2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47 static qboolean r_gpuskeletal;
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
61 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
62 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
63 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
64 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
65 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
73 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 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)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 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"};
89 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"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 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"};
92 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"};
93 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"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
102 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
127 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
149 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
150 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
158 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
162 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
163 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 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)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
172 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
175 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
180 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
193 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
194 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
222 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"};
224 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"};
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
238 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
240 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
241 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
243 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
244 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
245 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
246 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
252 extern qboolean v_flipped_state;
254 r_framebufferstate_t r_fb;
256 /// shadow volume bsp struct with automatically growing nodes buffer
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
290 typedef struct r_qwskincache_s
292 char name[MAX_QPATH];
293 skinframe_t *skinframe;
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
310 const float r_d3dscreenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set("gl_fogenable", "0");
351 Cvar_Set("gl_fogdensity", "0.2");
352 Cvar_Set("gl_fogred", "0.3");
353 Cvar_Set("gl_foggreen", "0.3");
354 Cvar_Set("gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LordHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 const char *builtinhlslshaderstrings[] =
624 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *filename;
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
651 {"#define USEDIFFUSE\n", " diffuse"},
652 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653 {"#define USEVIEWTINT\n", " viewtint"},
654 {"#define USECOLORMAPPING\n", " colormapping"},
655 {"#define USESATURATION\n", " saturation"},
656 {"#define USEFOGINSIDE\n", " foginside"},
657 {"#define USEFOGOUTSIDE\n", " fogoutside"},
658 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660 {"#define USEGAMMARAMPS\n", " gammaramps"},
661 {"#define USECUBEFILTER\n", " cubefilter"},
662 {"#define USEGLOW\n", " glow"},
663 {"#define USEBLOOM\n", " bloom"},
664 {"#define USESPECULAR\n", " specular"},
665 {"#define USEPOSTPROCESSING\n", " postprocessing"},
666 {"#define USEREFLECTION\n", " reflection"},
667 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673 {"#define USEALPHAKILL\n", " alphakill"},
674 {"#define USEREFLECTCUBE\n", " reflectcube"},
675 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676 {"#define USEBOUNCEGRID\n", " bouncegrid"},
677 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678 {"#define USETRIPPY\n", " trippy"},
679 {"#define USEDEPTHRGB\n", " depthrgb"},
680 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681 {"#define USESKELETAL\n", " skeletal"}
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
687 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
708 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
731 struct r_glsl_permutation_s *hashnext;
733 unsigned int permutation;
735 /// indicates if we have tried compiling this permutation already
737 /// 0 if compilation failed
739 // texture units assigned to each detected uniform
740 int tex_Texture_First;
741 int tex_Texture_Second;
742 int tex_Texture_GammaRamps;
743 int tex_Texture_Normal;
744 int tex_Texture_Color;
745 int tex_Texture_Gloss;
746 int tex_Texture_Glow;
747 int tex_Texture_SecondaryNormal;
748 int tex_Texture_SecondaryColor;
749 int tex_Texture_SecondaryGloss;
750 int tex_Texture_SecondaryGlow;
751 int tex_Texture_Pants;
752 int tex_Texture_Shirt;
753 int tex_Texture_FogHeightTexture;
754 int tex_Texture_FogMask;
755 int tex_Texture_Lightmap;
756 int tex_Texture_Deluxemap;
757 int tex_Texture_Attenuation;
758 int tex_Texture_Cube;
759 int tex_Texture_Refraction;
760 int tex_Texture_Reflection;
761 int tex_Texture_ShadowMap2D;
762 int tex_Texture_CubeProjection;
763 int tex_Texture_ScreenNormalMap;
764 int tex_Texture_ScreenDiffuse;
765 int tex_Texture_ScreenSpecular;
766 int tex_Texture_ReflectMask;
767 int tex_Texture_ReflectCube;
768 int tex_Texture_BounceGrid;
769 /// locations of detected uniforms in program object, or -1 if not found
770 int loc_Texture_First;
771 int loc_Texture_Second;
772 int loc_Texture_GammaRamps;
