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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
73 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 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)"};
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
98 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"};
100 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"};
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
107 extern qboolean v_flipped_state;
109 typedef struct r_glsl_bloomshader_s
112 int loc_Texture_Bloom;
114 r_glsl_bloomshader_t;
116 static struct r_bloomstate_s
121 int bloomwidth, bloomheight;
123 int screentexturewidth, screentextureheight;
124 rtexture_t *texture_screen;
126 int bloomtexturewidth, bloomtextureheight;
127 rtexture_t *texture_bloom;
129 r_glsl_bloomshader_t *shader;
131 // arrays for rendering the screen passes
132 float screentexcoord2f[8];
133 float bloomtexcoord2f[8];
134 float offsettexcoord2f[8];
138 // shadow volume bsp struct with automatically growing nodes buffer
141 rtexture_t *r_texture_blanknormalmap;
142 rtexture_t *r_texture_white;
143 rtexture_t *r_texture_black;
144 rtexture_t *r_texture_notexture;
145 rtexture_t *r_texture_whitecube;
146 rtexture_t *r_texture_normalizationcube;
147 rtexture_t *r_texture_fogattenuation;
148 //rtexture_t *r_texture_fogintensity;
150 // information about each possible shader permutation
151 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
152 // currently selected permutation
153 r_glsl_permutation_t *r_glsl_permutation;
155 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
156 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
158 // vertex coordinates for a quad that covers the screen exactly
159 const static float r_screenvertex3f[12] =
167 extern void R_DrawModelShadows(void);
169 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
172 for (i = 0;i < verts;i++)
183 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
186 for (i = 0;i < verts;i++)
196 // FIXME: move this to client?
199 if (gamemode == GAME_NEHAHRA)
201 Cvar_Set("gl_fogenable", "0");
202 Cvar_Set("gl_fogdensity", "0.2");
203 Cvar_Set("gl_fogred", "0.3");
204 Cvar_Set("gl_foggreen", "0.3");
205 Cvar_Set("gl_fogblue", "0.3");
207 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
210 float FogPoint_World(const vec3_t p)
212 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
213 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
216 float FogPoint_Model(const vec3_t p)
218 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
219 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
222 static void R_BuildBlankTextures(void)
224 unsigned char data[4];
225 data[0] = 128; // normal X
226 data[1] = 128; // normal Y
227 data[2] = 255; // normal Z
228 data[3] = 128; // height
229 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
234 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
239 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 static void R_BuildNoTexture(void)
245 unsigned char pix[16][16][4];
246 // this makes a light grey/dark grey checkerboard texture
247 for (y = 0;y < 16;y++)
249 for (x = 0;x < 16;x++)
251 if ((y < 8) ^ (x < 8))
267 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
270 static void R_BuildWhiteCube(void)
272 unsigned char data[6*1*1*4];
273 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
274 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
275 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
276 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
277 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
278 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
279 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
282 static void R_BuildNormalizationCube(void)
286 vec_t s, t, intensity;
288 unsigned char data[6][NORMSIZE][NORMSIZE][4];
289 for (side = 0;side < 6;side++)
291 for (y = 0;y < NORMSIZE;y++)
293 for (x = 0;x < NORMSIZE;x++)
295 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
296 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
331 intensity = 127.0f / sqrt(DotProduct(v, v));
332 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
333 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
334 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
335 data[side][y][x][3] = 255;
339 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
342 static void R_BuildFogTexture(void)
346 unsigned char data1[FOGWIDTH][4];
347 //unsigned char data2[FOGWIDTH][4];
348 for (x = 0;x < FOGWIDTH;x++)
350 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
355 //data2[x][0] = 255 - b;
356 //data2[x][1] = 255 - b;
357 //data2[x][2] = 255 - b;
360 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
361 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 static const char *builtinshaderstring =
365 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
366 "// written by Forest 'LordHavoc' Hale\n"
368 "// common definitions between vertex shader and fragment shader:\n"
370 "#ifdef __GLSL_CG_DATA_TYPES\n"
371 "#define myhalf half\n"
372 "#define myhvec2 hvec2\n"
373 "#define myhvec3 hvec3\n"
374 "#define myhvec4 hvec4\n"
376 "#define myhalf float\n"
377 "#define myhvec2 vec2\n"
378 "#define myhvec3 vec3\n"
379 "#define myhvec4 vec4\n"
382 "varying vec2 TexCoord;\n"
383 "varying vec2 TexCoordLightmap;\n"
385 "varying vec3 CubeVector;\n"
386 "varying vec3 LightVector;\n"
387 "varying vec3 EyeVector;\n"
389 "varying vec3 EyeVectorModelSpace;\n"
392 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
393 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
394 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
399 "// vertex shader specific:\n"
400 "#ifdef VERTEX_SHADER\n"
402 "uniform vec3 LightPosition;\n"
403 "uniform vec3 EyePosition;\n"
404 "uniform vec3 LightDir;\n"
406 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
410 " gl_FrontColor = gl_Color;\n"
411 " // copy the surface texcoord\n"
412 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
413 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
414 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
417 "#ifdef MODE_LIGHTSOURCE\n"
418 " // transform vertex position into light attenuation/cubemap space\n"
419 " // (-1 to +1 across the light box)\n"
420 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
422 " // transform unnormalized light direction into tangent space\n"
423 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
424 " // normalize it per pixel)\n"
425 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
426 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
427 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
428 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
431 "#ifdef MODE_LIGHTDIRECTION\n"
432 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
433 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
434 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
437 " // transform unnormalized eye direction into tangent space\n"
439 " vec3 EyeVectorModelSpace;\n"
441 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
442 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
443 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
444 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
446 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
447 " VectorS = gl_MultiTexCoord1.xyz;\n"
448 " VectorT = gl_MultiTexCoord2.xyz;\n"
449 " VectorR = gl_MultiTexCoord3.xyz;\n"
452 " // transform vertex to camera space, using ftransform to match non-VS\n"
454 " gl_Position = ftransform();\n"
457 "#endif // VERTEX_SHADER\n"
462 "// fragment shader specific:\n"
463 "#ifdef FRAGMENT_SHADER\n"
465 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
466 "uniform sampler2D Texture_Normal;\n"
467 "uniform sampler2D Texture_Color;\n"
468 "uniform sampler2D Texture_Gloss;\n"
469 "uniform samplerCube Texture_Cube;\n"
470 "uniform sampler2D Texture_Attenuation;\n"
471 "uniform sampler2D Texture_FogMask;\n"
472 "uniform sampler2D Texture_Pants;\n"
473 "uniform sampler2D Texture_Shirt;\n"
474 "uniform sampler2D Texture_Lightmap;\n"
475 "uniform sampler2D Texture_Deluxemap;\n"
476 "uniform sampler2D Texture_Glow;\n"
478 "uniform myhvec3 LightColor;\n"
479 "uniform myhvec3 AmbientColor;\n"
480 "uniform myhvec3 DiffuseColor;\n"
481 "uniform myhvec3 SpecularColor;\n"
482 "uniform myhvec3 Color_Pants;\n"
483 "uniform myhvec3 Color_Shirt;\n"
484 "uniform myhvec3 FogColor;\n"
486 "uniform myhalf GlowScale;\n"
487 "uniform myhalf SceneBrightness;\n"
489 "uniform float OffsetMapping_Scale;\n"
490 "uniform float OffsetMapping_Bias;\n"
491 "uniform float FogRangeRecip;\n"
493 "uniform myhalf AmbientScale;\n"
494 "uniform myhalf DiffuseScale;\n"
495 "uniform myhalf SpecularScale;\n"
496 "uniform myhalf SpecularPower;\n"
498 "#ifdef USEOFFSETMAPPING\n"
499 "vec2 OffsetMapping(vec2 TexCoord)\n"
501 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
502 " // 14 sample relief mapping: linear search and then binary search\n"
503 " // this basically steps forward a small amount repeatedly until it finds\n"
504 " // itself inside solid, then jitters forward and back using decreasing\n"
505 " // amounts to find the impact\n"
506 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
507 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
508 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
509 " vec3 RT = vec3(TexCoord, 1);\n"
510 " OffsetVector *= 0.1;\n"
511 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
521 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
522 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
523 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
524 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
527 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
528 " // this basically moves forward the full distance, and then backs up based\n"
529 " // on height of samples\n"
530 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
531 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
532 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
533 " TexCoord += OffsetVector;\n"
534 " OffsetVector *= 0.333;\n"
535 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
537 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
538 " return TexCoord;\n"
545 "#ifdef USEOFFSETMAPPING\n"
546 " // apply offsetmapping\n"
547 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
548 "#define TexCoord TexCoordOffset\n"
551 " // combine the diffuse textures (base, pants, shirt)\n"
552 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
553 "#ifdef USECOLORMAPPING\n"
554 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
560 "#ifdef MODE_LIGHTSOURCE\n"
563 " // calculate surface normal, light normal, and specular normal\n"
564 " // compute color intensity for the two textures (colormap and glossmap)\n"
565 " // scale by light color and attenuation as efficiently as possible\n"
566 " // (do as much scalar math as possible rather than vector math)\n"
567 "#ifdef USESPECULAR\n"
568 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
569 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
570 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
572 " // calculate directional shading\n"
573 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
575 "#ifdef USEDIFFUSE\n"
576 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
577 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
579 " // calculate directional shading\n"
580 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
582 " // calculate directionless shading\n"
583 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
587 "#ifdef USECUBEFILTER\n"
588 " // apply light cubemap filter\n"
589 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
590 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
596 "#elif defined(MODE_LIGHTDIRECTION)\n"
597 " // directional model lighting\n"
599 " // get the surface normal and light normal\n"
600 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
601 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
603 " // calculate directional shading\n"
604 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
605 "#ifdef USESPECULAR\n"
606 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
607 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
613 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
614 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
616 " // get the surface normal and light normal\n"
617 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
619 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
620 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
621 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
623 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
625 " // calculate directional shading\n"
626 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
627 "#ifdef USESPECULAR\n"
628 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
629 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
632 " // apply lightmap color\n"
633 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
636 "#else // MODE none (lightmap)\n"
637 " // apply lightmap color\n"
638 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
641 " color *= myhvec4(gl_Color);\n"
644 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
649 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
652 " color.rgb *= SceneBrightness;\n"
654 " gl_FragColor = vec4(color);\n"
657 "#endif // FRAGMENT_SHADER\n"
660 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
661 const char *permutationinfo[][2] =
663 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
664 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
665 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
666 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEFOG\n", " fog"},
669 {"#define USECOLORMAPPING\n", " colormapping"},
670 {"#define USEDIFFUSE\n", " diffuse"},
671 {"#define USESPECULAR\n", " specular"},
672 {"#define USECUBEFILTER\n", " cubefilter"},
673 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
674 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
678 void R_GLSL_CompilePermutation(const char *filename, int permutation)
681 qboolean shaderfound;
682 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
683 int vertstrings_count;
684 int geomstrings_count;
685 int fragstrings_count;
687 const char *vertstrings_list[32+1];
688 const char *geomstrings_list[32+1];
689 const char *fragstrings_list[32+1];
690 char permutationname[256];
695 vertstrings_list[0] = "#define VERTEX_SHADER\n";
696 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
697 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
698 vertstrings_count = 1;
699 geomstrings_count = 1;
700 fragstrings_count = 1;
701 permutationname[0] = 0;
702 for (i = 0;permutationinfo[i][0];i++)
704 if (permutation & (1<<i))
706 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
707 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
708 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
709 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
713 // keep line numbers correct
714 vertstrings_list[vertstrings_count++] = "\n";
715 geomstrings_list[geomstrings_count++] = "\n";
716 fragstrings_list[fragstrings_count++] = "\n";
719 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
723 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
724 vertstrings_list[vertstrings_count++] = shaderstring;
725 geomstrings_list[geomstrings_count++] = shaderstring;
726 fragstrings_list[fragstrings_count++] = shaderstring;
729 else if (!strcmp(filename, "glsl/default.glsl"))
731 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
732 vertstrings_list[vertstrings_count++] = builtinshaderstring;
733 geomstrings_list[geomstrings_count++] = builtinshaderstring;
734 fragstrings_list[fragstrings_count++] = builtinshaderstring;
737 // clear any lists that are not needed by this shader
738 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
739 vertstrings_count = 0;
740 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
741 geomstrings_count = 0;
742 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
743 fragstrings_count = 0;
744 // compile the shader program
745 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
746 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
750 qglUseProgramObjectARB(p->program);CHECKGLERROR
751 // look up all the uniform variable names we care about, so we don't
752 // have to look them up every time we set them
753 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
754 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
755 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
756 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
757 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
758 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
