f = NULL;
8730 rsurface.modelnormal3f = NULL;
8732 rsurface.modelvertexmesh = NULL;
8733 rsurface.modelvertexmesh_vertexbuffer = NULL;
8734 rsurface.modelvertexmesh_bufferoffset = 0;
8735 rsurface.modelvertex3f_vertexbuffer = 0;
8736 rsurface.modelvertex3f_bufferoffset = 0;
8737 rsurface.modelsvector3f_vertexbuffer = 0;
8738 rsurface.modelsvector3f_bufferoffset = 0;
8739 rsurface.modeltvector3f_vertexbuffer = 0;
8740 rsurface.modeltvector3f_bufferoffset = 0;
8741 rsurface.modelnormal3f_vertexbuffer = 0;
8742 rsurface.modelnormal3f_bufferoffset = 0;
8743 rsurface.modelgeneratedvertex = true;
8744 rsurface.modellightmapcolor4f = (float *)color4f;
8745 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8746 rsurface.modellightmapcolor4f_bufferoffset = 0;
8747 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8748 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8749 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8750 rsurface.modeltexcoordlightmap2f = NULL;
8751 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8752 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8753 rsurface.modelskeletalindex4ub = NULL;
8754 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8755 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8756 rsurface.modelskeletalweight4ub = NULL;
8757 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8758 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8759 rsurface.modelelement3i = (int *)element3i;
8760 rsurface.modelelement3i_indexbuffer = NULL;
8761 rsurface.modelelement3i_bufferoffset = 0;
8762 rsurface.modelelement3s = (unsigned short *)element3s;
8763 rsurface.modelelement3s_indexbuffer = NULL;
8764 rsurface.modelelement3s_bufferoffset = 0;
8765 rsurface.modellightmapoffsets = NULL;
8766 rsurface.modelsurfaces = NULL;
8767 rsurface.batchgeneratedvertex = false;
8768 rsurface.batchfirstvertex = 0;
8769 rsurface.batchnumvertices = 0;
8770 rsurface.batchfirsttriangle = 0;
8771 rsurface.batchnumtriangles = 0;
8772 rsurface.batchvertex3f = NULL;
8773 rsurface.batchvertex3f_vertexbuffer = NULL;
8774 rsurface.batchvertex3f_bufferoffset = 0;
8775 rsurface.batchsvector3f = NULL;
8776 rsurface.batchsvector3f_vertexbuffer = NULL;
8777 rsurface.batchsvector3f_bufferoffset = 0;
8778 rsurface.batchtvector3f = NULL;
8779 rsurface.batchtvector3f_vertexbuffer = NULL;
8780 rsurface.batchtvector3f_bufferoffset = 0;
8781 rsurface.batchnormal3f = NULL;
8782 rsurface.batchnormal3f_vertexbuffer = NULL;
8783 rsurface.batchnormal3f_bufferoffset = 0;
8784 rsurface.batchlightmapcolor4f = NULL;
8785 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8786 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8787 rsurface.batchtexcoordtexture2f = NULL;
8788 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8789 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8790 rsurface.batchtexcoordlightmap2f = NULL;
8791 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8792 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8793 rsurface.batchskeletalindex4ub = NULL;
8794 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8795 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8796 rsurface.batchskeletalweight4ub = NULL;
8797 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8798 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8799 rsurface.batchvertexmesh = NULL;
8800 rsurface.batchvertexmesh_vertexbuffer = NULL;
8801 rsurface.batchvertexmesh_bufferoffset = 0;
8802 rsurface.batchelement3i = NULL;
8803 rsurface.batchelement3i_indexbuffer = NULL;
8804 rsurface.batchelement3i_bufferoffset = 0;
8805 rsurface.batchelement3s = NULL;
8806 rsurface.batchelement3s_indexbuffer = NULL;
8807 rsurface.batchelement3s_bufferoffset = 0;
8808 rsurface.passcolor4f = NULL;
8809 rsurface.passcolor4f_vertexbuffer = NULL;
8810 rsurface.passcolor4f_bufferoffset = 0;
8811 rsurface.forcecurrenttextureupdate = true;
8813 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8815 if ((wantnormals || wanttangents) && !normal3f)
8817 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8818 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8820 if (wanttangents && !svector3f)
8822 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8823 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8824 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8829 float RSurf_FogPoint(const float *v)
8831 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8832 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8833 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8834 float FogHeightFade = r_refdef.fogheightfade;
8836 unsigned int fogmasktableindex;
8837 if (r_refdef.fogplaneviewabove)
8838 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8840 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8841 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8842 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8845 float RSurf_FogVertex(const float *v)
8847 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8848 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8849 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8850 float FogHeightFade = rsurface.fogheightfade;
8852 unsigned int fogmasktableindex;
8853 if (r_refdef.fogplaneviewabove)
8854 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8856 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8857 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8858 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8861 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8864 for (i = 0;i < numelements;i++)
8865 outelement3i[i] = inelement3i[i] + adjust;
8868 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8869 extern cvar_t gl_vbo;
8870 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8878 int surfacefirsttriangle;
8879 int surfacenumtriangles;
8880 int surfacefirstvertex;
8881 int surfaceendvertex;
8882 int surfacenumvertices;
8883 int batchnumsurfaces = texturenumsurfaces;
8884 int batchnumvertices;
8885 int batchnumtriangles;
8889 qboolean dynamicvertex;
8892 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8895 q3shaderinfo_deform_t *deform;
8896 const msurface_t *surface, *firstsurface;
8897 r_vertexmesh_t *vertexmesh;
8898 if (!texturenumsurfaces)
8900 // find vertex range of this surface batch
8902 firstsurface = texturesurfacelist[0];
8903 firsttriangle = firstsurface->num_firsttriangle;
8904 batchnumvertices = 0;
8905 batchnumtriangles = 0;
8906 firstvertex = endvertex = firstsurface->num_firstvertex;
8907 for (i = 0;i < texturenumsurfaces;i++)
8909 surface = texturesurfacelist[i];
8910 if (surface != firstsurface + i)
8912 surfacefirstvertex = surface->num_firstvertex;
8913 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8914 surfacenumvertices = surface->num_vertices;
8915 surfacenumtriangles = surface->num_triangles;
8916 if (firstvertex > surfacefirstvertex)
8917 firstvertex = surfacefirstvertex;
8918 if (endvertex < surfaceendvertex)
8919 endvertex = surfaceendvertex;
8920 batchnumvertices += surfacenumvertices;
8921 batchnumtriangles += surfacenumtriangles;
8924 r_refdef.stats[r_stat_batch_batches]++;
8926 r_refdef.stats[r_stat_batch_withgaps]++;
8927 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8928 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8929 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8931 // we now know the vertex range used, and if there are any gaps in it
8932 rsurface.batchfirstvertex = firstvertex;
8933 rsurface.batchnumvertices = endvertex - firstvertex;
8934 rsurface.batchfirsttriangle = firsttriangle;
8935 rsurface.batchnumtriangles = batchnumtriangles;
8937 // this variable holds flags for which properties have been updated that
8938 // may require regenerating vertexmesh array...
8941 // check if any dynamic vertex processing must occur
8942 dynamicvertex = false;
8944 // a cvar to force the dynamic vertex path to be taken, for debugging
8945 if (r_batch_debugdynamicvertexpath.integer)
8949 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8950 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8951 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8952 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8954 dynamicvertex = true;
8957 // if there is a chance of animated vertex colors, it's a dynamic batch
8958 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8962 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
8963 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
8964 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
8965 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
8967 dynamicvertex = true;
8968 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8971 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8973 switch (deform->deform)
8976 case Q3DEFORM_PROJECTIONSHADOW:
8977 case Q3DEFORM_TEXT0:
8978 case Q3DEFORM_TEXT1:
8979 case Q3DEFORM_TEXT2:
8980 case Q3DEFORM_TEXT3:
8981 case Q3DEFORM_TEXT4:
8982 case Q3DEFORM_TEXT5:
8983 case Q3DEFORM_TEXT6:
8984 case Q3DEFORM_TEXT7:
8987 case Q3DEFORM_AUTOSPRITE:
8990 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
8991 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
8992 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
8993 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
8995 dynamicvertex = true;
8996 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8997 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8999 case Q3DEFORM_AUTOSPRITE2:
9002 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9003 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9004 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9005 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9007 dynamicvertex = true;
9008 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9009 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9011 case Q3DEFORM_NORMAL:
9014 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9015 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9016 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9017 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9019 dynamicvertex = true;
9020 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9021 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9024 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9025 break; // if wavefunc is a nop, ignore this transform
9028 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9029 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9030 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9031 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9033 dynamicvertex = true;
9034 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9035 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9037 case Q3DEFORM_BULGE:
9040 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9041 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9042 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9043 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9045 dynamicvertex = true;
9046 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9047 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9050 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9051 break; // if wavefunc is a nop, ignore this transform
9054 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9055 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9056 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9057 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9059 dynamicvertex = true;
9060 batchneed |= BATCHNEED_ARRAY_VERTEX;
9061 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9065 if (rsurface.texture->materialshaderpass)
9067 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9070 case Q3TCGEN_TEXTURE:
9072 case Q3TCGEN_LIGHTMAP:
9075 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9076 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9077 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9078 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9080 dynamicvertex = true;
9081 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9082 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9084 case Q3TCGEN_VECTOR:
9087 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9088 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9089 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9090 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9092 dynamicvertex = true;
9093 batchneed |= BATCHNEED_ARRAY_VERTEX;
9094 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9096 case Q3TCGEN_ENVIRONMENT:
9099 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9100 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9101 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9102 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9104 dynamicvertex = true;
9105 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9106 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9109 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9113 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9114 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9115 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9116 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9118 dynamicvertex = true;
9119 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9120 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9124 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9128 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9129 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9130 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9131 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9133 dynamicvertex = true;
9134 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9137 // when the model data has no vertex buffer (dynamic mesh), we need to
9139 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9140 batchneed |= BATCHNEED_NOGAPS;
9142 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9143 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9144 // we ensure this by treating the vertex batch as dynamic...