773 int loc_Texture_Normal;
774 int loc_Texture_Color;
775 int loc_Texture_Gloss;
776 int loc_Texture_Glow;
777 int loc_Texture_SecondaryNormal;
778 int loc_Texture_SecondaryColor;
779 int loc_Texture_SecondaryGloss;
780 int loc_Texture_SecondaryGlow;
781 int loc_Texture_Pants;
782 int loc_Texture_Shirt;
783 int loc_Texture_FogHeightTexture;
784 int loc_Texture_FogMask;
785 int loc_Texture_Lightmap;
786 int loc_Texture_Deluxemap;
787 int loc_Texture_Attenuation;
788 int loc_Texture_Cube;
789 int loc_Texture_Refraction;
790 int loc_Texture_Reflection;
791 int loc_Texture_ShadowMap2D;
792 int loc_Texture_CubeProjection;
793 int loc_Texture_ScreenNormalMap;
794 int loc_Texture_ScreenDiffuse;
795 int loc_Texture_ScreenSpecular;
796 int loc_Texture_ReflectMask;
797 int loc_Texture_ReflectCube;
798 int loc_Texture_BounceGrid;
800 int loc_BloomBlur_Parameters;
802 int loc_Color_Ambient;
803 int loc_Color_Diffuse;
804 int loc_Color_Specular;
808 int loc_DeferredColor_Ambient;
809 int loc_DeferredColor_Diffuse;
810 int loc_DeferredColor_Specular;
811 int loc_DeferredMod_Diffuse;
812 int loc_DeferredMod_Specular;
813 int loc_DistortScaleRefractReflect;
816 int loc_FogHeightFade;
818 int loc_FogPlaneViewDist;
819 int loc_FogRangeRecip;
822 int loc_LightPosition;
823 int loc_OffsetMapping_ScaleSteps;
824 int loc_OffsetMapping_LodDistance;
825 int loc_OffsetMapping_Bias;
827 int loc_ReflectColor;
828 int loc_ReflectFactor;
829 int loc_ReflectOffset;
830 int loc_RefractColor;
832 int loc_ScreenCenterRefractReflect;
833 int loc_ScreenScaleRefractReflect;
834 int loc_ScreenToDepth;
835 int loc_ShadowMap_Parameters;
836 int loc_ShadowMap_TextureScale;
837 int loc_SpecularPower;
838 int loc_Skeletal_Transform12;
843 int loc_ViewTintColor;
845 int loc_ModelToLight;
847 int loc_BackgroundTexMatrix;
848 int loc_ModelViewProjectionMatrix;
849 int loc_ModelViewMatrix;
850 int loc_PixelToScreenTexCoord;
851 int loc_ModelToReflectCube;
852 int loc_ShadowMapMatrix;
853 int loc_BloomColorSubtract;
854 int loc_NormalmapScrollBlend;
855 int loc_BounceGridMatrix;
856 int loc_BounceGridIntensity;
857 /// uniform block bindings
858 int ubibind_Skeletal_Transform12_UniformBlock;
859 /// uniform block indices
860 int ubiloc_Skeletal_Transform12_UniformBlock;
862 r_glsl_permutation_t;
864 #define SHADERPERMUTATION_HASHSIZE 256
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
871 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
877 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
879 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
884 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
886 #define SHADERSTATICPARMS_COUNT 14
888 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
889 static int shaderstaticparms_count = 0;
891 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
892 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
894 extern qboolean r_shadow_shadowmapsampler;
895 extern int r_shadow_shadowmappcf;
896 qboolean R_CompileShader_CheckStaticParms(void)
898 static int r_compileshader_staticparms_save[1];
899 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
900 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
903 if (r_glsl_saturation_redcompensate.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
905 if (r_glsl_vertextextureblend_usebothalphas.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
907 if (r_shadow_glossexact.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
909 if (r_glsl_postprocess.integer)
911 if (r_glsl_postprocess_uservec1_enable.integer)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
913 if (r_glsl_postprocess_uservec2_enable.integer)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
915 if (r_glsl_postprocess_uservec3_enable.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
917 if (r_glsl_postprocess_uservec4_enable.integer)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
921 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
922 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
925 if (r_shadow_shadowmapsampler)
926 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
927 if (r_shadow_shadowmappcf > 1)
928 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
929 else if (r_shadow_shadowmappcf)
930 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
931 if (r_celshading.integer)
932 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
933 if (r_celoutlines.integer)
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
936 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
939 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
940 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
941 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
943 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
944 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
946 shaderstaticparms_count = 0;
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
951 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
952 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
953 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
954 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
955 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
956 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
957 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
958 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
959 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
960 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
961 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
962 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
965 /// information about each possible shader permutation
966 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
967 /// currently selected permutation
968 r_glsl_permutation_t *r_glsl_permutation;
969 /// storage for permutations linked in the hash table
970 memexpandablearray_t r_glsl_permutationarray;