759 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
760 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
761 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
762 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
763 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
764 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
765 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
766 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
767 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
768 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
769 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
770 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
771 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
772 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
773 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
774 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
775 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
776 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
777 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
778 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
779 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
780 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
781 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
782 // initialize the samplers to refer to the texture units we use
783 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
784 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
785 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
786 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
787 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
788 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
789 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
790 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
791 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
792 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
793 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
795 qglUseProgramObjectARB(0);CHECKGLERROR
798 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
800 Mem_Free(shaderstring);
803 void R_GLSL_Restart_f(void)
806 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
807 if (r_glsl_permutations[i].program)
808 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
809 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
812 extern rtexture_t *r_shadow_attenuationgradienttexture;
813 extern rtexture_t *r_shadow_attenuation2dtexture;
814 extern rtexture_t *r_shadow_attenuation3dtexture;
815 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
817 // select a permutation of the lighting shader appropriate to this
818 // combination of texture, entity, light source, and fogging, only use the
819 // minimum features necessary to avoid wasting rendering time in the
820 // fragment shader on features that are not being used
821 const char *shaderfilename = NULL;
822 unsigned int permutation = 0;
823 r_glsl_permutation = NULL;
824 // TODO: implement geometry-shader based shadow volumes someday
825 if (rsurface.rtlight)
828 shaderfilename = "glsl/default.glsl";
829 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
830 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
831 permutation |= SHADERPERMUTATION_CUBEFILTER;
832 if (diffusescale > 0)
833 permutation |= SHADERPERMUTATION_DIFFUSE;
834 if (specularscale > 0)
835 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
836 if (r_refdef.fogenabled)
837 permutation |= SHADERPERMUTATION_FOG;
838 if (rsurface.texture->colormapping)
839 permutation |= SHADERPERMUTATION_COLORMAPPING;
840 if (r_glsl_offsetmapping.integer)
842 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
843 if (r_glsl_offsetmapping_reliefmapping.integer)
844 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
847 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
849 // bright unshaded geometry
850 shaderfilename = "glsl/default.glsl";
851 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
852 if (rsurface.texture->currentskinframe->glow)
853 permutation |= SHADERPERMUTATION_GLOW;
854 if (r_refdef.fogenabled)
855 permutation |= SHADERPERMUTATION_FOG;
856 if (rsurface.texture->colormapping)
857 permutation |= SHADERPERMUTATION_COLORMAPPING;
858 if (r_glsl_offsetmapping.integer)
860 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
861 if (r_glsl_offsetmapping_reliefmapping.integer)
862 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
865 else if (modellighting)
867 // directional model lighting
868 shaderfilename = "glsl/default.glsl";
869 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
870 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
871 if (rsurface.texture->currentskinframe->glow)
872 permutation |= SHADERPERMUTATION_GLOW;
873 if (specularscale > 0)
874 permutation |= SHADERPERMUTATION_SPECULAR;
875 if (r_refdef.fogenabled)
876 permutation |= SHADERPERMUTATION_FOG;
877 if (rsurface.texture->colormapping)
878 permutation |= SHADERPERMUTATION_COLORMAPPING;
879 if (r_glsl_offsetmapping.integer)
881 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
882 if (r_glsl_offsetmapping_reliefmapping.integer)
883 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
889 shaderfilename = "glsl/default.glsl";
890 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
891 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
893 // deluxemapping (light direction texture)
894 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
895 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
897 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
898 if (specularscale > 0)
899 permutation |= SHADERPERMUTATION_SPECULAR;
901 else if (r_glsl_deluxemapping.integer >= 2)
903 // fake deluxemapping (uniform light direction in tangentspace)
904 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
905 if (specularscale > 0)
906 permutation |= SHADERPERMUTATION_SPECULAR;
910 // ordinary lightmapping
913 if (rsurface.texture->currentskinframe->glow)
914 permutation |= SHADERPERMUTATION_GLOW;
915 if (r_refdef.fogenabled)
916 permutation |= SHADERPERMUTATION_FOG;
917 if (rsurface.texture->colormapping)
918 permutation |= SHADERPERMUTATION_COLORMAPPING;
919 if (r_glsl_offsetmapping.integer)
921 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
922 if (r_glsl_offsetmapping_reliefmapping.integer)
923 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
926 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
928 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
929 R_GLSL_CompilePermutation(shaderfilename, permutation);
930 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
932 // remove features until we find a valid permutation
934 for (i = SHADERPERMUTATION_MASK;;i>>=1)
937 return 0; // utterly failed
938 // reduce i more quickly whenever it would not remove any bits
942 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
943 R_GLSL_CompilePermutation(shaderfilename, permutation);
944 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
949 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
951 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
952 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
953 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
955 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
956 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
957 if (permutation & SHADERPERMUTATION_DIFFUSE)
959 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
960 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
961 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
962 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
966 // ambient only is simpler
967 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
968 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
969 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
970 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
973 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
975 if (r_glsl_permutation->loc_AmbientColor >= 0)
976 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
977 if (r_glsl_permutation->loc_DiffuseColor >= 0)
978 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
979 if (r_glsl_permutation->loc_SpecularColor >= 0)
980 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
981 if (r_glsl_permutation->loc_LightDir >= 0)
982 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
986 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
987 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
988 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
990 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
991 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
992 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
993 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
994 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
995 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
996 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
997 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
998 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
999 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1000 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1001 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1002 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1003 if (r_glsl_permutation->loc_FogColor >= 0)
1005 // additive passes are only darkened by fog, not tinted
1006 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1007 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1009 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1011 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1012 if (r_glsl_permutation->loc_Color_Pants >= 0)
1014 if (rsurface.texture->currentskinframe->pants)
1015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1019 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1021 if (rsurface.texture->currentskinframe->shirt)
1022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1026 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1027 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1028 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1033 void R_SwitchSurfaceShader(int permutation)
1035 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1037 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1039 qglUseProgramObjectARB(r_glsl_permutation->program);
1044 #define SKINFRAME_HASH 1024
1048 int loadsequence; // incremented each level change
1049 memexpandablearray_t array;
1050 skinframe_t *hash[SKINFRAME_HASH];
1054 void R_SkinFrame_PrepareForPurge(void)
1056 r_skinframe.loadsequence++;
1057 // wrap it without hitting zero
1058 if (r_skinframe.loadsequence >= 200)
1059 r_skinframe.loadsequence = 1;
1062 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1066 // mark the skinframe as used for the purging code
1067 skinframe->loadsequence = r_skinframe.loadsequence;
1070 void R_SkinFrame_Purge(void)
1074 for (i = 0;i < SKINFRAME_HASH;i++)
1076 for (s = r_skinframe.hash[i];s;s = s->next)
1078 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1080 if (s->base == r_texture_notexture) s->base = NULL;
1081 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1082 if (s->merged == s->base) s->merged = NULL;
1083 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1084 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1085 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1086 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1087 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1088 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1089 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1090 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1091 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1092 s->loadsequence = 0;
1098 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1102 char basename[MAX_QPATH];
1104 Image_StripImageExtension(name, basename, sizeof(basename));
1106 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1107 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1108 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1114 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1115 memset(item, 0, sizeof(*item));
1116 strlcpy(item->basename, basename, sizeof(item->basename));
1117 item->textureflags = textureflags;
1118 item->comparewidth = comparewidth;
1119 item->compareheight = compareheight;
1120 item->comparecrc = comparecrc;
1121 item->next = r_skinframe.hash[hashindex];
1122 r_skinframe.hash[hashindex] = item;
1124 R_SkinFrame_MarkUsed(item);
1128 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1130 // FIXME: it should be possible to disable loading various layers using
1131 // cvars, to prevent wasted loading time and memory usage if the user does
1133 qboolean loadnormalmap = true;
1134 qboolean loadgloss = true;
1135 qboolean loadpantsandshirt = true;
1136 qboolean loadglow = true;
1138 unsigned char *pixels;
1139 unsigned char *bumppixels;
1140 unsigned char *basepixels = NULL;
1141 int basepixels_width;
1142 int basepixels_height;
1143 skinframe_t *skinframe;
1145 if (cls.state == ca_dedicated)
1148 // return an existing skinframe if already loaded
1149 // if loading of the first image fails, don't make a new skinframe as it
1150 // would cause all future lookups of this to be missing
1151 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1152 if (skinframe && skinframe->base)
1155 basepixels = loadimagepixels(name, complain, 0, 0);
1156 if (basepixels == NULL)
1159 // we've got some pixels to store, so really allocate this new texture now
1161 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1162 skinframe->stain = NULL;
1163 skinframe->merged = NULL;
1164 skinframe->base = r_texture_notexture;
1165 skinframe->pants = NULL;
1166 skinframe->shirt = NULL;
1167 skinframe->nmap = r_texture_blanknormalmap;
1168 skinframe->gloss = NULL;
1169 skinframe->glow = NULL;
1170 skinframe->fog = NULL;
1172 basepixels_width = image_width;
1173 basepixels_height = image_height;
1174 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1176 if (textureflags & TEXF_ALPHA)
1178 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1179 if (basepixels[j] < 255)
1181 if (j < basepixels_width * basepixels_height * 4)
1183 // has transparent pixels
1184 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1185 for (j = 0;j < image_width * image_height * 4;j += 4)
1190 pixels[j+3] = basepixels[j+3];
1192 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1197 // _norm is the name used by tenebrae and has been adopted as standard
1200 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1202 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1206 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1208 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1209 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1210 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1212 Mem_Free(bumppixels);
1214 else if (r_shadow_bumpscale_basetexture.value > 0)
1216 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1217 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1218 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1222 // _luma is supported for tenebrae compatibility
1223 // (I think it's a very stupid name, but oh well)
1224 // _glow is the preferred name
1225 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1227 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1228 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1231 Mem_Free(basepixels);
1236 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1241 for (i = 0;i < width*height;i++)
1242 if (((unsigned char *)&palette[in[i]])[3] > 0)
1244 if (i == width*height)
1247 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1250 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1253 unsigned char *temp1, *temp2;
1254 skinframe_t *skinframe;
1256 if (cls.state == ca_dedicated)
1259 // if already loaded just return it, otherwise make a new skinframe
1260 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1261 if (skinframe && skinframe->base)
1264 skinframe->stain = NULL;
1265 skinframe->merged = NULL;
1266 skinframe->base = r_texture_notexture;
1267 skinframe->pants = NULL;
1268 skinframe->shirt = NULL;
1269 skinframe->nmap = r_texture_blanknormalmap;
1270 skinframe->gloss = NULL;
1271 skinframe->glow = NULL;
1272 skinframe->fog = NULL;
1274 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1278 if (bitsperpixel == 32)
1280 if (r_shadow_bumpscale_basetexture.value > 0)
1282 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1283 temp2 = temp1 + width * height * 4;
1284 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1285 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1288 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1289 if (textureflags & TEXF_ALPHA)
1291 for (i = 3;i < width * height * 4;i += 4)