9145 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9149 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9150 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9151 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9152 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9154 dynamicvertex = true;
9159 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9160 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9161 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9162 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9163 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9164 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9165 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9166 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9169 // if needsupdate, we have to do a dynamic vertex batch for sure
9170 if (needsupdate & batchneed)
9174 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9175 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9176 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9177 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9179 dynamicvertex = true;
9182 // see if we need to build vertexmesh from arrays
9183 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9187 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9188 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9189 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9190 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9192 dynamicvertex = true;
9195 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9196 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9197 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9199 rsurface.batchvertex3f = rsurface.modelvertex3f;
9200 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9201 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9202 rsurface.batchsvector3f = rsurface.modelsvector3f;
9203 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9204 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9205 rsurface.batchtvector3f = rsurface.modeltvector3f;
9206 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9207 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9208 rsurface.batchnormal3f = rsurface.modelnormal3f;
9209 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9210 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9211 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9212 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9213 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9214 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9215 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9216 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9217 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9218 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9219 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9220 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9221 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9222 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9223 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9224 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9225 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9226 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9227 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9228 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9229 rsurface.batchelement3i = rsurface.modelelement3i;
9230 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9231 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9232 rsurface.batchelement3s = rsurface.modelelement3s;
9233 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9234 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9235 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9236 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9237 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9238 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9239 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9241 // if any dynamic vertex processing has to occur in software, we copy the
9242 // entire surface list together before processing to rebase the vertices
9243 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9245 // if any gaps exist and we do not have a static vertex buffer, we have to
9246 // copy the surface list together to avoid wasting upload bandwidth on the
9247 // vertices in the gaps.
9249 // if gaps exist and we have a static vertex buffer, we can choose whether
9250 // to combine the index buffer ranges into one dynamic index buffer or
9251 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9253 // in many cases the batch is reduced to one draw call.
9255 rsurface.batchmultidraw = false;
9256 rsurface.batchmultidrawnumsurfaces = 0;
9257 rsurface.batchmultidrawsurfacelist = NULL;
9261 // static vertex data, just set pointers...
9262 rsurface.batchgeneratedvertex = false;
9263 // if there are gaps, we want to build a combined index buffer,
9264 // otherwise use the original static buffer with an appropriate offset
9267 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9268 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9269 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9270 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9271 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9273 rsurface.batchmultidraw = true;
9274 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9275 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9278 // build a new triangle elements array for this batch
9279 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9280 rsurface.batchfirsttriangle = 0;
9282 for (i = 0;i < texturenumsurfaces;i++)
9284 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9285 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9286 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9287 numtriangles += surfacenumtriangles;
9289 rsurface.batchelement3i_indexbuffer = NULL;
9290 rsurface.batchelement3i_bufferoffset = 0;
9291 rsurface.batchelement3s = NULL;
9292 rsurface.batchelement3s_indexbuffer = NULL;
9293 rsurface.batchelement3s_bufferoffset = 0;
9294 if (endvertex <= 65536)
9296 // make a 16bit (unsigned short) index array if possible
9297 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9298 for (i = 0;i < numtriangles*3;i++)
9299 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9301 // upload buffer data for the copytriangles batch
9302 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9304 if (rsurface.batchelement3s)
9305 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9306 else if (rsurface.batchelement3i)
9307 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9312 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9313 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9314 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9315 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9320 // something needs software processing, do it for real...
9321 // we only directly handle separate array data in this case and then
9322 // generate interleaved data if needed...
9323 rsurface.batchgeneratedvertex = true;
9324 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9325 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9326 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9327 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9329 // now copy the vertex data into a combined array and make an index array
9330 // (this is what Quake3 does all the time)
9331 // we also apply any skeletal animation here that would have been done in
9332 // the vertex shader, because most of the dynamic vertex animation cases
9333 // need actual vertex positions and normals
9334 //if (dynamicvertex)
9336 rsurface.batchvertexmesh = NULL;
9337 rsurface.batchvertexmesh_vertexbuffer = NULL;
9338 rsurface.batchvertexmesh_bufferoffset = 0;
9339 rsurface.batchvertex3f = NULL;
9340 rsurface.batchvertex3f_vertexbuffer = NULL;
9341 rsurface.batchvertex3f_bufferoffset = 0;
9342 rsurface.batchsvector3f = NULL;
9343 rsurface.batchsvector3f_vertexbuffer = NULL;
9344 rsurface.batchsvector3f_bufferoffset = 0;
9345 rsurface.batchtvector3f = NULL;
9346 rsurface.batchtvector3f_vertexbuffer = NULL;
9347 rsurface.batchtvector3f_bufferoffset = 0;
9348 rsurface.batchnormal3f = NULL;
9349 rsurface.batchnormal3f_vertexbuffer = NULL;
9350 rsurface.batchnormal3f_bufferoffset = 0;
9351 rsurface.batchlightmapcolor4f = NULL;
9352 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9353 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9354 rsurface.batchtexcoordtexture2f = NULL;
9355 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9356 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9357 rsurface.batchtexcoordlightmap2f = NULL;
9358 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9359 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9360 rsurface.batchskeletalindex4ub = NULL;
9361 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9362 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9363 rsurface.batchskeletalweight4ub = NULL;
9364 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9365 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9366 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9367 rsurface.batchelement3i_indexbuffer = NULL;
9368 rsurface.batchelement3i_bufferoffset = 0;
9369 rsurface.batchelement3s = NULL;
9370 rsurface.batchelement3s_indexbuffer = NULL;
9371 rsurface.batchelement3s_bufferoffset = 0;
9372 rsurface.batchskeletaltransform3x4buffer = NULL;
9373 rsurface.batchskeletaltransform3x4offset = 0;
9374 rsurface.batchskeletaltransform3x4size = 0;
9375 // we'll only be setting up certain arrays as needed
9376 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9377 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9378 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9379 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9380 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9381 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9382 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9384 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9385 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9387 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9388 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9389 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9390 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9391 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9392 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9393 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9395 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9396 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9400 for (i = 0;i < texturenumsurfaces;i++)
9402 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9403 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9404 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9405 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9406 // copy only the data requested
9407 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9408 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9409 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9411 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9413 if (rsurface.batchvertex3f)
9414 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9416 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9418 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9420 if (rsurface.modelnormal3f)
9421 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9423 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9425 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9427 if (rsurface.modelsvector3f)
9429 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9430 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9434 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9435 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9438 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9440 if (rsurface.modellightmapcolor4f)
9441 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9443 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9445 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9447 if (rsurface.modeltexcoordtexture2f)
9448 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9450 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9452 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9454 if (rsurface.modeltexcoordlightmap2f)
9455 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9457 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9459 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9461 if (rsurface.modelskeletalindex4ub)
9463 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9464 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9468 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9469 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9470 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9471 for (j = 0;j < surfacenumvertices;j++)
9476 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9477 numvertices += surfacenumvertices;
9478 numtriangles += surfacenumtriangles;
9481 // generate a 16bit index array as well if possible
9482 // (in general, dynamic batches fit)
9483 if (numvertices <= 65536)
9485 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9486 for (i = 0;i < numtriangles*3;i++)
9487 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9490 // since we've copied everything, the batch now starts at 0
9491 rsurface.batchfirstvertex = 0;
9492 rsurface.batchnumvertices = batchnumvertices;
9493 rsurface.batchfirsttriangle = 0;
9494 rsurface.batchnumtriangles = batchnumtriangles;
9497 // apply skeletal animation that would have been done in the vertex shader
9498 if (rsurface.batchskeletaltransform3x4)
9500 const unsigned char *si;
9501 const unsigned char *sw;
9503 const float *b = rsurface.batchskeletaltransform3x4;
9504 float *vp, *vs, *vt, *vn;
9506 float m[3][4], n[3][4];
9507 float tp[3], ts[3], tt[3], tn[3];
9508 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9509 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9510 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9511 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9512 si = rsurface.batchskeletalindex4ub;
9513 sw = rsurface.batchskeletalweight4ub;
9514 vp = rsurface.batchvertex3f;
9515 vs = rsurface.batchsvector3f;
9516 vt = rsurface.batchtvector3f;
9517 vn = rsurface.batchnormal3f;
9518 memset(m[0], 0, sizeof(m));
9519 memset(n[0], 0, sizeof(n));
9520 for (i = 0;i < batchnumvertices;i++)
9522 t[0] = b + si[0]*12;
9525 // common case - only one matrix
9539 else if (sw[2] + sw[3])
9542 t[1] = b + si[1]*12;
9543 t[2] = b + si[2]*12;
9544 t[3] = b + si[3]*12;
9545 w[0] = sw[0] * (1.0f / 255.0f);
9546 w[1] = sw[1] * (1.0f / 255.0f);
9547 w[2] = sw[2] * (1.0f / 255.0f);
9548 w[3] = sw[3] * (1.0f / 255.0f);
9549 // blend the matrices
9550 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9551 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9552 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9553 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9554 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9555 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9556 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9557 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9558 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9559 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9560 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9561 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9566 t[1] = b + si[1]*12;
9567 w[0] = sw[0] * (1.0f / 255.0f);
9568 w[1] = sw[1] * (1.0f / 255.0f);
9569 // blend the matrices
9570 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9571 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9572 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9573 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9574 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9575 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9576 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9577 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9578 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9579 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9580 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9581 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9585 // modify the vertex
9587 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9588 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9589 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9593 // the normal transformation matrix is a set of cross products...