972 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
974 //unsigned int hashdepth = 0;
975 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
976 r_glsl_permutation_t *p;
977 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
979 if (p->mode == mode && p->permutation == permutation)
981 //if (hashdepth > 10)
982 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
987 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
989 p->permutation = permutation;
990 p->hashnext = r_glsl_permutationhash[mode][hashindex];
991 r_glsl_permutationhash[mode][hashindex] = p;
992 //if (hashdepth > 10)
993 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
997 static char *R_ShaderStrCat(const char **strings)
1000 const char **p = strings;
1003 for (p = strings;(t = *p);p++)
1006 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1008 for (p = strings;(t = *p);p++)
1018 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1021 if (!filename || !filename[0])
1023 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1024 if (!strcmp(filename, "glsl/default.glsl"))
1027 return R_ShaderStrCat(builtinshaderstrings);
1028 if (!glslshaderstring)
1030 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1031 if (glslshaderstring)
1032 Con_DPrintf("Loading shaders from file %s...\n", filename);
1034 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1036 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1037 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1038 return shaderstring;
1040 if (!strcmp(filename, "hlsl/default.hlsl"))
1043 return R_ShaderStrCat(builtinhlslshaderstrings);
1044 if (!hlslshaderstring)
1046 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1047 if (hlslshaderstring)
1048 Con_DPrintf("Loading shaders from file %s...\n", filename);
1050 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1052 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1053 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1054 return shaderstring;
1056 // we don't have builtin strings for any other files
1059 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1062 if (printfromdisknotice)
1063 Con_DPrintf("from disk %s... ", filename);
1064 return shaderstring;
1066 return shaderstring;
1069 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1074 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1076 char permutationname[256];
1077 int vertstrings_count = 0;
1078 int geomstrings_count = 0;
1079 int fragstrings_count = 0;
1080 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1081 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1082 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1089 permutationname[0] = 0;
1090 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1092 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1094 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1095 if(vid.support.glshaderversion >= 140)
1097 vertstrings_list[vertstrings_count++] = "#version 140\n";
1098 geomstrings_list[geomstrings_count++] = "#version 140\n";
1099 fragstrings_list[fragstrings_count++] = "#version 140\n";
1100 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1101 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1102 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1104 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1105 else if(vid.support.glshaderversion >= 130)
1107 vertstrings_list[vertstrings_count++] = "#version 130\n";
1108 geomstrings_list[geomstrings_count++] = "#version 130\n";
1109 fragstrings_list[fragstrings_count++] = "#version 130\n";
1110 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1111 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1112 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1115 // the first pretext is which type of shader to compile as
1116 // (later these will all be bound together as a program object)
1117 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1118 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1119 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1121 // the second pretext is the mode (for example a light source)
1122 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1123 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1124 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1125 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1127 // now add all the permutation pretexts
1128 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1130 if (permutation & (1<<i))
1132 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1133 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1134 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1135 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1139 // keep line numbers correct
1140 vertstrings_list[vertstrings_count++] = "\n";
1141 geomstrings_list[geomstrings_count++] = "\n";
1142 fragstrings_list[fragstrings_count++] = "\n";
1147 R_CompileShader_AddStaticParms(mode, permutation);
1148 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 vertstrings_count += shaderstaticparms_count;
1150 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1151 geomstrings_count += shaderstaticparms_count;
1152 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1153 fragstrings_count += shaderstaticparms_count;
1155 // now append the shader text itself
1156 vertstrings_list[vertstrings_count++] = sourcestring;
1157 geomstrings_list[geomstrings_count++] = sourcestring;
1158 fragstrings_list[fragstrings_count++] = sourcestring;
1160 // compile the shader program
1161 if (vertstrings_count + geomstrings_count + fragstrings_count)
1162 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1166 qglUseProgram(p->program);CHECKGLERROR
1167 // look up all the uniform variable names we care about, so we don't
1168 // have to look them up every time we set them
1173 GLint activeuniformindex = 0;
1174 GLint numactiveuniforms = 0;