1292 if (skindata[i] < 255)
1294 if (i < width * height * 4)
1296 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1297 memcpy(fogpixels, skindata, width * height * 4);
1298 for (i = 0;i < width * height * 4;i += 4)
1299 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1300 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1301 Mem_Free(fogpixels);
1305 else if (bitsperpixel == 8)
1307 if (r_shadow_bumpscale_basetexture.value > 0)
1309 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1310 temp2 = temp1 + width * height * 4;
1311 if (bitsperpixel == 32)
1312 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1315 // use either a custom palette or the quake palette
1316 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1317 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1319 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1322 // use either a custom palette, or the quake palette
1323 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1324 if (!palette && loadglowtexture)
1325 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1326 if (!palette && loadpantsandshirt)
1328 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1329 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1331 if (skinframe->pants || skinframe->shirt)
1332 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1333 if (textureflags & TEXF_ALPHA)
1335 // if not using a custom alphapalette, use the quake one
1337 alphapalette = palette_alpha;
1338 for (i = 0;i < width * height;i++)
1339 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1341 if (i < width * height)
1342 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1349 skinframe_t *R_SkinFrame_LoadMissing(void)
1351 skinframe_t *skinframe;
1353 if (cls.state == ca_dedicated)
1356 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1357 skinframe->stain = NULL;
1358 skinframe->merged = NULL;
1359 skinframe->base = r_texture_notexture;
1360 skinframe->pants = NULL;
1361 skinframe->shirt = NULL;
1362 skinframe->nmap = r_texture_blanknormalmap;
1363 skinframe->gloss = NULL;
1364 skinframe->glow = NULL;
1365 skinframe->fog = NULL;
1370 void gl_main_start(void)
1375 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1376 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1378 alpha = 1 - exp(r / ((double)x*(double)x));
1379 if (x == FOGMASKTABLEWIDTH - 1)
1381 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1384 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1385 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1387 // set up r_skinframe loading system for textures
1388 memset(&r_skinframe, 0, sizeof(r_skinframe));
1389 r_skinframe.loadsequence = 1;
1390 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1392 r_main_texturepool = R_AllocTexturePool();
1393 R_BuildBlankTextures();
1395 if (gl_texturecubemap)
1398 R_BuildNormalizationCube();
1400 R_BuildFogTexture();
1401 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1402 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1403 memset(&r_svbsp, 0, sizeof (r_svbsp));
1406 void gl_main_shutdown(void)
1408 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1409 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1411 // clear out the r_skinframe state
1412 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1413 memset(&r_skinframe, 0, sizeof(r_skinframe));
1416 Mem_Free(r_svbsp.nodes);
1417 memset(&r_svbsp, 0, sizeof (r_svbsp));
1418 R_FreeTexturePool(&r_main_texturepool);
1419 r_texture_blanknormalmap = NULL;
1420 r_texture_white = NULL;
1421 r_texture_black = NULL;
1422 r_texture_whitecube = NULL;
1423 r_texture_normalizationcube = NULL;
1424 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1428 extern void CL_ParseEntityLump(char *entitystring);
1429 void gl_main_newmap(void)
1431 // FIXME: move this code to client
1433 char *entities, entname[MAX_QPATH];
1436 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1437 l = (int)strlen(entname) - 4;
1438 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1440 memcpy(entname + l, ".ent", 5);
1441 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1443 CL_ParseEntityLump(entities);
1448 if (cl.worldmodel->brush.entities)
1449 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1453 void GL_Main_Init(void)
1455 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1457 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1458 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1459 if (gamemode == GAME_NEHAHRA)
1461 Cvar_RegisterVariable (&gl_fogenable);
1462 Cvar_RegisterVariable (&gl_fogdensity);
1463 Cvar_RegisterVariable (&gl_fogred);
1464 Cvar_RegisterVariable (&gl_foggreen);
1465 Cvar_RegisterVariable (&gl_fogblue);
1466 Cvar_RegisterVariable (&gl_fogstart);
1467 Cvar_RegisterVariable (&gl_fogend);
1469 Cvar_RegisterVariable(&r_depthfirst);
1470 Cvar_RegisterVariable(&r_nearclip);
1471 Cvar_RegisterVariable(&r_showbboxes);
1472 Cvar_RegisterVariable(&r_showsurfaces);
1473 Cvar_RegisterVariable(&r_showtris);
1474 Cvar_RegisterVariable(&r_shownormals);
1475 Cvar_RegisterVariable(&r_showlighting);
1476 Cvar_RegisterVariable(&r_showshadowvolumes);
1477 Cvar_RegisterVariable(&r_showcollisionbrushes);
1478 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1479 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1480 Cvar_RegisterVariable(&r_showdisabledepthtest);
1481 Cvar_RegisterVariable(&r_drawportals);
1482 Cvar_RegisterVariable(&r_drawentities);
1483 Cvar_RegisterVariable(&r_cullentities_trace);
1484 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1485 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1486 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1487 Cvar_RegisterVariable(&r_drawviewmodel);
1488 Cvar_RegisterVariable(&r_speeds);
1489 Cvar_RegisterVariable(&r_fullbrights);
1490 Cvar_RegisterVariable(&r_wateralpha);
1491 Cvar_RegisterVariable(&r_dynamic);
1492 Cvar_RegisterVariable(&r_fullbright);
1493 Cvar_RegisterVariable(&r_shadows);
1494 Cvar_RegisterVariable(&r_shadows_throwdistance);
1495 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1496 Cvar_RegisterVariable(&r_textureunits);
1497 Cvar_RegisterVariable(&r_glsl);
1498 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1499 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1500 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1501 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1502 Cvar_RegisterVariable(&r_lerpsprites);
1503 Cvar_RegisterVariable(&r_lerpmodels);
1504 Cvar_RegisterVariable(&r_waterscroll);
1505 Cvar_RegisterVariable(&r_bloom);
1506 Cvar_RegisterVariable(&r_bloom_colorscale);
1507 Cvar_RegisterVariable(&r_bloom_brighten);
1508 Cvar_RegisterVariable(&r_bloom_blur);
1509 Cvar_RegisterVariable(&r_bloom_resolution);
1510 Cvar_RegisterVariable(&r_bloom_colorexponent);
1511 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1512 Cvar_RegisterVariable(&r_hdr);
1513 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1514 Cvar_RegisterVariable(&r_hdr_glowintensity);
1515 Cvar_RegisterVariable(&r_hdr_range);
1516 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1517 Cvar_RegisterVariable(&developer_texturelogging);
1518 Cvar_RegisterVariable(&gl_lightmaps);
1519 Cvar_RegisterVariable(&r_test);
1520 Cvar_RegisterVariable(&r_batchmode);
1521 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1522 Cvar_SetValue("r_fullbrights", 0);
1523 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1526 extern void R_Textures_Init(void);
1527 extern void GL_Draw_Init(void);
1528 extern void GL_Main_Init(void);
1529 extern void R_Shadow_Init(void);
1530 extern void R_Sky_Init(void);
1531 extern void GL_Surf_Init(void);
1532 extern void R_Light_Init(void);
1533 extern void R_Particles_Init(void);
1534 extern void R_Explosion_Init(void);
1535 extern void gl_backend_init(void);
1536 extern void Sbar_Init(void);
1537 extern void R_LightningBeams_Init(void);
1538 extern void Mod_RenderInit(void);
1540 void Render_Init(void)
1553 R_LightningBeams_Init();
1562 extern char *ENGINE_EXTENSIONS;
1565 VID_CheckExtensions();
1567 // LordHavoc: report supported extensions
1568 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1570 // clear to black (loading plaque will be seen over this)
1572 qglClearColor(0,0,0,1);CHECKGLERROR
1573 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1576 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1580 for (i = 0;i < 4;i++)
1582 p = r_view.frustum + i;
1587 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1591 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1595 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1599 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1603 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1607 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1611 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1615 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1623 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1627 for (i = 0;i < numplanes;i++)
1634 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1638 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1642 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1646 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1650 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1654 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1658 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1662 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1670 //==================================================================================
1672 static void R_UpdateEntityLighting(entity_render_t *ent)
1674 vec3_t tempdiffusenormal;
1676 // fetch the lighting from the worldmodel data
1677 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1678 VectorClear(ent->modellight_diffuse);
1679 VectorClear(tempdiffusenormal);
1680 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1683 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1684 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1687 VectorSet(ent->modellight_ambient, 1, 1, 1);
1689 // move the light direction into modelspace coordinates for lighting code
1690 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1691 if(VectorLength2(ent->modellight_lightdir) > 0)
1693 VectorNormalize(ent->modellight_lightdir);
1697 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1700 // scale ambient and directional light contributions according to rendering variables
1701 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1702 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1703 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1704 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1705 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1706 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1709 static void R_View_UpdateEntityVisible (void)
1712 entity_render_t *ent;
1714 if (!r_drawentities.integer)
1717 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1718 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1720 // worldmodel can check visibility
1721 for (i = 0;i < r_refdef.numentities;i++)
1723 ent = r_refdef.entities[i];
1724 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1726 if(r_cullentities_trace.integer)
1728 for (i = 0;i < r_refdef.numentities;i++)
1730 ent = r_refdef.entities[i];
1731 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1733 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1734 ent->last_trace_visibility = realtime;
1735 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1736 r_viewcache.entityvisible[i] = 0;
1743 // no worldmodel or it can't check visibility
1744 for (i = 0;i < r_refdef.numentities;i++)
1746 ent = r_refdef.entities[i];
1747 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1751 // update entity lighting (even on hidden entities for r_shadows)
1752 for (i = 0;i < r_refdef.numentities;i++)
1753 R_UpdateEntityLighting(r_refdef.entities[i]);
1756 // only used if skyrendermasked, and normally returns false
1757 int R_DrawBrushModelsSky (void)
1760 entity_render_t *ent;
1762 if (!r_drawentities.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 if (!r_viewcache.entityvisible[i])
1770 ent = r_refdef.entities[i];
1771 if (!ent->model || !ent->model->DrawSky)
1773 ent->model->DrawSky(ent);
1779 void R_DrawNoModel(entity_render_t *ent);
1780 void R_DrawModels(void)
1783 entity_render_t *ent;
1785 if (!r_drawentities.integer)
1788 for (i = 0;i < r_refdef.numentities;i++)
1790 if (!r_viewcache.entityvisible[i])
1792 ent = r_refdef.entities[i];
1793 r_refdef.stats.entities++;
1794 if (ent->model && ent->model->Draw != NULL)
1795 ent->model->Draw(ent);
1801 void R_DrawModelsDepth(void)
1804 entity_render_t *ent;
1806 if (!r_drawentities.integer)
1809 for (i = 0;i < r_refdef.numentities;i++)
1811 if (!r_viewcache.entityvisible[i])
1813 ent = r_refdef.entities[i];
1814 r_refdef.stats.entities++;
1815 if (ent->model && ent->model->DrawDepth != NULL)
1816 ent->model->DrawDepth(ent);
1820 static void R_View_SetFrustum(void)
1822 double slopex, slopey;
1824 // break apart the view matrix into vectors for various purposes
1825 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1826 VectorNegate(r_view.left, r_view.right);
1829 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1830 r_view.frustum[0].normal[1] = 0 - 0;
1831 r_view.frustum[0].normal[2] = -1 - 0;
1832 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1833 r_view.frustum[1].normal[1] = 0 + 0;
1834 r_view.frustum[1].normal[2] = -1 + 0;
1835 r_view.frustum[2].normal[0] = 0 - 0;
1836 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1837 r_view.frustum[2].normal[2] = -1 - 0;
1838 r_view.frustum[3].normal[0] = 0 + 0;
1839 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1840 r_view.frustum[3].normal[2] = -1 + 0;
1844 zNear = r_refdef.nearclip;
1845 nudge = 1.0 - 1.0 / (1<<23);
1846 r_view.frustum[4].normal[0] = 0 - 0;
1847 r_view.frustum[4].normal[1] = 0 - 0;
1848 r_view.frustum[4].normal[2] = -1 - -nudge;
1849 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1850 r_view.frustum[5].normal[0] = 0 + 0;
1851 r_view.frustum[5].normal[1] = 0 + 0;
1852 r_view.frustum[5].normal[2] = -1 + -nudge;
1853 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1859 r_view.frustum[0].normal[0] = m[3] - m[0];
1860 r_view.frustum[0].normal[1] = m[7] - m[4];
1861 r_view.frustum[0].normal[2] = m[11] - m[8];
1862 r_view.frustum[0].dist = m[15] - m[12];
1864 r_view.frustum[1].normal[0] = m[3] + m[0];
1865 r_view.frustum[1].normal[1] = m[7] + m[4];
1866 r_view.frustum[1].normal[2] = m[11] + m[8];
1867 r_view.frustum[1].dist = m[15] + m[12];
1869 r_view.frustum[2].normal[0] = m[3] - m[1];
1870 r_view.frustum[2].normal[1] = m[7] - m[5];
1871 r_view.frustum[2].normal[2] = m[11] - m[9];
1872 r_view.frustum[2].dist = m[15] - m[13];
1874 r_view.frustum[3].normal[0] = m[3] + m[1];
1875 r_view.frustum[3].normal[1] = m[7] + m[5];
1876 r_view.frustum[3].normal[2] = m[11] + m[9];
1877 r_view.frustum[3].dist = m[15] + m[13];
1879 r_view.frustum[4].normal[0] = m[3] - m[2];
1880 r_view.frustum[4].normal[1] = m[7] - m[6];
1881 r_view.frustum[4].normal[2] = m[11] - m[10];
1882 r_view.frustum[4].dist = m[15] - m[14];
1884 r_view.frustum[5].normal[0] = m[3] + m[2];
1885 r_view.frustum[5].normal[1] = m[7] + m[6];
1886 r_view.frustum[5].normal[2] = m[11] + m[10];
1887 r_view.frustum[5].dist = m[15] + m[14];
1892 slopex = 1.0 / r_view.frustum_x;
1893 slopey = 1.0 / r_view.frustum_y;
1894 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1895 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1896 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1897 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1898 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1899 VectorNormalize(r_view.frustum[0].normal);
1900 VectorNormalize(r_view.frustum[1].normal);
1901 VectorNormalize(r_view.frustum[2].normal);
1902 VectorNormalize(r_view.frustum[3].normal);
1903 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1904 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1905 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1906 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1907 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1908 PlaneClassify(&r_view.frustum[0]);
1909 PlaneClassify(&r_view.frustum[1]);
1910 PlaneClassify(&r_view.frustum[2]);
1911 PlaneClassify(&r_view.frustum[3]);
1912 PlaneClassify(&r_view.frustum[4]);
1914 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1915 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1916 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1917 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1918 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1920 // LordHavoc: note to all quake engine coders, Quake had a special case
1921 // for 90 degrees which assumed a square view (wrong), so I removed it,
1922 // Quake2 has it disabled as well.