9594 CrossProduct(m[1], m[2], n[0]);
9595 CrossProduct(m[2], m[0], n[1]);
9596 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9598 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9599 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9600 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9601 VectorNormalize(vn);
9606 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9607 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9608 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9609 VectorNormalize(vs);
9612 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9613 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9614 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9615 VectorNormalize(vt);
9620 rsurface.batchskeletaltransform3x4 = NULL;
9621 rsurface.batchskeletalnumtransforms = 0;
9624 // q1bsp surfaces rendered in vertex color mode have to have colors
9625 // calculated based on lightstyles
9626 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9628 // generate color arrays for the surfaces in this list
9633 const unsigned char *lm;
9634 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9635 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9636 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9638 for (i = 0;i < texturenumsurfaces;i++)
9640 surface = texturesurfacelist[i];
9641 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9642 surfacenumvertices = surface->num_vertices;
9643 if (surface->lightmapinfo->samples)
9645 for (j = 0;j < surfacenumvertices;j++)
9647 lm = surface->lightmapinfo->samples + offsets[j];
9648 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9649 VectorScale(lm, scale, c);
9650 if (surface->lightmapinfo->styles[1] != 255)
9652 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9654 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9655 VectorMA(c, scale, lm, c);
9656 if (surface->lightmapinfo->styles[2] != 255)
9659 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9660 VectorMA(c, scale, lm, c);
9661 if (surface->lightmapinfo->styles[3] != 255)
9664 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9665 VectorMA(c, scale, lm, c);
9672 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);
9678 for (j = 0;j < surfacenumvertices;j++)
9680 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9687 // if vertices are deformed (sprite flares and things in maps, possibly
9688 // water waves, bulges and other deformations), modify the copied vertices
9690 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9693 switch (deform->deform)
9696 case Q3DEFORM_PROJECTIONSHADOW:
9697 case Q3DEFORM_TEXT0:
9698 case Q3DEFORM_TEXT1:
9699 case Q3DEFORM_TEXT2:
9700 case Q3DEFORM_TEXT3:
9701 case Q3DEFORM_TEXT4:
9702 case Q3DEFORM_TEXT5:
9703 case Q3DEFORM_TEXT6:
9704 case Q3DEFORM_TEXT7:
9707 case Q3DEFORM_AUTOSPRITE:
9708 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9709 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9710 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9711 VectorNormalize(newforward);
9712 VectorNormalize(newright);
9713 VectorNormalize(newup);
9714 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9715 // rsurface.batchvertex3f_vertexbuffer = NULL;
9716 // rsurface.batchvertex3f_bufferoffset = 0;
9717 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9718 // rsurface.batchsvector3f_vertexbuffer = NULL;
9719 // rsurface.batchsvector3f_bufferoffset = 0;
9720 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9721 // rsurface.batchtvector3f_vertexbuffer = NULL;
9722 // rsurface.batchtvector3f_bufferoffset = 0;
9723 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9724 // rsurface.batchnormal3f_vertexbuffer = NULL;
9725 // rsurface.batchnormal3f_bufferoffset = 0;
9726 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9727 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9728 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9729 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9730 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);
9731 // a single autosprite surface can contain multiple sprites...
9732 for (j = 0;j < batchnumvertices - 3;j += 4)
9734 VectorClear(center);
9735 for (i = 0;i < 4;i++)
9736 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9737 VectorScale(center, 0.25f, center);
9738 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9739 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9740 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9741 for (i = 0;i < 4;i++)
9743 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9744 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9747 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9748 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9749 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);
9751 case Q3DEFORM_AUTOSPRITE2:
9752 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9753 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9754 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9755 VectorNormalize(newforward);
9756 VectorNormalize(newright);
9757 VectorNormalize(newup);
9758 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9759 // rsurface.batchvertex3f_vertexbuffer = NULL;
9760 // rsurface.batchvertex3f_bufferoffset = 0;
9762 const float *v1, *v2;
9772 memset(shortest, 0, sizeof(shortest));
9773 // a single autosprite surface can contain multiple sprites...
9774 for (j = 0;j < batchnumvertices - 3;j += 4)
9776 VectorClear(center);
9777 for (i = 0;i < 4;i++)
9778 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9779 VectorScale(center, 0.25f, center);
9780 // find the two shortest edges, then use them to define the
9781 // axis vectors for rotating around the central axis
9782 for (i = 0;i < 6;i++)
9784 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9785 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9786 l = VectorDistance2(v1, v2);
9787 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9789 l += (1.0f / 1024.0f);
9790 if (shortest[0].length2 > l || i == 0)
9792 shortest[1] = shortest[0];
9793 shortest[0].length2 = l;
9794 shortest[0].v1 = v1;
9795 shortest[0].v2 = v2;
9797 else if (shortest[1].length2 > l || i == 1)
9799 shortest[1].length2 = l;
9800 shortest[1].v1 = v1;
9801 shortest[1].v2 = v2;
9804 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9805 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9806 // this calculates the right vector from the shortest edge
9807 // and the up vector from the edge midpoints
9808 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9809 VectorNormalize(right);
9810 VectorSubtract(end, start, up);
9811 VectorNormalize(up);
9812 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9813 VectorSubtract(rsurface.localvieworigin, center, forward);
9814 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9815 VectorNegate(forward, forward);
9816 VectorReflect(forward, 0, up, forward);
9817 VectorNormalize(forward);
9818 CrossProduct(up, forward, newright);
9819 VectorNormalize(newright);
9820 // rotate the quad around the up axis vector, this is made
9821 // especially easy by the fact we know the quad is flat,
9822 // so we only have to subtract the center position and
9823 // measure distance along the right vector, and then
9824 // multiply that by the newright vector and add back the
9826 // we also need to subtract the old position to undo the
9827 // displacement from the center, which we do with a
9828 // DotProduct, the subtraction/addition of center is also
9829 // optimized into DotProducts here
9830 l = DotProduct(right, center);
9831 for (i = 0;i < 4;i++)
9833 v1 = rsurface.batchvertex3f + 3*(j+i);
9834 f = DotProduct(right, v1) - l;
9835 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9839 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9841 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9842 // rsurface.batchnormal3f_vertexbuffer = NULL;
9843 // rsurface.batchnormal3f_bufferoffset = 0;
9844 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9846 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9848 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9849 // rsurface.batchsvector3f_vertexbuffer = NULL;
9850 // rsurface.batchsvector3f_bufferoffset = 0;
9851 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9852 // rsurface.batchtvector3f_vertexbuffer = NULL;
9853 // rsurface.batchtvector3f_bufferoffset = 0;
9854 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);
9857 case Q3DEFORM_NORMAL:
9858 // deform the normals to make reflections wavey
9859 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9860 rsurface.batchnormal3f_vertexbuffer = NULL;
9861 rsurface.batchnormal3f_bufferoffset = 0;
9862 for (j = 0;j < batchnumvertices;j++)
9865 float *normal = rsurface.batchnormal3f + 3*j;
9866 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9867 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9868 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9869 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9870 VectorNormalize(normal);
9872 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9874 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9875 // rsurface.batchsvector3f_vertexbuffer = NULL;
9876 // rsurface.batchsvector3f_bufferoffset = 0;
9877 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9878 // rsurface.batchtvector3f_vertexbuffer = NULL;
9879 // rsurface.batchtvector3f_bufferoffset = 0;
9880 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);
9884 // deform vertex array to make wavey water and flags and such
9885 waveparms[0] = deform->waveparms[0];
9886 waveparms[1] = deform->waveparms[1];
9887 waveparms[2] = deform->waveparms[2];
9888 waveparms[3] = deform->waveparms[3];
9889 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9890 break; // if wavefunc is a nop, don't make a dynamic vertex array
9891 // this is how a divisor of vertex influence on deformation
9892 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9893 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9894 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9895 // rsurface.batchvertex3f_vertexbuffer = NULL;
9896 // rsurface.batchvertex3f_bufferoffset = 0;
9897 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9898 // rsurface.batchnormal3f_vertexbuffer = NULL;
9899 // rsurface.batchnormal3f_bufferoffset = 0;
9900 for (j = 0;j < batchnumvertices;j++)
9902 // if the wavefunc depends on time, evaluate it per-vertex
9905 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9906 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9908 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9910 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9911 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9912 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9914 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9915 // rsurface.batchsvector3f_vertexbuffer = NULL;
9916 // rsurface.batchsvector3f_bufferoffset = 0;
9917 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9918 // rsurface.batchtvector3f_vertexbuffer = NULL;
9919 // rsurface.batchtvector3f_bufferoffset = 0;
9920 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);
9923 case Q3DEFORM_BULGE:
9924 // deform vertex array to make the surface have moving bulges
9925 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9926 // rsurface.batchvertex3f_vertexbuffer = NULL;
9927 // rsurface.batchvertex3f_bufferoffset = 0;
9928 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9929 // rsurface.batchnormal3f_vertexbuffer = NULL;
9930 // rsurface.batchnormal3f_bufferoffset = 0;
9931 for (j = 0;j < batchnumvertices;j++)
9933 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9934 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9936 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9937 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9938 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9940 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9941 // rsurface.batchsvector3f_vertexbuffer = NULL;
9942 // rsurface.batchsvector3f_bufferoffset = 0;
9943 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9944 // rsurface.batchtvector3f_vertexbuffer = NULL;
9945 // rsurface.batchtvector3f_bufferoffset = 0;
9946 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);
9950 // deform vertex array
9951 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9952 break; // if wavefunc is a nop, don't make a dynamic vertex array
9953 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9954 VectorScale(deform->parms, scale, waveparms);
9955 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9956 // rsurface.batchvertex3f_vertexbuffer = NULL;
9957 // rsurface.batchvertex3f_bufferoffset = 0;
9958 for (j = 0;j < batchnumvertices;j++)
9959 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9964 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
9966 // generate texcoords based on the chosen texcoord source
9967 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
9970 case Q3TCGEN_TEXTURE:
9972 case Q3TCGEN_LIGHTMAP:
9973 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9974 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9975 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9976 if (rsurface.batchtexcoordlightmap2f)
9977 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
9979 case Q3TCGEN_VECTOR:
9980 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9981 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9982 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9983 for (j = 0;j < batchnumvertices;j++)
9985 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
9986 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
9989 case Q3TCGEN_ENVIRONMENT:
9990 // make environment reflections using a spheremap
9991 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9992 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9993 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9994 for (j = 0;j < batchnumvertices;j++)
9996 // identical to Q3A's method, but executed in worldspace so
9997 // carried models can be shiny too
9999 float viewer[3], d, reflected[3], worldreflected[3];
10001 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10002 // VectorNormalize(viewer);
10004 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10006 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10007 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10008 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10009 // note: this is proportinal to viewer, so we can normalize later
10011 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10012 VectorNormalize(worldreflected);
10014 // note: this sphere map only uses world x and z!
10015 // so positive and negative y will LOOK THE SAME.