1175 char uniformname[128];
1176 GLsizei uniformnamelength = 0;
1177 GLint uniformsize = 0;
1178 GLenum uniformtype = 0;
1179 memset(uniformname, 0, sizeof(uniformname));
1180 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1181 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1182 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1184 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1185 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1190 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1191 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1192 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1193 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1194 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1195 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1196 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1197 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1198 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1199 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1200 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1201 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1202 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1203 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1204 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1205 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1206 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1207 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1208 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1209 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1210 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1211 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1212 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1213 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1214 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1215 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1216 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1217 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1218 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1219 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1220 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1221 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1222 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1223 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1224 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1225 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1226 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1227 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1228 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1229 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1230 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1231 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1232 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1233 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1234 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1235 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1236 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1237 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1238 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1239 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1240 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1241 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1242 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1243 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1244 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1245 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1246 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1247 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1248 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1249 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1250 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1251 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1252 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1253 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1254 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1255 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1256 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1257 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1258 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1259 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1260 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1261 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1262 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1263 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1264 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1265 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1266 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1267 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1268 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1269 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1270 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1271 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1272 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1273 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1274 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1275 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1276 // initialize the samplers to refer to the texture units we use
1277 p->tex_Texture_First = -1;
1278 p->tex_Texture_Second = -1;
1279 p->tex_Texture_GammaRamps = -1;
1280 p->tex_Texture_Normal = -1;
1281 p->tex_Texture_Color = -1;
1282 p->tex_Texture_Gloss = -1;
1283 p->tex_Texture_Glow = -1;
1284 p->tex_Texture_SecondaryNormal = -1;
1285 p->tex_Texture_SecondaryColor = -1;
1286 p->tex_Texture_SecondaryGloss = -1;
1287 p->tex_Texture_SecondaryGlow = -1;