1924 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1925 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1926 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1927 //PlaneClassify(&frustum[0]);
1929 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1930 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1931 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1932 //PlaneClassify(&frustum[1]);
1934 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1935 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1936 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1937 //PlaneClassify(&frustum[2]);
1939 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1940 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1941 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1942 //PlaneClassify(&frustum[3]);
1945 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1946 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1947 //PlaneClassify(&frustum[4]);
1950 void R_View_Update(void)
1952 R_View_SetFrustum();
1953 R_View_WorldVisibility();
1954 R_View_UpdateEntityVisible();
1957 void R_SetupView(const matrix4x4_t *matrix)
1959 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1960 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1962 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1964 GL_SetupView_Orientation_FromEntity(matrix);
1967 void R_ResetViewRendering2D(void)
1969 if (gl_support_fragment_shader)
1971 qglUseProgramObjectARB(0);CHECKGLERROR
1976 // GL is weird because it's bottom to top, r_view.y is top to bottom
1977 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1978 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1979 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1980 GL_Color(1, 1, 1, 1);
1981 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1982 GL_BlendFunc(GL_ONE, GL_ZERO);
1983 GL_AlphaTest(false);
1984 GL_ScissorTest(false);
1985 GL_DepthMask(false);
1986 GL_DepthRange(0, 1);
1987 GL_DepthTest(false);
1988 R_Mesh_Matrix(&identitymatrix);
1989 R_Mesh_ResetTextureState();
1990 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1991 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1992 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1993 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1994 qglStencilMask(~0);CHECKGLERROR
1995 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1996 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1997 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2000 void R_ResetViewRendering3D(void)
2002 if (gl_support_fragment_shader)
2004 qglUseProgramObjectARB(0);CHECKGLERROR
2009 // GL is weird because it's bottom to top, r_view.y is top to bottom
2010 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2011 R_SetupView(&r_view.matrix);
2012 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2013 GL_Color(1, 1, 1, 1);
2014 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2015 GL_BlendFunc(GL_ONE, GL_ZERO);
2016 GL_AlphaTest(false);
2017 GL_ScissorTest(true);
2019 GL_DepthRange(0, 1);
2021 R_Mesh_Matrix(&identitymatrix);
2022 R_Mesh_ResetTextureState();
2023 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2024 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2025 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2026 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2027 qglStencilMask(~0);CHECKGLERROR
2028 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2029 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2030 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2034 R_Bloom_SetupShader(
2036 "// written by Forest 'LordHavoc' Hale\n"
2038 "// common definitions between vertex shader and fragment shader:\n"
2040 "#ifdef __GLSL_CG_DATA_TYPES\n"
2041 "#define myhalf half\n"
2042 "#define myhvec2 hvec2\n"
2043 "#define myhvec3 hvec3\n"
2044 "#define myhvec4 hvec4\n"
2046 "#define myhalf float\n"
2047 "#define myhvec2 vec2\n"
2048 "#define myhvec3 vec3\n"
2049 "#define myhvec4 vec4\n"
2052 "varying vec2 ScreenTexCoord;\n"
2053 "varying vec2 BloomTexCoord;\n"
2058 "// vertex shader specific:\n"
2059 "#ifdef VERTEX_SHADER\n"
2063 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2064 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2065 " // transform vertex to camera space, using ftransform to match non-VS\n"
2067 " gl_Position = ftransform();\n"
2070 "#endif // VERTEX_SHADER\n"
2075 "// fragment shader specific:\n"
2076 "#ifdef FRAGMENT_SHADER\n"
2081 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2082 " for (x = -BLUR_X;x <= BLUR_X;x++)
2083 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2085 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2086 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2088 " gl_FragColor = vec4(color);\n"
2091 "#endif // FRAGMENT_SHADER\n"
2094 void R_RenderScene(void);
2096 void R_Bloom_StartFrame(void)
2098 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2100 // set bloomwidth and bloomheight to the bloom resolution that will be
2101 // used (often less than the screen resolution for faster rendering)
2102 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2103 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2104 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2106 // calculate desired texture sizes
2107 if (gl_support_arb_texture_non_power_of_two)
2109 screentexturewidth = r_view.width;
2110 screentextureheight = r_view.height;
2111 bloomtexturewidth = r_bloomstate.bloomwidth;
2112 bloomtextureheight = r_bloomstate.bloomheight;
2116 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2117 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2118 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2119 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2124 screentexturewidth = screentextureheight = 0;
2126 else if (r_bloom.integer)
2131 screentexturewidth = screentextureheight = 0;
2132 bloomtexturewidth = bloomtextureheight = 0;
2135 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2137 // can't use bloom if the parameters are too weird
2138 // can't use bloom if the card does not support the texture size
2139 if (r_bloomstate.texture_screen)
2140 R_FreeTexture(r_bloomstate.texture_screen);
2141 if (r_bloomstate.texture_bloom)
2142 R_FreeTexture(r_bloomstate.texture_bloom);
2143 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2147 r_bloomstate.enabled = true;
2148 r_bloomstate.hdr = r_hdr.integer != 0;
2150 // allocate textures as needed
2151 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2153 if (r_bloomstate.texture_screen)
2154 R_FreeTexture(r_bloomstate.texture_screen);
2155 r_bloomstate.texture_screen = NULL;
2156 r_bloomstate.screentexturewidth = screentexturewidth;
2157 r_bloomstate.screentextureheight = screentextureheight;
2158 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2159 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2161 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2163 if (r_bloomstate.texture_bloom)
2164 R_FreeTexture(r_bloomstate.texture_bloom);
2165 r_bloomstate.texture_bloom = NULL;
2166 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2167 r_bloomstate.bloomtextureheight = bloomtextureheight;
2168 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2169 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2172 // set up a texcoord array for the full resolution screen image
2173 // (we have to keep this around to copy back during final render)
2174 r_bloomstate.screentexcoord2f[0] = 0;
2175 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2178 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2179 r_bloomstate.screentexcoord2f[5] = 0;
2180 r_bloomstate.screentexcoord2f[6] = 0;
2181 r_bloomstate.screentexcoord2f[7] = 0;
2183 // set up a texcoord array for the reduced resolution bloom image
2184 // (which will be additive blended over the screen image)
2185 r_bloomstate.bloomtexcoord2f[0] = 0;
2186 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2189 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2190 r_bloomstate.bloomtexcoord2f[5] = 0;
2191 r_bloomstate.bloomtexcoord2f[6] = 0;
2192 r_bloomstate.bloomtexcoord2f[7] = 0;
2195 void R_Bloom_CopyScreenTexture(float colorscale)
2197 r_refdef.stats.bloom++;
2199 R_ResetViewRendering2D();
2200 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2201 R_Mesh_ColorPointer(NULL, 0, 0);
2202 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2205 // copy view into the screen texture
2206 GL_ActiveTexture(0);
2208 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2209 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2211 // now scale it down to the bloom texture size
2213 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2214 GL_BlendFunc(GL_ONE, GL_ZERO);
2215 GL_Color(colorscale, colorscale, colorscale, 1);
2216 // TODO: optimize with multitexture or GLSL
2217 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2218 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2220 // we now have a bloom image in the framebuffer
2221 // copy it into the bloom image texture for later processing
2222 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2223 GL_ActiveTexture(0);
2225 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2226 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2229 void R_Bloom_CopyHDRTexture(void)
2231 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2232 GL_ActiveTexture(0);
2234 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2235 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2238 void R_Bloom_MakeTexture(void)
2241 float xoffset, yoffset, r, brighten;
2243 r_refdef.stats.bloom++;
2245 R_ResetViewRendering2D();
2246 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2247 R_Mesh_ColorPointer(NULL, 0, 0);
2249 // we have a bloom image in the framebuffer
2251 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2253 for (x = 1;x < r_bloom_colorexponent.value;)
2256 r = bound(0, r_bloom_colorexponent.value / x, 1);
2257 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2258 GL_Color(r, r, r, 1);
2259 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2260 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2261 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2262 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2264 // copy the vertically blurred bloom view to a texture
2265 GL_ActiveTexture(0);
2267 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2268 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2271 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2272 brighten = r_bloom_brighten.value;
2274 brighten *= r_hdr_range.value;
2275 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2276 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2278 for (dir = 0;dir < 2;dir++)
2280 // blend on at multiple vertical offsets to achieve a vertical blur
2281 // TODO: do offset blends using GLSL
2282 GL_BlendFunc(GL_ONE, GL_ZERO);
2283 for (x = -range;x <= range;x++)
2285 if (!dir){xoffset = 0;yoffset = x;}
2286 else {xoffset = x;yoffset = 0;}
2287 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2288 yoffset /= (float)r_bloomstate.bloomtextureheight;
2289 // compute a texcoord array with the specified x and y offset
2290 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2291 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2294 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2295 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2296 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2297 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2298 // this r value looks like a 'dot' particle, fading sharply to
2299 // black at the edges
2300 // (probably not realistic but looks good enough)
2301 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2302 //r = (dir ? 1.0f : brighten)/(range*2+1);
2303 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2304 GL_Color(r, r, r, 1);
2305 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2306 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2307 GL_BlendFunc(GL_ONE, GL_ONE);
2310 // copy the vertically blurred bloom view to a texture
2311 GL_ActiveTexture(0);
2313 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2314 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2317 // apply subtract last
2318 // (just like it would be in a GLSL shader)
2319 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2321 GL_BlendFunc(GL_ONE, GL_ZERO);
2322 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2323 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2324 GL_Color(1, 1, 1, 1);
2325 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2326 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2328 GL_BlendFunc(GL_ONE, GL_ONE);
2329 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2330 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2331 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2332 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2333 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2334 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2335 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2337 // copy the darkened bloom view to a texture
2338 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2339 GL_ActiveTexture(0);
2341 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2342 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2346 void R_HDR_RenderBloomTexture(void)
2348 int oldwidth, oldheight;
2350 oldwidth = r_view.width;
2351 oldheight = r_view.height;
2352 r_view.width = r_bloomstate.bloomwidth;
2353 r_view.height = r_bloomstate.bloomheight;
2355 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2356 // TODO: add exposure compensation features
2357 // TODO: add fp16 framebuffer support
2359 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2361 r_view.colorscale /= r_hdr_range.value;
2364 R_ResetViewRendering2D();
2366 R_Bloom_CopyHDRTexture();
2367 R_Bloom_MakeTexture();
2369 R_ResetViewRendering3D();
2372 if (r_timereport_active)
2373 R_TimeReport("clear");
2376 // restore the view settings
2377 r_view.width = oldwidth;
2378 r_view.height = oldheight;
2381 static void R_BlendView(void)
2383 if (r_bloomstate.enabled && r_bloomstate.hdr)
2385 // render high dynamic range bloom effect
2386 // the bloom texture was made earlier this render, so we just need to
2387 // blend it onto the screen...
2388 R_ResetViewRendering2D();
2389 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2390 R_Mesh_ColorPointer(NULL, 0, 0);
2391 GL_Color(1, 1, 1, 1);
2392 GL_BlendFunc(GL_ONE, GL_ONE);
2393 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2394 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2395 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2396 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2398 else if (r_bloomstate.enabled)
2400 // render simple bloom effect
2401 // copy the screen and shrink it and darken it for the bloom process
2402 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2403 // make the bloom texture
2404 R_Bloom_MakeTexture();
2405 // put the original screen image back in place and blend the bloom
2407 R_ResetViewRendering2D();
2408 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2409 R_Mesh_ColorPointer(NULL, 0, 0);
2410 GL_Color(1, 1, 1, 1);
2411 GL_BlendFunc(GL_ONE, GL_ZERO);
2412 // do both in one pass if possible
2413 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2414 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2415 if (r_textureunits.integer >= 2 && gl_combine.integer)
2417 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2418 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2419 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2423 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2424 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2425 // now blend on the bloom texture
2426 GL_BlendFunc(GL_ONE, GL_ONE);
2427 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2428 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2430 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2431 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2433 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2435 // apply a color tint to the whole view
2436 R_ResetViewRendering2D();
2437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2438 R_Mesh_ColorPointer(NULL, 0, 0);
2439 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2440 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2441 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2445 void R_RenderScene(void);
2447 matrix4x4_t r_waterscrollmatrix;
2449 void R_UpdateVariables(void)
2453 r_refdef.farclip = 4096;
2454 if (r_refdef.worldmodel)
2455 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2456 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2458 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2459 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2460 r_refdef.polygonfactor = 0;
2461 r_refdef.polygonoffset = 0;
2462 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2463 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2465 r_refdef.rtworld = r_shadow_realtime_world.integer;
2466 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2467 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2468 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2469 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2470 if (r_showsurfaces.integer)
2472 r_refdef.rtworld = false;
2473 r_refdef.rtworldshadows = false;
2474 r_refdef.rtdlight = false;
2475 r_refdef.rtdlightshadows = false;
2476 r_refdef.lightmapintensity = 0;
2479 if (gamemode == GAME_NEHAHRA)
2481 if (gl_fogenable.integer)
2483 r_refdef.oldgl_fogenable = true;
2484 r_refdef.fog_density = gl_fogdensity.value;
2485 r_refdef.fog_red = gl_fogred.value;
2486 r_refdef.fog_green = gl_foggreen.value;
2487 r_refdef.fog_blue = gl_fogblue.value;
2489 else if (r_refdef.oldgl_fogenable)
2491 r_refdef.oldgl_fogenable = false;
2492 r_refdef.fog_density = 0;
2493 r_refdef.fog_red = 0;
2494 r_refdef.fog_green = 0;