10016 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10017 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10021 // the only tcmod that needs software vertex processing is turbulent, so
10022 // check for it here and apply the changes if needed
10023 // and we only support that as the first one
10024 // (handling a mixture of turbulent and other tcmods would be problematic
10025 // without punting it entirely to a software path)
10026 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10028 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10029 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10030 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10031 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10032 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10033 for (j = 0;j < batchnumvertices;j++)
10035 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);
10036 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10041 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10043 // convert the modified arrays to vertex structs
10044 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10045 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10046 // rsurface.batchvertexmesh_bufferoffset = 0;
10047 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10048 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10049 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10050 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10051 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10052 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10053 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10055 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10057 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10058 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10061 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10062 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10063 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10064 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10065 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10066 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10067 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10068 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10069 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10070 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10072 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10074 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10075 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10080 // upload buffer data for the dynamic batch
10081 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10083 if (rsurface.batchvertexmesh)
10084 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10087 if (rsurface.batchvertex3f)
10088 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10089 if (rsurface.batchsvector3f)
10090 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10091 if (rsurface.batchtvector3f)
10092 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10093 if (rsurface.batchnormal3f)
10094 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10095 if (rsurface.batchlightmapcolor4f)
10096 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10097 if (rsurface.batchtexcoordtexture2f)
10098 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10099 if (rsurface.batchtexcoordlightmap2f)
10100 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10101 if (rsurface.batchskeletalindex4ub)
10102 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10103 if (rsurface.batchskeletalweight4ub)
10104 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10106 if (rsurface.batchelement3s)
10107 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10108 else if (rsurface.batchelement3i)
10109 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10113 void RSurf_DrawBatch(void)
10115 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10116 // through the pipeline, killing it earlier in the pipeline would have
10117 // per-surface overhead rather than per-batch overhead, so it's best to
10118 // reject it here, before it hits glDraw.
10119 if (rsurface.batchnumtriangles == 0)
10122 // batch debugging code
10123 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10129 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10130 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10133 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10135 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10137 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10138 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);
10145 if (rsurface.batchmultidraw)
10147 // issue multiple draws rather than copying index data
10148 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10149 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10150 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10151 for (i = 0;i < numsurfaces;)
10153 // combine consecutive surfaces as one draw
10154 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10155 if (surfacelist[j] != surfacelist[k] + 1)
10157 firstvertex = surfacelist[i]->num_firstvertex;
10158 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10159 firsttriangle = surfacelist[i]->num_firsttriangle;
10160 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10161 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);
10167 // there is only one consecutive run of index data (may have been combined)
10168 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);
10172 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10174 // pick the closest matching water plane
10175 int planeindex, vertexindex, bestplaneindex = -1;
10179 r_waterstate_waterplane_t *p;
10180 qboolean prepared = false;
10182 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10184 if(p->camera_entity != rsurface.texture->camera_entity)
10189 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10191 if(rsurface.batchnumvertices == 0)
10194 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10196 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10197 d += fabs(PlaneDiff(vert, &p->plane));
10199 if (bestd > d || bestplaneindex < 0)
10202 bestplaneindex = planeindex;
10205 return bestplaneindex;
10206 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10207 // this situation though, as it might be better to render single larger
10208 // batches with useless stuff (backface culled for example) than to
10209 // render multiple smaller batches
10212 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10215 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10216 rsurface.passcolor4f_vertexbuffer = 0;
10217 rsurface.passcolor4f_bufferoffset = 0;
10218 for (i = 0;i < rsurface.batchnumvertices;i++)
10219 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10222 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10229 if (rsurface.passcolor4f)
10231 // generate color arrays
10232 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10233 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10234 rsurface.passcolor4f_vertexbuffer = 0;
10235 rsurface.passcolor4f_bufferoffset = 0;
10236 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)
10238 f = RSurf_FogVertex(v);
10247 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10248 rsurface.passcolor4f_vertexbuffer = 0;
10249 rsurface.passcolor4f_bufferoffset = 0;
10250 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10252 f = RSurf_FogVertex(v);
10261 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10268 if (!rsurface.passcolor4f)
10270 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10271 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10272 rsurface.passcolor4f_vertexbuffer = 0;
10273 rsurface.passcolor4f_bufferoffset = 0;
10274 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)
10276 f = RSurf_FogVertex(v);
10277 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10278 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10279 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10284 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10289 if (!rsurface.passcolor4f)
10291 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10292 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10293 rsurface.passcolor4f_vertexbuffer = 0;
10294 rsurface.passcolor4f_bufferoffset = 0;
10295 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10304 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10309 if (!rsurface.passcolor4f)
10311 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10312 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10313 rsurface.passcolor4f_vertexbuffer = 0;
10314 rsurface.passcolor4f_bufferoffset = 0;
10315 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10317 c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0];
10318 c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1];
10319 c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2];
10324 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10327 rsurface.passcolor4f = NULL;
10328 rsurface.passcolor4f_vertexbuffer = 0;
10329 rsurface.passcolor4f_bufferoffset = 0;
10330 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10331 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10332 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10333 GL_Color(r, g, b, a);
10334 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10335 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10336 R_Mesh_TexMatrix(0, NULL);
10340 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10342 // TODO: optimize applyfog && applycolor case
10343 // just apply fog if necessary, and tint the fog color array if necessary
10344 rsurface.passcolor4f = NULL;
10345 rsurface.passcolor4f_vertexbuffer = 0;
10346 rsurface.passcolor4f_bufferoffset = 0;
10347 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10348 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10349 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10350 GL_Color(r, g, b, a);
10354 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10357 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10358 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10359 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10360 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10361 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10362 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10363 GL_Color(r, g, b, a);
10367 static void RSurf_DrawBatch_GL11_ClampColor(void)
10372 if (!rsurface.passcolor4f)
10374 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10376 c2[0] = bound(0.0f, c1[0], 1.0f);
10377 c2[1] = bound(0.0f, c1[1], 1.0f);
10378 c2[2] = bound(0.0f, c1[2], 1.0f);
10379 c2[3] = bound(0.0f, c1[3], 1.0f);
10383 static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity)
10393 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10394 rsurface.passcolor4f_vertexbuffer = 0;
10395 rsurface.passcolor4f_bufferoffset = 0;
10396 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)
10398 f = -DotProduct(r_refdef.view.forward, n);
10400 f = f * 0.85 + 0.15; // work around so stuff won't get black
10401 f *= fakelightintensity;
10402 Vector4Set(c, f, f, f, 1);
10406 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10408 RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value);
10409 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10410 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10411 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10412 GL_Color(r, g, b, a);
10416 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor)
10424 vec3_t ambientcolor;
10425 vec3_t diffusecolor;
10429 VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir);
10430 f = 0.5f * lightmapintensity;
10431 ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f;
10432 ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f;
10433 ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f;
10434 diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f;
10435 diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f;
10436 diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f;
10438 if (VectorLength2(diffusecolor) > 0)
10440 // q3-style directional shading
10441 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10442 rsurface.passcolor4f_vertexbuffer = 0;
10443 rsurface.passcolor4f_bufferoffset = 0;
10444 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)
10446 if ((f = DotProduct(n, lightdir)) > 0)
10447 VectorMA(ambientcolor, f, diffusecolor, c);
10449 VectorCopy(ambientcolor, c);
10456 *applycolor = false;
10460 *r = ambientcolor[0];
10461 *g = ambientcolor[1];
10462 *b = ambientcolor[2];
10463 rsurface.passcolor4f = NULL;
10464 rsurface.passcolor4f_vertexbuffer = 0;
10465 rsurface.passcolor4f_bufferoffset = 0;
10469 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10471 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor);
10472 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10473 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10474 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10475 GL_Color(r, g, b, a);
10479 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10487 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10488 rsurface.passcolor4f_vertexbuffer = 0;
10489 rsurface.passcolor4f_bufferoffset = 0;
10491 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10493 f = 1 - RSurf_FogVertex(v);
10501 void RSurf_SetupDepthAndCulling(void)
10503 // submodels are biased to avoid z-fighting with world surfaces that they
10504 // may be exactly overlapping (avoids z-fighting artifacts on certain
10505 // doors and things in Quake maps)
10506 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10507 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10508 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10509 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10512 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10515 // transparent sky would be ridiculous
10516 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10518 R_SetupShader_Generic_NoTexture(false, false);
10519 skyrenderlater = true;
10520 RSurf_SetupDepthAndCulling();
10521 GL_DepthMask(true);
10523 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
10524 if (r_sky_scissor.integer)
10526 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10527 for (i = 0; i < texturenumsurfaces; i++)
10529 const msurface_t *surf = texturesurfacelist[i];
10532 float mins[3], maxs[3];
10534 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
10536 Matrix4x4_Transform(&rsurface.matrix, v, p);
10539 if (mins[0] > p[0]) mins[0] = p[0];
10540 if (mins[1] > p[1]) mins[1] = p[1];
10541 if (mins[2] > p[2]) mins[2] = p[2];
10542 if (maxs[0] < p[0]) maxs[0] = p[0];
10543 if (maxs[1] < p[1]) maxs[1] = p[1];
10544 if (maxs[2] < p[2]) maxs[2] = p[2];
10548 VectorCopy(p, mins);
10549 VectorCopy(p, maxs);
10552 if (!R_ScissorForBBox(mins, maxs, scissor))
10556 if (skyscissor[0] > scissor[0])
10558 skyscissor[2] += skyscissor[0] - scissor[0];
10559 skyscissor[0] = scissor[0];
10561 if (skyscissor[1] > scissor[1])
10563 skyscissor[3] += skyscissor[1] - scissor[1];
10564 skyscissor[1] = scissor[1];
10566 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
10567 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
10568 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
10569 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
10572 Vector4Copy(scissor, skyscissor);
10577 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
10578 // skymasking on them, and Quake3 never did sky masking (unlike
10579 // software Quake and software Quake2), so disable the sky masking
10580 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10581 // and skymasking also looks very bad when noclipping outside the
10582 // level, so don't use it then either.
10583 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10585 R_Mesh_ResetTextureState();
10586 if (skyrendermasked)
10588 R_SetupShader_DepthOrShadow(false, false, false);
10589 // depth-only (masking)
10590 GL_ColorMask(0, 0, 0, 0);
10591 // just to make sure that braindead drivers don't draw
10592 // anything despite that colormask...