1288 p->tex_Texture_Pants = -1;
1289 p->tex_Texture_Shirt = -1;
1290 p->tex_Texture_FogHeightTexture = -1;
1291 p->tex_Texture_FogMask = -1;
1292 p->tex_Texture_Lightmap = -1;
1293 p->tex_Texture_Deluxemap = -1;
1294 p->tex_Texture_Attenuation = -1;
1295 p->tex_Texture_Cube = -1;
1296 p->tex_Texture_Refraction = -1;
1297 p->tex_Texture_Reflection = -1;
1298 p->tex_Texture_ShadowMap2D = -1;
1299 p->tex_Texture_CubeProjection = -1;
1300 p->tex_Texture_ScreenNormalMap = -1;
1301 p->tex_Texture_ScreenDiffuse = -1;
1302 p->tex_Texture_ScreenSpecular = -1;
1303 p->tex_Texture_ReflectMask = -1;
1304 p->tex_Texture_ReflectCube = -1;
1305 p->tex_Texture_BounceGrid = -1;
1306 // bind the texture samplers in use
1308 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1309 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1310 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1311 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1312 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1313 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1314 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1315 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1316 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1317 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1318 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1319 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1320 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1321 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1322 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1323 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1324 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1325 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1326 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1327 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1328 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1329 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1330 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1331 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1332 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1333 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1334 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1335 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1336 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1337 // get the uniform block indices so we can bind them
1338 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1339 if (vid.support.arb_uniform_buffer_object)
1340 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1343 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1344 // clear the uniform block bindings
1345 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1346 // bind the uniform blocks in use
1348 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1349 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1351 // we're done compiling and setting up the shader, at least until it is used
1353 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1356 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1360 Mem_Free(sourcestring);
1363 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1365 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1366 if (r_glsl_permutation != perm)
1368 r_glsl_permutation = perm;
1369 if (!r_glsl_permutation->program)
1371 if (!r_glsl_permutation->compiled)
1373 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1374 R_GLSL_CompilePermutation(perm, mode, permutation);
1376 if (!r_glsl_permutation->program)
1378 // remove features until we find a valid permutation
1380 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1382 // reduce i more quickly whenever it would not remove any bits
1383 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1384 if (!(permutation & j))
1387 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1388 if (!r_glsl_permutation->compiled)
1389 R_GLSL_CompilePermutation(perm, mode, permutation);
1390 if (r_glsl_permutation->program)
1393 if (i >= SHADERPERMUTATION_COUNT)
1395 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1396 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1397 qglUseProgram(0);CHECKGLERROR
1398 return; // no bit left to clear, entire mode is broken
1403 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1405 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1406 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1407 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1415 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1416 extern D3DCAPS9 vid_d3d9caps;
1419 struct r_hlsl_permutation_s;
1420 typedef struct r_hlsl_permutation_s
1422 /// hash lookup data
1423 struct r_hlsl_permutation_s *hashnext;
1425 unsigned int permutation;
1427 /// indicates if we have tried compiling this permutation already
1429 /// NULL if compilation failed
1430 IDirect3DVertexShader9 *vertexshader;
1431 IDirect3DPixelShader9 *pixelshader;
1433 r_hlsl_permutation_t;
1435 typedef enum D3DVSREGISTER_e
1437 D3DVSREGISTER_TexMatrix = 0, // float4x4
1438 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1439 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1440 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1441 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1442 D3DVSREGISTER_ModelToLight = 20, // float4x4
1443 D3DVSREGISTER_EyePosition = 24,
1444 D3DVSREGISTER_FogPlane = 25,
1445 D3DVSREGISTER_LightDir = 26,
1446 D3DVSREGISTER_LightPosition = 27,
1450 typedef enum D3DPSREGISTER_e
1452 D3DPSREGISTER_Alpha = 0,
1453 D3DPSREGISTER_BloomBlur_Parameters = 1,
1454 D3DPSREGISTER_ClientTime = 2,
1455 D3DPSREGISTER_Color_Ambient = 3,
1456 D3DPSREGISTER_Color_Diffuse = 4,
1457 D3DPSREGISTER_Color_Specular = 5,
1458 D3DPSREGISTER_Color_Glow = 6,
1459 D3DPSREGISTER_Color_Pants = 7,
1460 D3DPSREGISTER_Color_Shirt = 8,