2495 r_refdef.fog_blue = 0;
2498 if (r_refdef.fog_density)
2500 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2501 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2502 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2504 if (r_refdef.fog_density)
2506 r_refdef.fogenabled = true;
2507 // this is the point where the fog reaches 0.9986 alpha, which we
2508 // consider a good enough cutoff point for the texture
2509 // (0.9986 * 256 == 255.6)
2510 r_refdef.fogrange = 400 / r_refdef.fog_density;
2511 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2512 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2513 // fog color was already set
2516 r_refdef.fogenabled = false;
2524 void R_RenderView(void)
2526 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2527 return; //Host_Error ("R_RenderView: NULL worldmodel");
2529 R_Shadow_UpdateWorldLightSelection();
2532 if (r_timereport_active)
2533 R_TimeReport("setup");
2536 if (r_timereport_active)
2537 R_TimeReport("visibility");
2539 R_ResetViewRendering3D();
2542 if (r_timereport_active)
2543 R_TimeReport("clear");
2545 R_Bloom_StartFrame();
2547 // this produces a bloom texture to be used in R_BlendView() later
2549 R_HDR_RenderBloomTexture();
2551 r_view.colorscale = r_hdr_scenebrightness.value;
2555 if (r_timereport_active)
2556 R_TimeReport("blendview");
2558 GL_Scissor(0, 0, vid.width, vid.height);
2559 GL_ScissorTest(false);
2563 extern void R_DrawLightningBeams (void);
2564 extern void VM_CL_AddPolygonsToMeshQueue (void);
2565 extern void R_DrawPortals (void);
2566 extern cvar_t cl_locs_show;
2567 static void R_DrawLocs(void);
2568 static void R_DrawEntityBBoxes(void);
2569 void R_RenderScene(void)
2571 // don't let sound skip if going slow
2572 if (r_refdef.extraupdate)
2575 R_ResetViewRendering3D();
2577 R_MeshQueue_BeginScene();
2581 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2583 if (cl.csqc_vidvars.drawworld)
2585 // don't let sound skip if going slow
2586 if (r_refdef.extraupdate)
2589 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2591 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2592 if (r_timereport_active)
2593 R_TimeReport("worldsky");
2596 if (R_DrawBrushModelsSky() && r_timereport_active)
2597 R_TimeReport("bmodelsky");
2600 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2602 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2603 if (r_timereport_active)
2604 R_TimeReport("worlddepth");
2606 if (r_depthfirst.integer >= 2)
2608 R_DrawModelsDepth();
2609 if (r_timereport_active)
2610 R_TimeReport("modeldepth");
2613 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2615 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2616 if (r_timereport_active)
2617 R_TimeReport("world");
2620 // don't let sound skip if going slow
2621 if (r_refdef.extraupdate)
2625 if (r_timereport_active)
2626 R_TimeReport("models");
2628 // don't let sound skip if going slow
2629 if (r_refdef.extraupdate)
2632 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2634 R_DrawModelShadows();
2636 R_ResetViewRendering3D();
2638 // don't let sound skip if going slow
2639 if (r_refdef.extraupdate)
2643 R_ShadowVolumeLighting(false);
2644 if (r_timereport_active)
2645 R_TimeReport("rtlights");
2647 // don't let sound skip if going slow
2648 if (r_refdef.extraupdate)
2651 if (cl.csqc_vidvars.drawworld)
2653 R_DrawLightningBeams();
2654 if (r_timereport_active)
2655 R_TimeReport("lightning");
2658 if (r_timereport_active)
2659 R_TimeReport("particles");
2662 if (r_timereport_active)
2663 R_TimeReport("explosions");
2666 if (gl_support_fragment_shader)
2668 qglUseProgramObjectARB(0);CHECKGLERROR
2670 VM_CL_AddPolygonsToMeshQueue();
2672 if (cl_locs_show.integer)
2675 if (r_timereport_active)
2676 R_TimeReport("showlocs");
2679 if (r_drawportals.integer)
2682 if (r_timereport_active)
2683 R_TimeReport("portals");
2686 if (r_showbboxes.value > 0)
2688 R_DrawEntityBBoxes();
2689 if (r_timereport_active)
2690 R_TimeReport("bboxes");
2693 if (gl_support_fragment_shader)
2695 qglUseProgramObjectARB(0);CHECKGLERROR
2697 R_MeshQueue_RenderTransparent();
2698 if (r_timereport_active)
2699 R_TimeReport("drawtrans");
2701 if (gl_support_fragment_shader)
2703 qglUseProgramObjectARB(0);CHECKGLERROR
2706 if (cl.csqc_vidvars.drawworld)
2709 if (r_timereport_active)
2710 R_TimeReport("coronas");
2713 // don't let sound skip if going slow
2714 if (r_refdef.extraupdate)
2717 R_ResetViewRendering2D();
2720 static const int bboxelements[36] =
2730 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2733 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2735 GL_DepthMask(false);
2736 GL_DepthRange(0, 1);
2737 R_Mesh_Matrix(&identitymatrix);
2738 R_Mesh_ResetTextureState();
2740 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2741 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2742 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2743 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2744 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2745 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2746 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2747 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2748 R_FillColors(color4f, 8, cr, cg, cb, ca);
2749 if (r_refdef.fogenabled)
2751 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2753 f1 = FogPoint_World(v);
2755 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2756 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2757 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2760 R_Mesh_VertexPointer(vertex3f, 0, 0);
2761 R_Mesh_ColorPointer(color4f, 0, 0);
2762 R_Mesh_ResetTextureState();
2763 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2766 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2770 prvm_edict_t *edict;
2771 // this function draws bounding boxes of server entities
2775 for (i = 0;i < numsurfaces;i++)
2777 edict = PRVM_EDICT_NUM(surfacelist[i]);
2778 switch ((int)edict->fields.server->solid)
2780 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2781 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2782 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2783 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2784 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2785 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2787 color[3] *= r_showbboxes.value;
2788 color[3] = bound(0, color[3], 1);
2789 GL_DepthTest(!r_showdisabledepthtest.integer);
2790 GL_CullFace(GL_BACK);
2791 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2796 static void R_DrawEntityBBoxes(void)
2799 prvm_edict_t *edict;
2801 // this function draws bounding boxes of server entities
2805 for (i = 0;i < prog->num_edicts;i++)
2807 edict = PRVM_EDICT_NUM(i);
2808 if (edict->priv.server->free)
2810 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2811 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2816 int nomodelelements[24] =
2828 float nomodelvertex3f[6*3] =
2838 float nomodelcolor4f[6*4] =
2840 0.0f, 0.0f, 0.5f, 1.0f,
2841 0.0f, 0.0f, 0.5f, 1.0f,
2842 0.0f, 0.5f, 0.0f, 1.0f,
2843 0.0f, 0.5f, 0.0f, 1.0f,
2844 0.5f, 0.0f, 0.0f, 1.0f,
2845 0.5f, 0.0f, 0.0f, 1.0f
2848 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2853 // this is only called once per entity so numsurfaces is always 1, and
2854 // surfacelist is always {0}, so this code does not handle batches
2855 R_Mesh_Matrix(&ent->matrix);
2857 if (ent->flags & EF_ADDITIVE)
2859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2860 GL_DepthMask(false);
2862 else if (ent->alpha < 1)
2864 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2865 GL_DepthMask(false);
2869 GL_BlendFunc(GL_ONE, GL_ZERO);
2872 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2873 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2874 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2875 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2876 if (r_refdef.fogenabled)
2879 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2880 R_Mesh_ColorPointer(color4f, 0, 0);
2881 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2882 f1 = FogPoint_World(org);
2884 for (i = 0, c = color4f;i < 6;i++, c += 4)
2886 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2887 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2888 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2892 else if (ent->alpha != 1)
2894 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2895 R_Mesh_ColorPointer(color4f, 0, 0);
2896 for (i = 0, c = color4f;i < 6;i++, c += 4)
2900 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2901 R_Mesh_ResetTextureState();
2902 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2905 void R_DrawNoModel(entity_render_t *ent)
2908 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2909 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2910 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2912 // R_DrawNoModelCallback(ent, 0);
2915 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2917 vec3_t right1, right2, diff, normal;
2919 VectorSubtract (org2, org1, normal);
2921 // calculate 'right' vector for start
2922 VectorSubtract (r_view.origin, org1, diff);
2923 CrossProduct (normal, diff, right1);
2924 VectorNormalize (right1);
2926 // calculate 'right' vector for end
2927 VectorSubtract (r_view.origin, org2, diff);
2928 CrossProduct (normal, diff, right2);
2929 VectorNormalize (right2);
2931 vert[ 0] = org1[0] + width * right1[0];
2932 vert[ 1] = org1[1] + width * right1[1];
2933 vert[ 2] = org1[2] + width * right1[2];
2934 vert[ 3] = org1[0] - width * right1[0];
2935 vert[ 4] = org1[1] - width * right1[1];
2936 vert[ 5] = org1[2] - width * right1[2];
2937 vert[ 6] = org2[0] - width * right2[0];
2938 vert[ 7] = org2[1] - width * right2[1];
2939 vert[ 8] = org2[2] - width * right2[2];
2940 vert[ 9] = org2[0] + width * right2[0];
2941 vert[10] = org2[1] + width * right2[1];
2942 vert[11] = org2[2] + width * right2[2];
2945 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2947 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2952 if (r_refdef.fogenabled)
2953 fog = FogPoint_World(origin);
2955 R_Mesh_Matrix(&identitymatrix);
2956 GL_BlendFunc(blendfunc1, blendfunc2);
2962 GL_CullFace(GL_BACK);
2965 GL_CullFace(GL_FRONT);
2967 GL_DepthMask(false);
2968 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2969 GL_DepthTest(!depthdisable);
2971 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2972 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2973 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2974 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2975 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2976 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2977 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2978 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2979 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2980 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2981 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2982 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2984 R_Mesh_VertexPointer(vertex3f, 0, 0);
2985 R_Mesh_ColorPointer(NULL, 0, 0);
2986 R_Mesh_ResetTextureState();
2987 R_Mesh_TexBind(0, R_GetTexture(texture));
2988 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2989 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2990 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2991 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2993 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2995 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2996 GL_BlendFunc(blendfunc1, GL_ONE);
2998 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2999 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3003 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3008 VectorSet(v, x, y, z);
3009 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3010 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3012 if (i == mesh->numvertices)
3014 if (mesh->numvertices < mesh->maxvertices)
3016 VectorCopy(v, vertex3f);
3017 mesh->numvertices++;
3019 return mesh->numvertices;
3025 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3029 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3030 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3031 e = mesh->element3i + mesh->numtriangles * 3;
3032 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3034 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3035 if (mesh->numtriangles < mesh->maxtriangles)
3040 mesh->numtriangles++;
3042 element[1] = element[2];
3046 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3050 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3051 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3052 e = mesh->element3i + mesh->numtriangles * 3;
3053 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3055 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3056 if (mesh->numtriangles < mesh->maxtriangles)
3061 mesh->numtriangles++;
3063 element[1] = element[2];
3067 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3068 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3070 int planenum, planenum2;
3073 mplane_t *plane, *plane2;
3075 double temppoints[2][256*3];
3076 // figure out how large a bounding box we need to properly compute this brush
3078 for (w = 0;w < numplanes;w++)
3079 maxdist = max(maxdist, planes[w].dist);
3080 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3081 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3082 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3086 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3087 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3089 if (planenum2 == planenum)
3091 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);
3094 if (tempnumpoints < 3)
3096 // generate elements forming a triangle fan for this polygon
3097 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3101 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3104 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3105 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3106 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3107 GL_LockArrays(0, brush->numpoints);
3108 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3109 GL_LockArrays(0, 0);
3112 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3115 if (!surface->num_collisiontriangles)
3117 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3118 i = (int)(((size_t)surface) / sizeof(msurface_t));
3119 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3120 GL_LockArrays(0, surface->num_collisionvertices);
3121 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3122 GL_LockArrays(0, 0);
3125 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)
3127 texturelayer_t *layer;
3128 layer = t->currentlayers + t->currentnumlayers++;
3130 layer->depthmask = depthmask;
3131 layer->blendfunc1 = blendfunc1;
3132 layer->blendfunc2 = blendfunc2;
3133 layer->texture = texture;
3134 layer->texmatrix = *matrix;
3135 layer->color[0] = r * r_view.colorscale;
3136 layer->color[1] = g * r_view.colorscale;
3137 layer->color[2] = b * r_view.colorscale;
3138 layer->color[3] = a;
3141 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3144 model_t *model = ent->model;
3146 // switch to an alternate material if this is a q1bsp animated material
3148 texture_t *texture = t;
3149 int s = ent->skinnum;
3150 if ((unsigned int)s >= (unsigned int)model->numskins)
3152 if (model->skinscenes)
3154 if (model->skinscenes[s].framecount > 1)
3155 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3157 s = model->skinscenes[s].firstframe;
3160 t = t + s * model->num_surfaces;
3163 // use an alternate animation if the entity's frame is not 0,
3164 // and only if the texture has an alternate animation
3165 if (ent->frame != 0 && t->anim_total[1])
3166 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3168 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3170 texture->currentframe = t;
3173 // update currentskinframe to be a qw skin or animation frame
3174 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3176 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3178 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3179 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3180 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3182 t->currentskinframe = r_qwskincache_skinframe[i];
3183 if (t->currentskinframe == NULL)
3184 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3186 else if (t->numskinframes >= 2)
3187 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3188 if (t->backgroundnumskinframes >= 2)
3189 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3191 t->currentmaterialflags = t->basematerialflags;
3192 t->currentalpha = ent->alpha;
3193 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3194 t->currentalpha *= r_wateralpha.value;
3195 if (!(ent->flags & RENDER_LIGHT))
3196 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3197 if (ent->effects & EF_ADDITIVE)
3198 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3199 else if (t->currentalpha < 1)
3200 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3201 if (ent->effects & EF_DOUBLESIDED)
3202 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3203 if (ent->effects & EF_NODEPTHTEST)
3204 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3205 if (ent->flags & RENDER_VIEWMODEL)
3206 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3207 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3208 t->currenttexmatrix = r_waterscrollmatrix;
3210 t->currenttexmatrix = identitymatrix;
3211 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3212 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3214 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3215 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3216 t->glosstexture = r_texture_white;
3217 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3218 t->backgroundglosstexture = r_texture_white;
3219 t->specularpower = r_shadow_glossexponent.value;
3220 // TODO: store reference values for these in the texture?