10593 GL_BlendFunc(GL_ZERO, GL_ONE);
10594 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10595 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10599 R_SetupShader_Generic_NoTexture(false, false);
10601 GL_BlendFunc(GL_ONE, GL_ZERO);
10602 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10603 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10604 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10607 if (skyrendermasked)
10608 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10610 R_Mesh_ResetTextureState();
10611 GL_Color(1, 1, 1, 1);
10614 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10615 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10616 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10618 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10622 // render screenspace normalmap to texture
10623 GL_DepthMask(true);
10624 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10629 // bind lightmap texture
10631 // water/refraction/reflection/camera surfaces have to be handled specially
10632 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10634 int start, end, startplaneindex;
10635 for (start = 0;start < texturenumsurfaces;start = end)
10637 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10638 if(startplaneindex < 0)
10640 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10641 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10645 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10647 // now that we have a batch using the same planeindex, render it
10648 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10650 // render water or distortion background
10651 GL_DepthMask(true);
10652 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10654 // blend surface on top
10655 GL_DepthMask(false);
10656 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10659 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10661 // render surface with reflection texture as input
10662 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10663 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10670 // render surface batch normally
10671 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10672 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10676 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10678 // OpenGL 1.3 path - anything not completely ancient
10679 qboolean applycolor;
10682 const texturelayer_t *layer;
10683 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10684 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10686 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10689 int layertexrgbscale;
10690 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10692 if (layerindex == 0)
10693 GL_AlphaTest(true);
10696 GL_AlphaTest(false);
10697 GL_DepthFunc(GL_EQUAL);
10700 GL_DepthMask(layer->depthmask && writedepth);
10701 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10702 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10704 layertexrgbscale = 4;
10705 VectorScale(layer->color, 0.25f, layercolor);
10707 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10709 layertexrgbscale = 2;
10710 VectorScale(layer->color, 0.5f, layercolor);
10714 layertexrgbscale = 1;
10715 VectorScale(layer->color, 1.0f, layercolor);
10717 layercolor[3] = layer->color[3];
10718 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10719 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10720 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10721 switch (layer->type)
10723 case TEXTURELAYERTYPE_LITTEXTURE:
10724 // single-pass lightmapped texture with 2x rgbscale
10725 R_Mesh_TexBind(0, r_texture_white);
10726 R_Mesh_TexMatrix(0, NULL);
10727 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10728 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10729 R_Mesh_TexBind(1, layer->texture);
10730 R_Mesh_TexMatrix(1, &layer->texmatrix);
10731 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10732 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10733 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10734 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10735 else if (FAKELIGHT_ENABLED)
10736 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10737 else if (rsurface.uselightmaptexture)
10738 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10740 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10742 case TEXTURELAYERTYPE_TEXTURE:
10743 // singletexture unlit texture with transparency support
10744 R_Mesh_TexBind(0, layer->texture);
10745 R_Mesh_TexMatrix(0, &layer->texmatrix);
10746 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10747 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10748 R_Mesh_TexBind(1, 0);
10749 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10750 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10752 case TEXTURELAYERTYPE_FOG:
10753 // singletexture fogging
10754 if (layer->texture)
10756 R_Mesh_TexBind(0, layer->texture);
10757 R_Mesh_TexMatrix(0, &layer->texmatrix);
10758 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10759 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10763 R_Mesh_TexBind(0, 0);
10764 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10766 R_Mesh_TexBind(1, 0);
10767 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10768 // generate a color array for the fog pass
10769 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10770 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10774 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10777 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10779 GL_DepthFunc(GL_LEQUAL);
10780 GL_AlphaTest(false);
10784 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10786 // OpenGL 1.1 - crusty old voodoo path
10789 const texturelayer_t *layer;
10790 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10791 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10793 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10795 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10797 if (layerindex == 0)
10798 GL_AlphaTest(true);
10801 GL_AlphaTest(false);
10802 GL_DepthFunc(GL_EQUAL);
10805 GL_DepthMask(layer->depthmask && writedepth);
10806 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10807 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10808 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10809 switch (layer->type)
10811 case TEXTURELAYERTYPE_LITTEXTURE:
10812 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10814 // two-pass lit texture with 2x rgbscale
10815 // first the lightmap pass
10816 R_Mesh_TexBind(0, r_texture_white);
10817 R_Mesh_TexMatrix(0, NULL);
10818 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10819 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10820 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10821 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10822 else if (FAKELIGHT_ENABLED)
10823 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10824 else if (rsurface.uselightmaptexture)
10825 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10827 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10828 // then apply the texture to it
10829 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10830 R_Mesh_TexBind(0, layer->texture);
10831 R_Mesh_TexMatrix(0, &layer->texmatrix);
10832 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10833 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10834 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);
10838 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10839 R_Mesh_TexBind(0, layer->texture);
10840 R_Mesh_TexMatrix(0, &layer->texmatrix);
10841 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10842 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10843 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10844 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);
10845 else if (FAKELIGHT_ENABLED)
10846 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);
10848 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);
10851 case TEXTURELAYERTYPE_TEXTURE:
10852 // singletexture unlit texture with transparency support
10853 R_Mesh_TexBind(0, layer->texture);
10854 R_Mesh_TexMatrix(0, &layer->texmatrix);
10855 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10856 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10857 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);
10859 case TEXTURELAYERTYPE_FOG:
10860 // singletexture fogging
10861 if (layer->texture)
10863 R_Mesh_TexBind(0, layer->texture);
10864 R_Mesh_TexMatrix(0, &layer->texmatrix);
10865 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10866 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10870 R_Mesh_TexBind(0, 0);
10871 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10873 // generate a color array for the fog pass
10874 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10875 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10879 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10882 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10884 GL_DepthFunc(GL_LEQUAL);
10885 GL_AlphaTest(false);
10889 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10893 r_vertexgeneric_t *batchvertex;
10895 texture_t *t = rsurface.texture;
10897 // R_Mesh_ResetTextureState();
10898 R_SetupShader_Generic_NoTexture(false, false);
10900 if(t && t->currentskinframe)
10902 memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
10903 c[3] *= t->currentalpha;
10913 if (t->pantstexture || t->shirttexture)
10915 c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
10916 c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
10917 c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
10920 // brighten it up (as texture value 127 means "unlit")
10921 c[0] *= 2 * r_refdef.view.colorscale;
10922 c[1] *= 2 * r_refdef.view.colorscale;
10923 c[2] *= 2 * r_refdef.view.colorscale;
10925 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10926 c[3] *= r_wateralpha.value;
10928 if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10930 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10931 GL_DepthMask(false);
10933 else if(t->currentmaterialflags & MATERIALFLAG_ADD)
10935 GL_BlendFunc(GL_ONE, GL_ONE);
10936 GL_DepthMask(false);
10938 else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10940 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10941 GL_DepthMask(false);
10943 else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10945 GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
10946 GL_DepthMask(false);
10950 GL_BlendFunc(GL_ONE, GL_ZERO);
10951 GL_DepthMask(writedepth);
10954 if (r_showsurfaces.integer == 3)
10956 rsurface.passcolor4f = NULL;
10958 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10960 qboolean applycolor = true;
10963 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10965 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor);
10967 else if (FAKELIGHT_ENABLED)
10969 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10971 RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value);
10975 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10977 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10978 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10979 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10980 RSurf_DrawBatch_GL11_ApplyAmbient();
10983 if(!rsurface.passcolor4f)
10984 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10986 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10987 if(r_refdef.fogenabled)
10988 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10989 RSurf_DrawBatch_GL11_ClampColor();
10991 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10992 R_SetupShader_Generic_NoTexture(false, false);
10995 else if (!r_refdef.view.showdebug)
10997 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10998 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10999 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11001 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11002 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11004 R_Mesh_PrepareVertices_Generic_Unlock();
11007 else if (r_showsurfaces.integer == 4)
11009 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11010 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11011 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11013 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11014 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11015 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11017 R_Mesh_PrepareVertices_Generic_Unlock();
11020 else if (r_showsurfaces.integer == 2)
11023 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11024 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11025 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11027 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11028 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11029 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11030 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11031 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11032 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11033 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11035 R_Mesh_PrepareVertices_Generic_Unlock();
11036 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11040 int texturesurfaceindex;
11042 const msurface_t *surface;
11043 float surfacecolor4f[4];
11044 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11045 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11047 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11049 surface = texturesurfacelist[texturesurfaceindex];
11050 k = (int)(((size_t)surface) / sizeof(msurface_t));
11051 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11052 for (j = 0;j < surface->num_vertices;j++)
11054 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11055 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11059 R_Mesh_PrepareVertices_Generic_Unlock();
11064 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11067 RSurf_SetupDepthAndCulling();
11068 if (r_showsurfaces.integer)
11070 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11073 switch (vid.renderpath)
11075 case RENDERPATH_GL20:
11076 case RENDERPATH_D3D9:
11077 case RENDERPATH_D3D10:
11078 case RENDERPATH_D3D11:
11079 case RENDERPATH_SOFT:
11080 case RENDERPATH_GLES2:
11081 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11083 case RENDERPATH_GL13:
11084 case RENDERPATH_GLES1:
11085 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11087 case RENDERPATH_GL11:
11088 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11094 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11097 int texturenumsurfaces, endsurface;
11098 texture_t *texture;
11099 const msurface_t *surface;
11100 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11102 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11103 RSurf_ActiveModelEntity(ent, false, false, false);
11106 switch (vid.renderpath)
11108 case RENDERPATH_GL20:
11109 case RENDERPATH_D3D9:
11110 case RENDERPATH_D3D10:
11111 case RENDERPATH_D3D11:
11112 case RENDERPATH_SOFT:
11113 case RENDERPATH_GLES2:
11114 RSurf_ActiveModelEntity(ent, true, true, false);
11116 case RENDERPATH_GL11:
11117 case RENDERPATH_GL13:
11118 case RENDERPATH_GLES1:
11119 RSurf_ActiveModelEntity(ent, true, false, false);
11124 if (r_transparentdepthmasking.integer)
11126 qboolean setup = false;
11127 for (i = 0;i < numsurfaces;i = j)
11130 surface = rsurface.modelsurfaces + surfacelist[i];
11131 texture = surface->texture;
11132 rsurface.texture = R_GetCurrentTexture(texture);
11133 rsurface.lightmaptexture = NULL;
11134 rsurface.deluxemaptexture = NULL;
11135 rsurface.uselightmaptexture = false;
11136 // scan ahead until we find a different texture
11137 endsurface = min(i + 1024, numsurfaces);
11138 texturenumsurfaces = 0;
11139 texturesurfacelist[texturenumsurfaces++] = surface;
11140 for (;j < endsurface;j++)
11142 surface = rsurface.modelsurfaces + surfacelist[j];
11143 if (texture != surface->texture)
11145 texturesurfacelist[texturenumsurfaces++] = surface;
11147 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11149 // render the range of surfaces as depth
11153 GL_ColorMask(0,0,0,0);
11155 GL_DepthTest(true);
11156 GL_BlendFunc(GL_ONE, GL_ZERO);
11157 GL_DepthMask(true);
11158 // R_Mesh_ResetTextureState();
11160 RSurf_SetupDepthAndCulling();
11161 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11162 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11163 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11167 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11170 for (i = 0;i < numsurfaces;i = j)
11173 surface = rsurface.modelsurfaces + surfacelist[i];
11174 texture = surface->texture;
11175 rsurface.texture = R_GetCurrentTexture(texture);
11176 // scan ahead until we find a different texture
11177 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11178 texturenumsurfaces = 0;
11179 texturesurfacelist[texturenumsurfaces++] = surface;
11180 if(FAKELIGHT_ENABLED)
11182 rsurface.lightmaptexture = NULL;
11183 rsurface.deluxemaptexture = NULL;
11184 rsurface.uselightmaptexture = false;
11185 for (;j < endsurface;j++)
11187 surface = rsurface.modelsurfaces + surfacelist[j];
11188 if (texture != surface->texture)
11190 texturesurfacelist[texturenumsurfaces++] = surface;
11195 rsurface.lightmaptexture = surface->lightmaptexture;
11196 rsurface.deluxemaptexture = surface->deluxemaptexture;
11197 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11198 for (;j < endsurface;j++)
11200 surface = rsurface.modelsurfaces + surfacelist[j];
11201 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11203 texturesurfacelist[texturenumsurfaces++] = surface;
11206 // render the range of surfaces
11207 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11209 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
11212 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11214 // transparent surfaces get pushed off into the transparent queue
11215 int surfacelistindex;
11216 const msurface_t *surface;
11217 vec3_t tempcenter, center;
11218 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11220 surface = texturesurfacelist[surfacelistindex];
11221 if (r_transparent_sortsurfacesbynearest.integer)
11223 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11224 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11225 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11229 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11230 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11231 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11233 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11234 if (rsurface.entity->transparent_offset) // transparent offset
11236 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11237 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11238 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11240 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);
11244 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11246 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11248 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11250 RSurf_SetupDepthAndCulling();
11251 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11252 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11253 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11257 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11261 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11264 if (!rsurface.texture->currentnumlayers)
11266 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11267 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11269 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11271 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11272 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11273 else if (!rsurface.texture->currentnumlayers)
11275 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11277 // in the deferred case, transparent surfaces were queued during prepass
11278 if (!r_shadow_usingdeferredprepass)
11279 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11283 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11284 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11289 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11292 texture_t *texture;
11293 R_FrameData_SetMark();
11294 // break the surface list down into batches by texture and use of lightmapping
11295 for (i = 0;i < numsurfaces;i = j)
11298 // texture is the base texture pointer, rsurface.texture is the
11299 // current frame/skin the texture is directing us to use (for example
11300 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11301 // use skin 1 instead)
11302 texture = surfacelist[i]->texture;
11303 rsurface.texture = R_GetCurrentTexture(texture);
11304 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11306 // if this texture is not the kind we want, skip ahead to the next one
11307 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11311 if(FAKELIGHT_ENABLED || depthonly || prepass)
11313 rsurface.lightmaptexture = NULL;
11314 rsurface.deluxemaptexture = NULL;
11315 rsurface.uselightmaptexture = false;
11316 // simply scan ahead until we find a different texture or lightmap state
11317 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11322 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11323 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11324 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11325 // simply scan ahead until we find a different texture or lightmap state
11326 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11329 // render the range of surfaces
11330 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11332 R_FrameData_ReturnToMark();
11335 float locboxvertex3f[6*4*3] =
11337 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11338 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11339 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11340 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11341 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11342 1,0,0, 0,0,0, 0,1,0, 1,1,0
11345 unsigned short locboxelements[6*2*3] =
11350 12,13,14, 12,14,15,
11351 16,17,18, 16,18,19,
11355 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11358 cl_locnode_t *loc = (cl_locnode_t *)ent;
11360 float vertex3f[6*4*3];
11362 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11363 GL_DepthMask(false);
11364 GL_DepthRange(0, 1);
11365 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11366 GL_DepthTest(true);
11367 GL_CullFace(GL_NONE);
11368 R_EntityMatrix(&identitymatrix);
11370 // R_Mesh_ResetTextureState();
11372 i = surfacelist[0];
11373 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11374 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11375 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11376 surfacelist[0] < 0 ? 0.5f : 0.125f);
11378 if (VectorCompare(loc->mins, loc->maxs))
11380 VectorSet(size, 2, 2, 2);
11381 VectorMA(loc->mins, -0.5f, size, mins);
11385 VectorCopy(loc->mins, mins);
11386 VectorSubtract(loc->maxs, loc->mins, size);
11389 for (i = 0;i < 6*4*3;)
11390 for (j = 0;j < 3;j++, i++)
11391 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11393 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11394 R_SetupShader_Generic_NoTexture(false, false);
11395 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11398 void R_DrawLocs(void)
11401 cl_locnode_t *loc, *nearestloc;
11403 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11404 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11406 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11407 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11411 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11413 if (decalsystem->decals)
11414 Mem_Free(decalsystem->decals);
11415 memset(decalsystem, 0, sizeof(*decalsystem));
11418 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, unsigned int decalsequence)
11421 tridecal_t *decals;
11424 // expand or initialize the system
11425 if (decalsystem->maxdecals <= decalsystem->numdecals)
11427 decalsystem_t old = *decalsystem;
11428 qboolean useshortelements;
11429 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11430 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11431 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)));
11432 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11433 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11434 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11435 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11436 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11437 if (decalsystem->numdecals)
11438 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11440 Mem_Free(old.decals);
11441 for (i = 0;i < decalsystem->maxdecals*3;i++)
11442 decalsystem->element3i[i] = i;
11443 if (useshortelements)
11444 for (i = 0;i < decalsystem->maxdecals*3;i++)
11445 decalsystem->element3s[i] = i;
11448 // grab a decal and search for another free slot for the next one
11449 decals = decalsystem->decals;
11450 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11451 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11453 decalsystem->freedecal = i;
11454 if (decalsystem->numdecals <= i)
11455 decalsystem->numdecals = i + 1;
11457 // initialize the decal
11459 decal->triangleindex = triangleindex;
11460 decal->surfaceindex = surfaceindex;
11461 decal->decalsequence = decalsequence;
11462 decal->color4f[0][0] = c0[0];
11463 decal->color4f[0][1] = c0[1];
11464 decal->color4f[0][2] = c0[2];
11465 decal->color4f[0][3] = 1;
11466 decal->color4f[1][0] = c1[0];
11467 decal->color4f[1][1] = c1[1];
11468 decal->color4f[1][2] = c1[2];
11469 decal->color4f[1][3] = 1;
11470 decal->color4f[2][0] = c2[0];
11471 decal->color4f[2][1] = c2[1];
11472 decal->color4f[2][2] = c2[2];
11473 decal->color4f[2][3] = 1;
11474 decal->vertex3f[0][0] = v0[0];
11475 decal->vertex3f[0][1] = v0[1];
11476 decal->vertex3f[0][2] = v0[2];
11477 decal->vertex3f[1][0] = v1[0];
11478 decal->vertex3f[1][1] = v1[1];
11479 decal->vertex3f[1][2] = v1[2];
11480 decal->vertex3f[2][0] = v2[0];
11481 decal->vertex3f[2][1] = v2[1];
11482 decal->vertex3f[2][2] = v2[2];
11483 decal->texcoord2f[0][0] = t0[0];
11484 decal->texcoord2f[0][1] = t0[1];
11485 decal->texcoord2f[1][0] = t1[0];
11486 decal->texcoord2f[1][1] = t1[1];
11487 decal->texcoord2f[2][0] = t2[0];
11488 decal->texcoord2f[2][1] = t2[1];
11489 TriangleNormal(v0, v1, v2, decal->plane);
11490 VectorNormalize(decal->plane);
11491 decal->plane[3] = DotProduct(v0, decal->plane);
11494 extern cvar_t cl_decals_bias;
11495 extern cvar_t cl_decals_models;
11496 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11497 // baseparms, parms, temps
11498 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11503 const float *vertex3f;
11504 const float *normal3f;
11506 float points[2][9][3];
11513 e = rsurface.modelelement3i + 3*triangleindex;
11515 vertex3f = rsurface.modelvertex3f;
11516 normal3f = rsurface.modelnormal3f;
11520 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11522 index = 3*e[cornerindex];
11523 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11528 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11530 index = 3*e[cornerindex];
11531 VectorCopy(vertex3f + index, v[cornerindex]);
11536 //TriangleNormal(v[0], v[1], v[2], normal);
11537 //if (DotProduct(normal, localnormal) < 0.0f)
11539 // clip by each of the box planes formed from the projection matrix
11540 // if anything survives, we emit the decal
11541 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]);
11544 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]);
11547 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]);
11550 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]);
11553 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]);
11556 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]);
11559 // some part of the triangle survived, so we have to accept it...