3221 t->specularscale = 0;
3222 if (r_shadow_gloss.integer > 0)
3224 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3226 if (r_shadow_glossintensity.value > 0)
3228 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3229 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3230 t->specularscale = r_shadow_glossintensity.value;
3233 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3234 t->specularscale = r_shadow_gloss2intensity.value;
3237 t->currentnumlayers = 0;
3238 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3240 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3242 int blendfunc1, blendfunc2, depthmask;
3243 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3245 blendfunc1 = GL_SRC_ALPHA;
3246 blendfunc2 = GL_ONE;
3248 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3250 blendfunc1 = GL_SRC_ALPHA;
3251 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3253 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3255 blendfunc1 = t->customblendfunc[0];
3256 blendfunc2 = t->customblendfunc[1];
3260 blendfunc1 = GL_ONE;
3261 blendfunc2 = GL_ZERO;
3263 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3264 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3266 rtexture_t *currentbasetexture;
3268 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3269 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3270 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3271 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3273 // fullbright is not affected by r_refdef.lightmapintensity
3274 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3275 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3276 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3277 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3278 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3284 // q3bsp has no lightmap updates, so the lightstylevalue that
3285 // would normally be baked into the lightmap must be
3286 // applied to the color
3287 if (ent->model->type == mod_brushq3)
3288 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3289 colorscale *= r_refdef.lightmapintensity;
3290 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3291 if (r_ambient.value >= (1.0f/64.0f))
3292 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3293 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3295 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3296 if (r_ambient.value >= (1.0f/64.0f))
3297 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3299 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3301 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3302 if (r_ambient.value >= (1.0f/64.0f))
3303 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3306 if (t->currentskinframe->glow != NULL)
3307 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
3308 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3310 // if this is opaque use alpha blend which will darken the earlier
3313 // if this is an alpha blended material, all the earlier passes
3314 // were darkened by fog already, so we only need to add the fog
3315 // color ontop through the fog mask texture
3317 // if this is an additive blended material, all the earlier passes
3318 // were darkened by fog already, and we should not add fog color
3319 // (because the background was not darkened, there is no fog color
3320 // that was lost behind it).
3321 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3328 void R_UpdateAllTextureInfo(entity_render_t *ent)
3332 for (i = 0;i < ent->model->num_texturesperskin;i++)
3333 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3336 rsurfacestate_t rsurface;
3338 void R_Mesh_ResizeArrays(int newvertices)
3341 if (rsurface.array_size >= newvertices)
3343 if (rsurface.array_modelvertex3f)
3344 Mem_Free(rsurface.array_modelvertex3f);
3345 rsurface.array_size = (newvertices + 1023) & ~1023;
3346 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[31]));
3347 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3348 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3349 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3350 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3351 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3352 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3353 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3354 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3355 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3356 rsurface.array_color4f = base + rsurface.array_size * 27;
3359 void RSurf_CleanUp(void)
3362 if (rsurface.mode == RSURFMODE_GLSL)
3364 qglUseProgramObjectARB(0);CHECKGLERROR
3366 GL_AlphaTest(false);
3367 rsurface.mode = RSURFMODE_NONE;
3368 rsurface.uselightmaptexture = false;
3369 rsurface.texture = NULL;
3372 void RSurf_ActiveWorldEntity(void)
3374 model_t *model = r_refdef.worldmodel;
3376 if (rsurface.array_size < model->surfmesh.num_vertices)
3377 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3378 rsurface.matrix = identitymatrix;
3379 rsurface.inversematrix = identitymatrix;
3380 R_Mesh_Matrix(&identitymatrix);
3381 VectorCopy(r_view.origin, rsurface.modelorg);
3382 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3383 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3384 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3385 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3386 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3387 rsurface.frameblend[0].frame = 0;
3388 rsurface.frameblend[0].lerp = 1;
3389 rsurface.frameblend[1].frame = 0;
3390 rsurface.frameblend[1].lerp = 0;
3391 rsurface.frameblend[2].frame = 0;
3392 rsurface.frameblend[2].lerp = 0;
3393 rsurface.frameblend[3].frame = 0;
3394 rsurface.frameblend[3].lerp = 0;
3395 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3396 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3397 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3398 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3399 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3400 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3401 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3402 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3403 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3404 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3405 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3406 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3407 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3408 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3409 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3410 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3411 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3412 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3413 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3414 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3415 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3416 rsurface.modelelement3i = model->surfmesh.data_element3i;
3417 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3418 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3419 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3420 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3421 rsurface.modelsurfaces = model->data_surfaces;
3422 rsurface.generatedvertex = false;
3423 rsurface.vertex3f = rsurface.modelvertex3f;
3424 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3425 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3426 rsurface.svector3f = rsurface.modelsvector3f;
3427 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3428 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3429 rsurface.tvector3f = rsurface.modeltvector3f;
3430 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3431 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3432 rsurface.normal3f = rsurface.modelnormal3f;
3433 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3434 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3437 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3439 model_t *model = ent->model;
3441 if (rsurface.array_size < model->surfmesh.num_vertices)
3442 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3443 rsurface.matrix = ent->matrix;
3444 rsurface.inversematrix = ent->inversematrix;
3445 R_Mesh_Matrix(&rsurface.matrix);
3446 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3447 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3448 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3449 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3450 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3451 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3452 rsurface.frameblend[0] = ent->frameblend[0];
3453 rsurface.frameblend[1] = ent->frameblend[1];
3454 rsurface.frameblend[2] = ent->frameblend[2];
3455 rsurface.frameblend[3] = ent->frameblend[3];
3456 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3460 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3461 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3462 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3463 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3464 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3466 else if (wantnormals)
3468 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3469 rsurface.modelsvector3f = NULL;
3470 rsurface.modeltvector3f = NULL;
3471 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3472 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3476 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3477 rsurface.modelsvector3f = NULL;
3478 rsurface.modeltvector3f = NULL;
3479 rsurface.modelnormal3f = NULL;
3480 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3482 rsurface.modelvertex3f_bufferobject = 0;
3483 rsurface.modelvertex3f_bufferoffset = 0;
3484 rsurface.modelsvector3f_bufferobject = 0;
3485 rsurface.modelsvector3f_bufferoffset = 0;
3486 rsurface.modeltvector3f_bufferobject = 0;
3487 rsurface.modeltvector3f_bufferoffset = 0;
3488 rsurface.modelnormal3f_bufferobject = 0;
3489 rsurface.modelnormal3f_bufferoffset = 0;
3490 rsurface.generatedvertex = true;
3494 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3495 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3496 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3497 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3498 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3499 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3500 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3501 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3502 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3503 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3504 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3505 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3506 rsurface.generatedvertex = false;
3508 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3509 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3510 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3511 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3512 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3513 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3514 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3515 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3516 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3517 rsurface.modelelement3i = model->surfmesh.data_element3i;
3518 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3519 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3520 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3521 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3522 rsurface.modelsurfaces = model->data_surfaces;
3523 rsurface.vertex3f = rsurface.modelvertex3f;
3524 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3525 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3526 rsurface.svector3f = rsurface.modelsvector3f;
3527 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3528 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3529 rsurface.tvector3f = rsurface.modeltvector3f;
3530 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3531 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3532 rsurface.normal3f = rsurface.modelnormal3f;
3533 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3534 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3537 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3538 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3540 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
3541 if (rsurface.generatedvertex)
3543 if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3544 generatetangents = true;
3545 if (generatetangents)
3546 generatenormals = true;
3547 if (generatenormals && !rsurface.modelnormal3f)
3549 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3550 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3551 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3552 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3554 if (generatetangents && !rsurface.modelsvector3f)
3556 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3557 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3558 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3559 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3560 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3561 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3562 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3565 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface.deform* arrays from whatever the rsurface.model* array pointers point to (may be static model data or generated data for an animated model)
3566 if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3568 int texturesurfaceindex;
3569 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3570 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3571 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3572 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3573 VectorNormalize(newforward);
3574 VectorNormalize(newright);
3575 VectorNormalize(newup);
3576 // make deformed versions of only the model vertices used by the specified surfaces
3577 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3580 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3581 // a single autosprite surface can contain multiple sprites...
3582 for (j = 0;j < surface->num_vertices - 3;j += 4)
3584 VectorClear(center);
3585 for (i = 0;i < 4;i++)
3586 VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3587 VectorScale(center, 0.25f, center);
3588 if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3590 const float *v1, *v2;
3598 shortest[0].quadedge = shortest[1].quadedge = 0;
3599 shortest[0].length2 = shortest[1].length2 = 0;
3600 // find the two shortest edges, then use them to define the
3601 // axis vectors for rotating around the central axis
3602 for (i = 0;i < 6;i++)
3604 v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3605 v2 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3606 l = VectorDistance2(v1, v2);
3607 if (shortest[0].length2 > l || i == 0)
3609 shortest[1] = shortest[0];
3610 shortest[0].length2 = l;
3611 shortest[0].quadedge = i;
3613 else if (shortest[1].length2 > l || i == 1)
3615 shortest[1].length2 = l;
3616 shortest[1].quadedge = i;
3619 // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
3620 for (i = 0;i < 3;i++)
3622 right[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3623 + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
3624 up[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
3625 + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3626 - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
3627 - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
3629 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3630 VectorSubtract(rsurface.modelorg, center, forward);
3631 CrossProduct(up, forward, newright);
3632 // normalize the vectors involved
3633 VectorNormalize(right);
3634 VectorNormalize(newright);
3635 // rotate the quad around the up axis vector, this is made
3636 // especially easy by the fact we know the quad is flat,
3637 // so we only have to subtract the center position and
3638 // measure distance along the right vector, and then
3639 // multiply that by the newright vector and add back the
3641 // we also need to subtract the old position to undo the
3642 // displacement from the center, which we do with a
3643 // DotProduct, the subtraction/addition of center is also
3644 // optimized into DotProducts here
3645 l = DotProduct(newright, center) - DotProduct(right, center);
3646 for (i = 0;i < 4;i++)
3648 v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + j + i);
3649 f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
3650 VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3655 VectorCopy((rsurface.modelnormal3f + 3 * surface->num_firstvertex) + j*3, forward);
3656 VectorCopy((rsurface.modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
3657 VectorCopy((rsurface.modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
3658 for (i = 0;i < 4;i++)
3660 VectorSubtract((rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3661 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3665 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3666 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3668 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3669 rsurface.vertex3f_bufferobject = 0;
3670 rsurface.vertex3f_bufferoffset = 0;
3671 rsurface.svector3f = rsurface.array_deformedsvector3f;
3672 rsurface.svector3f_bufferobject = 0;
3673 rsurface.svector3f_bufferoffset = 0;
3674 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3675 rsurface.tvector3f_bufferobject = 0;
3676 rsurface.tvector3f_bufferoffset = 0;
3677 rsurface.normal3f = rsurface.array_deformednormal3f;
3678 rsurface.normal3f_bufferobject = 0;
3679 rsurface.normal3f_bufferoffset = 0;
3683 rsurface.vertex3f = rsurface.modelvertex3f;
3684 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3685 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3686 rsurface.svector3f = rsurface.modelsvector3f;
3687 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3688 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3689 rsurface.tvector3f = rsurface.modeltvector3f;
3690 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3691 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3692 rsurface.normal3f = rsurface.modelnormal3f;
3693 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3694 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3696 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
3699 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3702 const msurface_t *surface = texturesurfacelist[0];
3703 const msurface_t *surface2;
3708 // TODO: lock all array ranges before render, rather than on each surface
3709 if (texturenumsurfaces == 1)
3711 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3712 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3714 else if (r_batchmode.integer == 2)
3716 #define MAXBATCHTRIANGLES 4096
3717 int batchtriangles = 0;
3718 int batchelements[MAXBATCHTRIANGLES*3];
3719 for (i = 0;i < texturenumsurfaces;i = j)
3721 surface = texturesurfacelist[i];
3723 if (surface->num_triangles > MAXBATCHTRIANGLES)
3725 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3728 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3729 batchtriangles = surface->num_triangles;
3730 firstvertex = surface->num_firstvertex;
3731 endvertex = surface->num_firstvertex + surface->num_vertices;
3732 for (;j < texturenumsurfaces;j++)
3734 surface2 = texturesurfacelist[j];
3735 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3737 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3738 batchtriangles += surface2->num_triangles;
3739 firstvertex = min(firstvertex, surface2->num_firstvertex);
3740 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3742 surface2 = texturesurfacelist[j-1];
3743 numvertices = endvertex - firstvertex;
3744 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3747 else if (r_batchmode.integer == 1)
3749 for (i = 0;i < texturenumsurfaces;i = j)
3751 surface = texturesurfacelist[i];
3752 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3753 if (texturesurfacelist[j] != surface2)
3755 surface2 = texturesurfacelist[j-1];
3756 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3757 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3758 GL_LockArrays(surface->num_firstvertex, numvertices);
3759 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3764 for (i = 0;i < texturenumsurfaces;i++)
3766 surface = texturesurfacelist[i];
3767 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3768 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3773 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3777 const msurface_t *surface = texturesurfacelist[0];
3778 const msurface_t *surface2;
3783 // TODO: lock all array ranges before render, rather than on each surface
3784 if (texturenumsurfaces == 1)
3786 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3787 if (deluxemaptexunit >= 0)
3788 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3789 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3790 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3792 else if (r_batchmode.integer == 2)
3794 #define MAXBATCHTRIANGLES 4096
3795 int batchtriangles = 0;
3796 int batchelements[MAXBATCHTRIANGLES*3];
3797 for (i = 0;i < texturenumsurfaces;i = j)
3799 surface = texturesurfacelist[i];
3800 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3801 if (deluxemaptexunit >= 0)
3802 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3804 if (surface->num_triangles > MAXBATCHTRIANGLES)
3806 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3809 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3810 batchtriangles = surface->num_triangles;
3811 firstvertex = surface->num_firstvertex;
3812 endvertex = surface->num_firstvertex + surface->num_vertices;
3813 for (;j < texturenumsurfaces;j++)
3815 surface2 = texturesurfacelist[j];
3816 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3818 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3819 batchtriangles += surface2->num_triangles;
3820 firstvertex = min(firstvertex, surface2->num_firstvertex);
3821 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3823 surface2 = texturesurfacelist[j-1];
3824 numvertices = endvertex - firstvertex;
3825 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3828 else if (r_batchmode.integer == 1)
3831 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
3832 for (i = 0;i < texturenumsurfaces;i = j)
3834 surface = texturesurfacelist[i];
3835 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3836 if (texturesurfacelist[j] != surface2)
3838 Con_Printf(" %i", j - i);
3841 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
3843 for (i = 0;i < texturenumsurfaces;i = j)
3845 surface = texturesurfacelist[i];
3846 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3847 if (deluxemaptexunit >= 0)
3848 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3849 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3850 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3853 Con_Printf(" %i", j - i);
3855 surface2 = texturesurfacelist[j-1];
3856 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3857 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3858 GL_LockArrays(surface->num_firstvertex, numvertices);
3859 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3867 for (i = 0;i < texturenumsurfaces;i++)
3869 surface = texturesurfacelist[i];
3870 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3871 if (deluxemaptexunit >= 0)
3872 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3873 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3874 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3879 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3882 int texturesurfaceindex;
3883 if (r_showsurfaces.integer == 2)
3885 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3887 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3888 for (j = 0;j < surface->num_triangles;j++)
3890 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3891 GL_Color(f, f, f, 1);
3892 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
3898 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3900 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3901 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3902 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
3903 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3904 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3909 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3911 int texturesurfaceindex;
3915 if (rsurface.lightmapcolor4f)
3917 // generate color arrays for the surfaces in this list
3918 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3920 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3921 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
3923 f = FogPoint_Model(v);
3933 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3935 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3936 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
3938 f = FogPoint_Model(v);
3946 rsurface.lightmapcolor4f = rsurface.array_color4f;
3947 rsurface.lightmapcolor4f_bufferobject = 0;
3948 rsurface.lightmapcolor4f_bufferoffset = 0;
3951 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3953 int texturesurfaceindex;
3956 if (!rsurface.lightmapcolor4f)
3958 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3960 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3961 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
3969 rsurface.lightmapcolor4f = rsurface.array_color4f;
3970 rsurface.lightmapcolor4f_bufferobject = 0;
3971 rsurface.lightmapcolor4f_bufferoffset = 0;
3974 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3977 rsurface.lightmapcolor4f = NULL;
3978 rsurface.lightmapcolor4f_bufferobject = 0;
3979 rsurface.lightmapcolor4f_bufferoffset = 0;
3980 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3981 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3982 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
3983 GL_Color(r, g, b, a);
3984 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3987 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3989 // TODO: optimize applyfog && applycolor case
3990 // just apply fog if necessary, and tint the fog color array if necessary
3991 rsurface.lightmapcolor4f = NULL;
3992 rsurface.lightmapcolor4f_bufferobject = 0;
3993 rsurface.lightmapcolor4f_bufferoffset = 0;
3994 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3995 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3996 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
3997 GL_Color(r, g, b, a);
3998 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4001 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4003 int texturesurfaceindex;
4007 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4009 // generate color arrays for the surfaces in this list
4010 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4012 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4013 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4015 if (surface->lightmapinfo->samples)
4017 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4018 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4019 VectorScale(lm, scale, c);
4020 if (surface->lightmapinfo->styles[1] != 255)
4022 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4024 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4025 VectorMA(c, scale, lm, c);
4026 if (surface->lightmapinfo->styles[2] != 255)
4029 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4030 VectorMA(c, scale, lm, c);
4031 if (surface->lightmapinfo->styles[3] != 255)
4034 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4035 VectorMA(c, scale, lm, c);
4045 rsurface.lightmapcolor4f = rsurface.array_color4f;
4046 rsurface.lightmapcolor4f_bufferobject = 0;
4047 rsurface.lightmapcolor4f_bufferoffset = 0;
4051 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4052 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4053 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4055 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4056 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4057 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4058 GL_Color(r, g, b, a);
4059 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4062 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4064 int texturesurfaceindex;
4068 vec3_t ambientcolor;
4069 vec3_t diffusecolor;
4073 VectorCopy(rsurface.modellight_lightdir, lightdir);
4074 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4075 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4076 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4077 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4078 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4079 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4080 if (VectorLength2(diffusecolor) > 0)
4082 // generate color arrays for the surfaces in this list
4083 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4085 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4086 int numverts = surface->num_vertices;
4087 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4088 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4089 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4090 // q3-style directional shading
4091 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4093 if ((f = DotProduct(c2, lightdir)) > 0)
4094 VectorMA(ambientcolor, f, diffusecolor, c);
4096 VectorCopy(ambientcolor, c);
4105 rsurface.lightmapcolor4f = rsurface.array_color4f;
4106 rsurface.lightmapcolor4f_bufferobject = 0;
4107 rsurface.lightmapcolor4f_bufferoffset = 0;
4111 r = ambientcolor[0];
4112 g = ambientcolor[1];
4113 b = ambientcolor[2];
4114 rsurface.lightmapcolor4f = NULL;
4115 rsurface.lightmapcolor4f_bufferobject = 0;
4116 rsurface.lightmapcolor4f_bufferoffset = 0;
4118 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4119 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4120 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4121 GL_Color(r, g, b, a);
4122 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4125 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4127 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4128 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4129 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4130 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4132 rsurface.mode = RSURFMODE_SHOWSURFACES;
4134 GL_BlendFunc(GL_ONE, GL_ZERO);
4135 R_Mesh_ColorPointer(NULL, 0, 0);
4136 R_Mesh_ResetTextureState();
4138 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4139 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4142 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4144 // transparent sky would be ridiculous
4145 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4147 if (rsurface.mode != RSURFMODE_SKY)
4149 if (rsurface.mode == RSURFMODE_GLSL)
4151 qglUseProgramObjectARB(0);CHECKGLERROR
4153 rsurface.mode = RSURFMODE_SKY;
4157 skyrendernow = false;
4159 // restore entity matrix
4160 R_Mesh_Matrix(&rsurface.matrix);
4162 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4163 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4164 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4166 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4167 // skymasking on them, and Quake3 never did sky masking (unlike
4168 // software Quake and software Quake2), so disable the sky masking
4169 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4170 // and skymasking also looks very bad when noclipping outside the
4171 // level, so don't use it then either.
4172 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4174 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4175 R_Mesh_ColorPointer(NULL, 0, 0);
4176 R_Mesh_ResetTextureState();
4177 if (skyrendermasked)
4179 // depth-only (masking)
4180 GL_ColorMask(0,0,0,0);
4181 // just to make sure that braindead drivers don't draw
4182 // anything despite that colormask...
4183 GL_BlendFunc(GL_ZERO, GL_ONE);
4188 GL_BlendFunc(GL_ONE, GL_ZERO);
4190 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4191 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4192 if (skyrendermasked)
4193 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4197 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4199 if (rsurface.mode != RSURFMODE_GLSL)
4201 rsurface.mode = RSURFMODE_GLSL;
4202 R_Mesh_ResetTextureState();
4205 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4206 if (!r_glsl_permutation)
4209 if (rsurface.lightmode == 2)
4210 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4212 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4213 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordtexture2f, rsurface.modeltexcoordtexture2f_bufferobject, rsurface.modeltexcoordtexture2f_bufferoffset);
4214 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4215 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4216 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4217 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4219 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4220 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4222 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4223 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4224 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4225 R_Mesh_ColorPointer(NULL, 0, 0);
4227 else if (rsurface.uselightmaptexture)
4229 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4230 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4231 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4232 R_Mesh_ColorPointer(NULL, 0, 0);
4236 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4237 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4238 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4239 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4242 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4243 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4245 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4246 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4251 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4253 // OpenGL 1.3 path - anything not completely ancient
4254 int texturesurfaceindex;
4255 qboolean applycolor;
4259 const texturelayer_t *layer;
4260 if (rsurface.mode != RSURFMODE_MULTIPASS)
4261 rsurface.mode = RSURFMODE_MULTIPASS;
4262 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4263 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4266 int layertexrgbscale;
4267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4269 if (layerindex == 0)
4273 GL_AlphaTest(false);
4274 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4277 GL_DepthMask(layer->depthmask);
4278 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4279 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4281 layertexrgbscale = 4;
4282 VectorScale(layer->color, 0.25f, layercolor);
4284 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4286 layertexrgbscale = 2;
4287 VectorScale(layer->color, 0.5f, layercolor);
4291 layertexrgbscale = 1;
4292 VectorScale(layer->color, 1.0f, layercolor);
4294 layercolor[3] = layer->color[3];
4295 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4296 R_Mesh_ColorPointer(NULL, 0, 0);
4297 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4298 switch (layer->type)
4300 case TEXTURELAYERTYPE_LITTEXTURE:
4301 memset(&m, 0, sizeof(m));
4302 m.tex[0] = R_GetTexture(r_texture_white);
4303 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4304 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4305 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4306 m.tex[1] = R_GetTexture(layer->texture);
4307 m.texmatrix[1] = layer->texmatrix;
4308 m.texrgbscale[1] = layertexrgbscale;
4309 m.pointer_texcoord[1] = rsurface.modeltexcoordtexture2f;
4310 m.pointer_texcoord_bufferobject[1] = rsurface.modeltexcoordtexture2f_bufferobject;
4311 m.pointer_texcoord_bufferoffset[1] = rsurface.modeltexcoordtexture2f_bufferoffset;
4312 R_Mesh_TextureState(&m);
4313 if (rsurface.lightmode == 2)
4314 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4315 else if (rsurface.uselightmaptexture)
4316 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4318 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4320 case TEXTURELAYERTYPE_TEXTURE:
4321 memset(&m, 0, sizeof(m));
4322 m.tex[0] = R_GetTexture(layer->texture);
4323 m.texmatrix[0] = layer->texmatrix;
4324 m.texrgbscale[0] = layertexrgbscale;
4325 m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
4326 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
4327 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
4328 R_Mesh_TextureState(&m);
4329 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4331 case TEXTURELAYERTYPE_FOG:
4332 memset(&m, 0, sizeof(m));
4333 m.texrgbscale[0] = layertexrgbscale;
4336 m.tex[0] = R_GetTexture(layer->texture);
4337 m.texmatrix[0] = layer->texmatrix;
4338 m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
4339 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
4340 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
4342 R_Mesh_TextureState(&m);
4343 // generate a color array for the fog pass
4344 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4345 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4349 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4350 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4352 f = 1 - FogPoint_Model(v);
4353 c[0] = layercolor[0];
4354 c[1] = layercolor[1];
4355 c[2] = layercolor[2];
4356 c[3] = f * layercolor[3];
4359 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4362 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4364 GL_LockArrays(0, 0);
4367 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4369 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4370 GL_AlphaTest(false);
4374 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4376 // OpenGL 1.1 - crusty old voodoo path
4377 int texturesurfaceindex;
4381 const texturelayer_t *layer;
4382 if (rsurface.mode != RSURFMODE_MULTIPASS)
4383 rsurface.mode = RSURFMODE_MULTIPASS;
4384 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4385 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4387 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4389 if (layerindex == 0)
4393 GL_AlphaTest(false);