11562 // dynamic always uses the original triangle
11564 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11566 index = 3*e[cornerindex];
11567 VectorCopy(vertex3f + index, v[cornerindex]);
11570 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11572 // convert vertex positions to texcoords
11573 Matrix4x4_Transform(projection, v[cornerindex], temp);
11574 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11575 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11576 // calculate distance fade from the projection origin
11577 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11578 f = bound(0.0f, f, 1.0f);
11579 c[cornerindex][0] = r * f;
11580 c[cornerindex][1] = g * f;
11581 c[cornerindex][2] = b * f;
11582 c[cornerindex][3] = 1.0f;
11583 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11586 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);
11588 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11589 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);
11591 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, unsigned int decalsequence)
11593 matrix4x4_t projection;
11594 decalsystem_t *decalsystem;
11597 const msurface_t *surface;
11598 const msurface_t *surfaces;
11599 const int *surfacelist;
11600 const texture_t *texture;
11602 int numsurfacelist;
11603 int surfacelistindex;
11606 float localorigin[3];
11607 float localnormal[3];
11608 float localmins[3];
11609 float localmaxs[3];
11612 float planes[6][4];
11615 int bih_triangles_count;
11616 int bih_triangles[256];
11617 int bih_surfaces[256];
11619 decalsystem = &ent->decalsystem;
11620 model = ent->model;
11621 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11623 R_DecalSystem_Reset(&ent->decalsystem);
11627 if (!model->brush.data_leafs && !cl_decals_models.integer)
11629 if (decalsystem->model)
11630 R_DecalSystem_Reset(decalsystem);
11634 if (decalsystem->model != model)
11635 R_DecalSystem_Reset(decalsystem);
11636 decalsystem->model = model;
11638 RSurf_ActiveModelEntity(ent, true, false, false);
11640 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11641 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11642 VectorNormalize(localnormal);
11643 localsize = worldsize*rsurface.inversematrixscale;
11644 localmins[0] = localorigin[0] - localsize;
11645 localmins[1] = localorigin[1] - localsize;
11646 localmins[2] = localorigin[2] - localsize;
11647 localmaxs[0] = localorigin[0] + localsize;
11648 localmaxs[1] = localorigin[1] + localsize;
11649 localmaxs[2] = localorigin[2] + localsize;
11651 //VectorCopy(localnormal, planes[4]);
11652 //VectorVectors(planes[4], planes[2], planes[0]);
11653 AnglesFromVectors(angles, localnormal, NULL, false);
11654 AngleVectors(angles, planes[0], planes[2], planes[4]);
11655 VectorNegate(planes[0], planes[1]);
11656 VectorNegate(planes[2], planes[3]);
11657 VectorNegate(planes[4], planes[5]);
11658 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11659 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11660 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11661 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11662 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11663 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11668 matrix4x4_t forwardprojection;
11669 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11670 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11675 float projectionvector[4][3];
11676 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11677 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11678 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11679 projectionvector[0][0] = planes[0][0] * ilocalsize;
11680 projectionvector[0][1] = planes[1][0] * ilocalsize;
11681 projectionvector[0][2] = planes[2][0] * ilocalsize;
11682 projectionvector[1][0] = planes[0][1] * ilocalsize;
11683 projectionvector[1][1] = planes[1][1] * ilocalsize;
11684 projectionvector[1][2] = planes[2][1] * ilocalsize;
11685 projectionvector[2][0] = planes[0][2] * ilocalsize;
11686 projectionvector[2][1] = planes[1][2] * ilocalsize;
11687 projectionvector[2][2] = planes[2][2] * ilocalsize;
11688 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11689 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11690 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11691 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11695 dynamic = model->surfmesh.isanimated;
11696 numsurfacelist = model->nummodelsurfaces;
11697 surfacelist = model->sortedmodelsurfaces;
11698 surfaces = model->data_surfaces;
11701 bih_triangles_count = -1;
11704 if(model->render_bih.numleafs)
11705 bih = &model->render_bih;
11706 else if(model->collision_bih.numleafs)
11707 bih = &model->collision_bih;
11710 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11711 if(bih_triangles_count == 0)
11713 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11715 if(bih_triangles_count > 0)
11717 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11719 surfaceindex = bih_surfaces[triangleindex];
11720 surface = surfaces + surfaceindex;
11721 texture = surface->texture;
11722 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11724 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11726 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11731 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11733 surfaceindex = surfacelist[surfacelistindex];
11734 surface = surfaces + surfaceindex;
11735 // check cull box first because it rejects more than any other check
11736 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11738 // skip transparent surfaces
11739 texture = surface->texture;
11740 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11742 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11744 numtriangles = surface->num_triangles;
11745 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11746 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11751 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11752 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, unsigned int decalsequence)
11754 int renderentityindex;
11755 float worldmins[3];
11756 float worldmaxs[3];
11757 entity_render_t *ent;
11759 if (!cl_decals_newsystem.integer)
11762 worldmins[0] = worldorigin[0] - worldsize;
11763 worldmins[1] = worldorigin[1] - worldsize;
11764 worldmins[2] = worldorigin[2] - worldsize;
11765 worldmaxs[0] = worldorigin[0] + worldsize;
11766 worldmaxs[1] = worldorigin[1] + worldsize;
11767 worldmaxs[2] = worldorigin[2] + worldsize;
11769 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11771 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11773 ent = r_refdef.scene.entities[renderentityindex];
11774 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11777 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11781 typedef struct r_decalsystem_splatqueue_s
11783 vec3_t worldorigin;
11784 vec3_t worldnormal;
11788 unsigned int decalsequence;
11790 r_decalsystem_splatqueue_t;
11792 int r_decalsystem_numqueued = 0;
11793 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11795 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)
11797 r_decalsystem_splatqueue_t *queue;
11799 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11802 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11803 VectorCopy(worldorigin, queue->worldorigin);
11804 VectorCopy(worldnormal, queue->worldnormal);
11805 Vector4Set(queue->color, r, g, b, a);
11806 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11807 queue->worldsize = worldsize;
11808 queue->decalsequence = cl.decalsequence++;
11811 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11814 r_decalsystem_splatqueue_t *queue;
11816 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11817 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);
11818 r_decalsystem_numqueued = 0;
11821 extern cvar_t cl_decals_max;
11822 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11825 decalsystem_t *decalsystem = &ent->decalsystem;
11827 unsigned int killsequence;
11832 if (!decalsystem->numdecals)
11835 if (r_showsurfaces.integer)
11838 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11840 R_DecalSystem_Reset(decalsystem);
11844 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
11845 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11847 if (decalsystem->lastupdatetime)
11848 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11851 decalsystem->lastupdatetime = r_refdef.scene.time;
11852 numdecals = decalsystem->numdecals;
11854 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11856 if (decal->color4f[0][3])
11858 decal->lived += frametime;
11859 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
11861 memset(decal, 0, sizeof(*decal));
11862 if (decalsystem->freedecal > i)
11863 decalsystem->freedecal = i;
11867 decal = decalsystem->decals;
11868 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11871 // collapse the array by shuffling the tail decals into the gaps
11874 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11875 decalsystem->freedecal++;
11876 if (decalsystem->freedecal == numdecals)
11878 decal[decalsystem->freedecal] = decal[--numdecals];
11881 decalsystem->numdecals = numdecals;
11883 if (numdecals <= 0)
11885 // if there are no decals left, reset decalsystem
11886 R_DecalSystem_Reset(decalsystem);
11890 extern skinframe_t *decalskinframe;
11891 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11894 decalsystem_t *decalsystem = &ent->decalsystem;
11903 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11906 numdecals = decalsystem->numdecals;
11910 if (r_showsurfaces.integer)
11913 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11915 R_DecalSystem_Reset(decalsystem);
11919 // if the model is static it doesn't matter what value we give for
11920 // wantnormals and wanttangents, so this logic uses only rules applicable
11921 // to a model, knowing that they are meaningless otherwise
11922 RSurf_ActiveModelEntity(ent, false, false, false);
11924 decalsystem->lastupdatetime = r_refdef.scene.time;
11926 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11928 // update vertex positions for animated models
11929 v3f = decalsystem->vertex3f;
11930 c4f = decalsystem->color4f;
11931 t2f = decalsystem->texcoord2f;
11932 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11934 if (!decal->color4f[0][3])
11937 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11941 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11944 // update color values for fading decals
11945 if (decal->lived >= cl_decals_time.value)
11946 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11950 c4f[ 0] = decal->color4f[0][0] * alpha;
11951 c4f[ 1] = decal->color4f[0][1] * alpha;
11952 c4f[ 2] = decal->color4f[0][2] * alpha;
11954 c4f[ 4] = decal->color4f[1][0] * alpha;
11955 c4f[ 5] = decal->color4f[1][1] * alpha;
11956 c4f[ 6] = decal->color4f[1][2] * alpha;
11958 c4f[ 8] = decal->color4f[2][0] * alpha;
11959 c4f[ 9] = decal->color4f[2][1] * alpha;
11960 c4f[10] = decal->color4f[2][2] * alpha;
11963 t2f[0] = decal->texcoord2f[0][0];
11964 t2f[1] = decal->texcoord2f[0][1];
11965 t2f[2] = decal->texcoord2f[1][0];
11966 t2f[3] = decal->texcoord2f[1][1];
11967 t2f[4] = decal->texcoord2f[2][0];
11968 t2f[5] = decal->texcoord2f[2][1];
11970 // update vertex positions for animated models
11971 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11973 e = rsurface.modelelement3i + 3*decal->triangleindex;
11974 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11975 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11976 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11980 VectorCopy(decal->vertex3f[0], v3f);
11981 VectorCopy(decal->vertex3f[1], v3f + 3);
11982 VectorCopy(decal->vertex3f[2], v3f + 6);
11985 if (r_refdef.fogenabled)
11987 alpha = RSurf_FogVertex(v3f);
11988 VectorScale(c4f, alpha, c4f);
11989 alpha = RSurf_FogVertex(v3f + 3);
11990 VectorScale(c4f + 4, alpha, c4f + 4);
11991 alpha = RSurf_FogVertex(v3f + 6);
11992 VectorScale(c4f + 8, alpha, c4f + 8);
12003 r_refdef.stats[r_stat_drawndecals] += numtris;
12005 // now render the decals all at once
12006 // (this assumes they all use one particle font texture!)