4394 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4397 GL_DepthMask(layer->depthmask);
4398 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4399 R_Mesh_ColorPointer(NULL, 0, 0);
4400 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4401 switch (layer->type)
4403 case TEXTURELAYERTYPE_LITTEXTURE:
4404 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4406 // two-pass lit texture with 2x rgbscale
4407 // first the lightmap pass
4408 memset(&m, 0, sizeof(m));
4409 m.tex[0] = R_GetTexture(r_texture_white);
4410 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4411 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4412 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4413 R_Mesh_TextureState(&m);
4414 if (rsurface.lightmode == 2)
4415 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4416 else if (rsurface.uselightmaptexture)
4417 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4419 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4420 GL_LockArrays(0, 0);
4421 // then apply the texture to it
4422 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4423 memset(&m, 0, sizeof(m));
4424 m.tex[0] = R_GetTexture(layer->texture);
4425 m.texmatrix[0] = layer->texmatrix;
4426 m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
4427 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
4428 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
4429 R_Mesh_TextureState(&m);
4430 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
4434 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4435 memset(&m, 0, sizeof(m));
4436 m.tex[0] = R_GetTexture(layer->texture);
4437 m.texmatrix[0] = layer->texmatrix;
4438 m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
4439 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
4440 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
4441 R_Mesh_TextureState(&m);
4442 if (rsurface.lightmode == 2)
4443 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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);
4445 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 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);
4448 case TEXTURELAYERTYPE_TEXTURE:
4449 // singletexture unlit texture with transparency support
4450 memset(&m, 0, sizeof(m));
4451 m.tex[0] = R_GetTexture(layer->texture);
4452 m.texmatrix[0] = layer->texmatrix;
4453 m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
4454 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
4455 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
4456 R_Mesh_TextureState(&m);
4457 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
4459 case TEXTURELAYERTYPE_FOG:
4460 // singletexture fogging
4461 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4464 memset(&m, 0, sizeof(m));
4465 m.tex[0] = R_GetTexture(layer->texture);
4466 m.texmatrix[0] = layer->texmatrix;
4467 m.pointer_texcoord[0] = rsurface.modeltexcoordtexture2f;
4468 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordtexture2f_bufferobject;
4469 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordtexture2f_bufferoffset;
4470 R_Mesh_TextureState(&m);
4473 R_Mesh_ResetTextureState();
4474 // generate a color array for the fog pass
4475 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4479 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4480 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4482 f = 1 - FogPoint_Model(v);
4483 c[0] = layer->color[0];
4484 c[1] = layer->color[1];
4485 c[2] = layer->color[2];
4486 c[3] = f * layer->color[3];
4489 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4492 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4494 GL_LockArrays(0, 0);
4497 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4499 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4500 GL_AlphaTest(false);
4504 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4506 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4508 rsurface.rtlight = NULL;
4512 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4514 if (rsurface.mode != RSURFMODE_MULTIPASS)
4515 rsurface.mode = RSURFMODE_MULTIPASS;
4516 if (r_depthfirst.integer == 3)
4518 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4519 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4523 GL_ColorMask(0,0,0,0);
4526 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4527 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4529 GL_BlendFunc(GL_ONE, GL_ZERO);
4531 GL_AlphaTest(false);
4532 R_Mesh_ColorPointer(NULL, 0, 0);
4533 R_Mesh_ResetTextureState();
4534 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4535 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4536 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4537 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4539 else if (r_depthfirst.integer == 3)
4541 else if (r_showsurfaces.integer)
4543 if (rsurface.mode != RSURFMODE_MULTIPASS)
4544 rsurface.mode = RSURFMODE_MULTIPASS;
4545 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4547 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4548 GL_BlendFunc(GL_ONE, GL_ZERO);
4549 GL_DepthMask(writedepth);
4551 GL_AlphaTest(false);
4552 R_Mesh_ColorPointer(NULL, 0, 0);
4553 R_Mesh_ResetTextureState();
4554 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4555 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4556 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4558 else if (gl_lightmaps.integer)
4561 if (rsurface.mode != RSURFMODE_MULTIPASS)
4562 rsurface.mode = RSURFMODE_MULTIPASS;
4563 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4565 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4566 GL_BlendFunc(GL_ONE, GL_ZERO);
4567 GL_DepthMask(writedepth);
4569 GL_AlphaTest(false);
4570 R_Mesh_ColorPointer(NULL, 0, 0);
4571 memset(&m, 0, sizeof(m));
4572 m.tex[0] = R_GetTexture(r_texture_white);
4573 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4574 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4575 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4576 R_Mesh_TextureState(&m);
4577 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4578 if (rsurface.lightmode == 2)
4579 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4580 else if (rsurface.uselightmaptexture)
4581 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4583 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4584 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4586 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4588 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4589 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4591 else if (rsurface.texture->currentnumlayers)
4593 // write depth for anything we skipped on the depth-only pass earlier
4594 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4596 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4597 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4598 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4599 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4600 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4601 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4602 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
4603 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
4604 if (r_glsl.integer && gl_support_fragment_shader)
4605 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4606 else if (gl_combine.integer && r_textureunits.integer >= 2)
4607 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4609 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4610 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4613 GL_LockArrays(0, 0);
4616 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4619 int texturenumsurfaces, endsurface;
4621 msurface_t *surface;
4622 msurface_t *texturesurfacelist[1024];
4624 // if the model is static it doesn't matter what value we give for
4625 // wantnormals and wanttangents, so this logic uses only rules applicable
4626 // to a model, knowing that they are meaningless otherwise
4627 if (ent == r_refdef.worldentity)
4628 RSurf_ActiveWorldEntity();
4629 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4630 RSurf_ActiveModelEntity(ent, false, false);
4632 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4634 for (i = 0;i < numsurfaces;i = j)
4637 surface = rsurface.modelsurfaces + surfacelist[i];
4638 texture = surface->texture;
4639 R_UpdateTextureInfo(ent, texture);
4640 rsurface.texture = texture->currentframe;
4641 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
4642 // scan ahead until we find a different texture
4643 endsurface = min(i + 1024, numsurfaces);
4644 texturenumsurfaces = 0;
4645 texturesurfacelist[texturenumsurfaces++] = surface;
4646 for (;j < endsurface;j++)
4648 surface = rsurface.modelsurfaces + surfacelist[j];
4649 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
4651 texturesurfacelist[texturenumsurfaces++] = surface;
4653 // render the range of surfaces
4654 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4660 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4663 vec3_t tempcenter, center;
4665 // break the surface list down into batches by texture and use of lightmapping
4666 for (i = 0;i < numsurfaces;i = j)
4669 // texture is the base texture pointer, rsurface.texture is the
4670 // current frame/skin the texture is directing us to use (for example
4671 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4672 // use skin 1 instead)
4673 texture = surfacelist[i]->texture;
4674 rsurface.texture = texture->currentframe;
4675 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
4676 if (!(rsurface.texture->currentmaterialflags & flagsmask))
4678 // if this texture is not the kind we want, skip ahead to the next one
4679 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4683 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4685 // transparent surfaces get pushed off into the transparent queue
4686 const msurface_t *surface = surfacelist[i];
4689 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4690 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4691 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4692 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
4693 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
4697 // simply scan ahead until we find a different texture or lightmap state
4698 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
4700 // render the range of surfaces
4701 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
4706 float locboxvertex3f[6*4*3] =
4708 1,0,1, 1,0,0, 1,1,0, 1,1,1,
4709 0,1,1, 0,1,0, 0,0,0, 0,0,1,
4710 1,1,1, 1,1,0, 0,1,0, 0,1,1,
4711 0,0,1, 0,0,0, 1,0,0, 1,0,1,
4712 0,0,1, 1,0,1, 1,1,1, 0,1,1,
4713 1,0,0, 0,0,0, 0,1,0, 1,1,0
4716 int locboxelement3i[6*2*3] =
4726 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4729 cl_locnode_t *loc = (cl_locnode_t *)ent;
4731 float vertex3f[6*4*3];
4733 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4734 GL_DepthMask(false);
4735 GL_DepthRange(0, 1);
4737 GL_CullFace(GL_NONE);
4738 R_Mesh_Matrix(&identitymatrix);
4740 R_Mesh_VertexPointer(vertex3f, 0, 0);
4741 R_Mesh_ColorPointer(NULL, 0, 0);
4742 R_Mesh_ResetTextureState();
4745 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4746 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4747 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4748 surfacelist[0] < 0 ? 0.5f : 0.125f);
4750 if (VectorCompare(loc->mins, loc->maxs))
4752 VectorSet(size, 2, 2, 2);
4753 VectorMA(loc->mins, -0.5f, size, mins);
4757 VectorCopy(loc->mins, mins);
4758 VectorSubtract(loc->maxs, loc->mins, size);
4761 for (i = 0;i < 6*4*3;)
4762 for (j = 0;j < 3;j++, i++)
4763 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4765 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4768 void R_DrawLocs(void)
4771 cl_locnode_t *loc, *nearestloc;
4773 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4774 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4776 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4777 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4781 void R_DrawCollisionBrushes(entity_render_t *ent)
4785 msurface_t *surface;
4786 model_t *model = ent->model;
4787 if (!model->brush.num_brushes)
4790 R_Mesh_ColorPointer(NULL, 0, 0);
4791 R_Mesh_ResetTextureState();
4792 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4793 GL_DepthMask(false);
4794 GL_DepthRange(0, 1);
4795 GL_DepthTest(!r_showdisabledepthtest.integer);
4796 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4797 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4798 if (brush->colbrushf && brush->colbrushf->numtriangles)
4799 R_DrawCollisionBrush(brush->colbrushf);
4800 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4801 if (surface->num_collisiontriangles)
4802 R_DrawCollisionSurface(ent, surface);
4803 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4806 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4809 const int *elements;
4810 msurface_t *surface;
4811 model_t *model = ent->model;
4814 GL_DepthRange(0, 1);
4815 GL_DepthTest(!r_showdisabledepthtest.integer);
4817 GL_BlendFunc(GL_ONE, GL_ZERO);
4818 R_Mesh_ColorPointer(NULL, 0, 0);
4819 R_Mesh_ResetTextureState();
4820 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4822 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4824 rsurface.texture = surface->texture->currentframe;
4825 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4827 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4830 if (!rsurface.texture->currentlayers->depthmask)
4831 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4832 else if (ent == r_refdef.worldentity)
4833 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4835 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4836 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4839 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4841 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
4842 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
4843 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
4844 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
4851 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4853 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4855 VectorCopy(rsurface.vertex3f + l * 3, v);
4856 qglVertex3f(v[0], v[1], v[2]);
4857 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
4858 qglVertex3f(v[0], v[1], v[2]);
4862 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4864 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4866 VectorCopy(rsurface.vertex3f + l * 3, v);
4867 qglVertex3f(v[0], v[1], v[2]);
4868 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
4869 qglVertex3f(v[0], v[1], v[2]);
4873 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4875 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4877 VectorCopy(rsurface.vertex3f + l * 3, v);
4878 qglVertex3f(v[0], v[1], v[2]);
4879 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
4880 qglVertex3f(v[0], v[1], v[2]);
4887 rsurface.texture = NULL;
4890 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4891 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4893 int i, j, endj, f, flagsmask;
4894 int counttriangles = 0;
4895 msurface_t *surface, **surfacechain;
4897 model_t *model = r_refdef.worldmodel;
4898 const int maxsurfacelist = 1024;
4899 int numsurfacelist = 0;
4900 msurface_t *surfacelist[1024];
4904 RSurf_ActiveWorldEntity();
4906 // update light styles
4907 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4909 for (i = 0;i < model->brushq1.light_styles;i++)
4911 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4913 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4914 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4915 for (;(surface = *surfacechain);surfacechain++)
4916 surface->cached_dlight = true;
4921 R_UpdateAllTextureInfo(r_refdef.worldentity);
4922 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4925 rsurface.uselightmaptexture = false;
4926 rsurface.texture = NULL;
4928 j = model->firstmodelsurface;
4929 endj = j + model->nummodelsurfaces;
4932 // quickly skip over non-visible surfaces
4933 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4935 // quickly iterate over visible surfaces
4936 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4938 // process this surface
4939 surface = model->data_surfaces + j;
4940 // if this surface fits the criteria, add it to the list
4941 if (surface->num_triangles)
4943 // if lightmap parameters changed, rebuild lightmap texture
4944 if (surface->cached_dlight)
4945 R_BuildLightMap(r_refdef.worldentity, surface);
4946 // add face to draw list
4947 surfacelist[numsurfacelist++] = surface;
4948 counttriangles += surface->num_triangles;
4949 if (numsurfacelist >= maxsurfacelist)
4951 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4958 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4959 r_refdef.stats.entities_triangles += counttriangles;
4962 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
4963 R_DrawCollisionBrushes(r_refdef.worldentity);
4965 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
4966 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4969 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4971 int i, f, flagsmask;
4972 int counttriangles = 0;
4973 msurface_t *surface, *endsurface, **surfacechain;
4975 model_t *model = ent->model;
4976 const int maxsurfacelist = 1024;
4977 int numsurfacelist = 0;
4978 msurface_t *surfacelist[1024];
4982 // if the model is static it doesn't matter what value we give for
4983 // wantnormals and wanttangents, so this logic uses only rules applicable
4984 // to a model, knowing that they are meaningless otherwise
4985 if (ent == r_refdef.worldentity)
4986 RSurf_ActiveWorldEntity();
4987 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4988 RSurf_ActiveModelEntity(ent, false, false);
4990 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
4992 // update light styles
4993 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4995 for (i = 0;i < model->brushq1.light_styles;i++)
4997 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4999 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5000 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5001 for (;(surface = *surfacechain);surfacechain++)
5002 surface->cached_dlight = true;
5007 R_UpdateAllTextureInfo(ent);
5008 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5011 rsurface.uselightmaptexture = false;
5012 rsurface.texture = NULL;
5014 surface = model->data_surfaces + model->firstmodelsurface;
5015 endsurface = surface + model->nummodelsurfaces;
5016 for (;surface < endsurface;surface++)
5018 // if this surface fits the criteria, add it to the list
5019 if (surface->num_triangles)
5021 // if lightmap parameters changed, rebuild lightmap texture
5022 if (surface->cached_dlight)
5023 R_BuildLightMap(ent, surface);
5024 // add face to draw list
5025 surfacelist[numsurfacelist++] = surface;
5026 counttriangles += surface->num_triangles;
5027 if (numsurfacelist >= maxsurfacelist)
5029 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5035 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5036 r_refdef.stats.entities_triangles += counttriangles;
5039 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5040 R_DrawCollisionBrushes(ent);
5042 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5043 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);