12007 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);
12008 // R_Mesh_ResetTextureState();
12009 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12010 GL_DepthMask(false);
12011 GL_DepthRange(0, 1);
12012 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12013 GL_DepthTest(true);
12014 GL_CullFace(GL_NONE);
12015 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12016 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12017 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12021 static void R_DrawModelDecals(void)
12025 // fade faster when there are too many decals
12026 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12027 for (i = 0;i < r_refdef.scene.numentities;i++)
12028 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12030 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12031 for (i = 0;i < r_refdef.scene.numentities;i++)
12032 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12033 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12035 R_DecalSystem_ApplySplatEntitiesQueue();
12037 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12038 for (i = 0;i < r_refdef.scene.numentities;i++)
12039 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12041 r_refdef.stats[r_stat_totaldecals] += numdecals;
12043 if (r_showsurfaces.integer)
12046 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12048 for (i = 0;i < r_refdef.scene.numentities;i++)
12050 if (!r_refdef.viewcache.entityvisible[i])
12052 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12053 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12057 extern cvar_t mod_collision_bih;
12058 static void R_DrawDebugModel(void)
12060 entity_render_t *ent = rsurface.entity;
12061 int i, j, flagsmask;
12062 const msurface_t *surface;
12063 dp_model_t *model = ent->model;
12065 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12068 if (r_showoverdraw.value > 0)
12070 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12071 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12072 R_SetupShader_Generic_NoTexture(false, false);
12073 GL_DepthTest(false);
12074 GL_DepthMask(false);
12075 GL_DepthRange(0, 1);
12076 GL_BlendFunc(GL_ONE, GL_ONE);
12077 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12079 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12081 rsurface.texture = R_GetCurrentTexture(surface->texture);
12082 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12084 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12085 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12086 if (!rsurface.texture->currentlayers->depthmask)
12087 GL_Color(c, 0, 0, 1.0f);
12088 else if (ent == r_refdef.scene.worldentity)
12089 GL_Color(c, c, c, 1.0f);
12091 GL_Color(0, c, 0, 1.0f);
12092 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12096 rsurface.texture = NULL;
12099 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12101 // R_Mesh_ResetTextureState();
12102 R_SetupShader_Generic_NoTexture(false, false);
12103 GL_DepthRange(0, 1);
12104 GL_DepthTest(!r_showdisabledepthtest.integer);
12105 GL_DepthMask(false);
12106 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12108 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12112 qboolean cullbox = false;
12113 const q3mbrush_t *brush;
12114 const bih_t *bih = &model->collision_bih;
12115 const bih_leaf_t *bihleaf;
12116 float vertex3f[3][3];
12117 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12118 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12120 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12122 switch (bihleaf->type)
12125 brush = model->brush.data_brushes + bihleaf->itemindex;
12126 if (brush->colbrushf && brush->colbrushf->numtriangles)
12128 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);
12129 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12130 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12133 case BIH_COLLISIONTRIANGLE:
12134 triangleindex = bihleaf->itemindex;
12135 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12136 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12137 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12138 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);
12139 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12140 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12142 case BIH_RENDERTRIANGLE:
12143 triangleindex = bihleaf->itemindex;
12144 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12145 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12146 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12147 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);
12148 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12149 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12155 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12158 if (r_showtris.integer && qglPolygonMode)
12160 if (r_showdisabledepthtest.integer)
12162 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12163 GL_DepthMask(false);
12167 GL_BlendFunc(GL_ONE, GL_ZERO);
12168 GL_DepthMask(true);
12170 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12171 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12173 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12175 rsurface.texture = R_GetCurrentTexture(surface->texture);
12176 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12178 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12179 if (!rsurface.texture->currentlayers->depthmask)
12180 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12181 else if (ent == r_refdef.scene.worldentity)
12182 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12184 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12185 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12189 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12190 rsurface.texture = NULL;
12193 if (r_shownormals.value != 0 && qglBegin)
12197 if (r_showdisabledepthtest.integer)
12199 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12200 GL_DepthMask(false);
12204 GL_BlendFunc(GL_ONE, GL_ZERO);
12205 GL_DepthMask(true);
12207 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12209 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12211 rsurface.texture = R_GetCurrentTexture(surface->texture);
12212 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12214 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12215 qglBegin(GL_LINES);
12216 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12218 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12220 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12221 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12222 qglVertex3f(v[0], v[1], v[2]);
12223 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12224 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12225 qglVertex3f(v[0], v[1], v[2]);
12228 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12230 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12232 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12233 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12234 qglVertex3f(v[0], v[1], v[2]);
12235 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12236 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12237 qglVertex3f(v[0], v[1], v[2]);
12240 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12242 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12244 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12245 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12246 qglVertex3f(v[0], v[1], v[2]);
12247 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12248 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12249 qglVertex3f(v[0], v[1], v[2]);
12252 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12254 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12256 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12257 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12258 qglVertex3f(v[0], v[1], v[2]);
12259 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12260 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12261 qglVertex3f(v[0], v[1], v[2]);
12268 rsurface.texture = NULL;
12273 int r_maxsurfacelist = 0;
12274 const msurface_t **r_surfacelist = NULL;
12275 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12277 int i, j, endj, flagsmask;
12278 dp_model_t *model = ent->model;
12279 msurface_t *surfaces;
12280 unsigned char *update;
12281 int numsurfacelist = 0;
12285 if (r_maxsurfacelist < model->num_surfaces)
12287 r_maxsurfacelist = model->num_surfaces;
12289 Mem_Free((msurface_t **)r_surfacelist);
12290 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12293 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12294 RSurf_ActiveModelEntity(ent, false, false, false);
12296 RSurf_ActiveModelEntity(ent, true, true, true);
12297 else if (depthonly)
12299 switch (vid.renderpath)
12301 case RENDERPATH_GL20:
12302 case RENDERPATH_D3D9:
12303 case RENDERPATH_D3D10:
12304 case RENDERPATH_D3D11:
12305 case RENDERPATH_SOFT:
12306 case RENDERPATH_GLES2:
12307 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12309 case RENDERPATH_GL11:
12310 case RENDERPATH_GL13:
12311 case RENDERPATH_GLES1:
12312 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12318 switch (vid.renderpath)
12320 case RENDERPATH_GL20:
12321 case RENDERPATH_D3D9:
12322 case RENDERPATH_D3D10:
12323 case RENDERPATH_D3D11:
12324 case RENDERPATH_SOFT:
12325 case RENDERPATH_GLES2:
12326 RSurf_ActiveModelEntity(ent, true, true, false);
12328 case RENDERPATH_GL11:
12329 case RENDERPATH_GL13:
12330 case RENDERPATH_GLES1:
12331 RSurf_ActiveModelEntity(ent, true, false, false);
12336 surfaces = model->data_surfaces;
12337 update = model->brushq1.lightmapupdateflags;
12339 // update light styles
12340 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
12342 model_brush_lightstyleinfo_t *style;
12343 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12345 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12347 int *list = style->surfacelist;
12348 style->value = r_refdef.scene.lightstylevalue[style->style];
12349 for (j = 0;j < style->numsurfaces;j++)
12350 update[list[j]] = true;
12355 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12359 R_DrawDebugModel();
12360 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12364 rsurface.lightmaptexture = NULL;
12365 rsurface.deluxemaptexture = NULL;
12366 rsurface.uselightmaptexture = false;
12367 rsurface.texture = NULL;
12368 rsurface.rtlight = NULL;
12369 numsurfacelist = 0;
12370 // add visible surfaces to draw list
12371 if (ent == r_refdef.scene.worldentity)
12373 // for the world entity, check surfacevisible
12374 for (i = 0;i < model->nummodelsurfaces;i++)
12376 j = model->sortedmodelsurfaces[i];
12377 if (r_refdef.viewcache.world_surfacevisible[j])
12378 r_surfacelist[numsurfacelist++] = surfaces + j;
12383 // add all surfaces
12384 for (i = 0; i < model->nummodelsurfaces; i++)
12385 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12387 // don't do anything if there were no surfaces
12388 if (!numsurfacelist)
12390 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12393 // update lightmaps if needed
12397 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12402 R_BuildLightMap(ent, surfaces + j);
12407 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12409 // add to stats if desired
12410 if (r_speeds.integer && !skysurfaces && !depthonly)
12412 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12413 for (j = 0;j < numsurfacelist;j++)
12414 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12417 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12420 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12423 static texture_t texture;
12424 static msurface_t surface;
12425 const msurface_t *surfacelist = &surface;
12427 // fake enough texture and surface state to render this geometry
12429 texture.update_lastrenderframe = -1; // regenerate this texture
12430 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12431 texture.basealpha = 1.0f;
12432 texture.currentskinframe = skinframe;
12433 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12434 texture.offsetmapping = OFFSETMAPPING_OFF;
12435 texture.offsetscale = 1;
12436 texture.specularscalemod = 1;
12437 texture.specularpowermod = 1;
12438 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12439 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12440 // JUST GREP FOR "specularscalemod = 1".
12442 for (q = 0; q < 3; q++)
12444 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
12445 texture.render_modellight_lightdir[q] = q == 2;
12446 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12447 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
12448 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
12449 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12450 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
12451 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
12452 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
12453 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
12455 texture.currentalpha = 1.0f;
12457 surface.texture = &texture;
12458 surface.num_triangles = numtriangles;
12459 surface.num_firsttriangle = firsttriangle;
12460 surface.num_vertices = numvertices;
12461 surface.num_firstvertex = firstvertex;
12464 rsurface.texture = R_GetCurrentTexture(surface.texture);
12465 rsurface.lightmaptexture = NULL;
12466 rsurface.deluxemaptexture = NULL;
12467 rsurface.uselightmaptexture = false;
12468 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12471 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)
12473 static msurface_t surface;
12474 const msurface_t *surfacelist = &surface;
12476 // fake enough texture and surface state to render this geometry
12477 surface.texture = texture;
12478 surface.num_triangles = numtriangles;
12479 surface.num_firsttriangle = firsttriangle;
12480 surface.num_vertices = numvertices;
12481 surface.num_firstvertex = firstvertex;
12484 rsurface.texture = R_GetCurrentTexture(surface.texture);
12485 rsurface.lightmaptexture = NULL;
12486 rsurface.deluxemaptexture = NULL;
12487 rsurface.uselightmaptexture = false;
12488 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);