1461 D3DPSREGISTER_DeferredColor_Ambient = 9,
1462 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1463 D3DPSREGISTER_DeferredColor_Specular = 11,
1464 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1465 D3DPSREGISTER_DeferredMod_Specular = 13,
1466 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1467 D3DPSREGISTER_EyePosition = 15, // unused
1468 D3DPSREGISTER_FogColor = 16,
1469 D3DPSREGISTER_FogHeightFade = 17,
1470 D3DPSREGISTER_FogPlane = 18,
1471 D3DPSREGISTER_FogPlaneViewDist = 19,
1472 D3DPSREGISTER_FogRangeRecip = 20,
1473 D3DPSREGISTER_LightColor = 21,
1474 D3DPSREGISTER_LightDir = 22, // unused
1475 D3DPSREGISTER_LightPosition = 23,
1476 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1477 D3DPSREGISTER_PixelSize = 25,
1478 D3DPSREGISTER_ReflectColor = 26,
1479 D3DPSREGISTER_ReflectFactor = 27,
1480 D3DPSREGISTER_ReflectOffset = 28,
1481 D3DPSREGISTER_RefractColor = 29,
1482 D3DPSREGISTER_Saturation = 30,
1483 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1484 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1485 D3DPSREGISTER_ScreenToDepth = 33,
1486 D3DPSREGISTER_ShadowMap_Parameters = 34,
1487 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1488 D3DPSREGISTER_SpecularPower = 36,
1489 D3DPSREGISTER_UserVec1 = 37,
1490 D3DPSREGISTER_UserVec2 = 38,
1491 D3DPSREGISTER_UserVec3 = 39,
1492 D3DPSREGISTER_UserVec4 = 40,
1493 D3DPSREGISTER_ViewTintColor = 41,
1494 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1495 D3DPSREGISTER_BloomColorSubtract = 43,
1496 D3DPSREGISTER_ViewToLight = 44, // float4x4
1497 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1498 D3DPSREGISTER_NormalmapScrollBlend = 52,
1499 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1500 D3DPSREGISTER_OffsetMapping_Bias = 54,
1505 /// information about each possible shader permutation
1506 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1507 /// currently selected permutation
1508 r_hlsl_permutation_t *r_hlsl_permutation;
1509 /// storage for permutations linked in the hash table
1510 memexpandablearray_t r_hlsl_permutationarray;
1512 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1514 //unsigned int hashdepth = 0;
1515 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1516 r_hlsl_permutation_t *p;
1517 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1519 if (p->mode == mode && p->permutation == permutation)
1521 //if (hashdepth > 10)
1522 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1527 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1529 p->permutation = permutation;
1530 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1531 r_hlsl_permutationhash[mode][hashindex] = p;
1532 //if (hashdepth > 10)
1533 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1538 //#include <d3dx9shader.h>
1539 //#include <d3dx9mesh.h>
1541 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1543 DWORD *vsbin = NULL;
1544 DWORD *psbin = NULL;
1545 fs_offset_t vsbinsize;
1546 fs_offset_t psbinsize;
1547 // IDirect3DVertexShader9 *vs = NULL;
1548 // IDirect3DPixelShader9 *ps = NULL;
1549 ID3DXBuffer *vslog = NULL;
1550 ID3DXBuffer *vsbuffer = NULL;
1551 ID3DXConstantTable *vsconstanttable = NULL;
1552 ID3DXBuffer *pslog = NULL;
1553 ID3DXBuffer *psbuffer = NULL;
1554 ID3DXConstantTable *psconstanttable = NULL;
1557 char temp[MAX_INPUTLINE];
1558 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1560 qboolean debugshader = gl_paranoid.integer != 0;
1561 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1562 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1565 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1566 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1568 if ((!vsbin && vertstring) || (!psbin && fragstring))
1570 const char* dllnames_d3dx9 [] =
1594 dllhandle_t d3dx9_dll = NULL;
1595 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1596 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1597 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1598 dllfunction_t d3dx9_dllfuncs[] =
1600 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1601 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1602 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1605 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1606 #ifndef ID3DXBuffer_GetBufferPointer
1607 #if !defined(__cplusplus) || defined(CINTERFACE)
1608 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1609 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1610 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1612 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1613 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1614 #define ID3DXBuffer_Release(p) (p)->Release()
1617 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1619 DWORD shaderflags = 0;
1621 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1622 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1623 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1624 if (vertstring && vertstring[0])
1628 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1629 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1632 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1635 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1636 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1637 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1638 ID3DXBuffer_Release(vsbuffer);
1642 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1643 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1644 ID3DXBuffer_Release(vslog);
1647 if (fragstring && fragstring[0])
1651 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1652 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1655 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1658 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1659 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1660 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1661 ID3DXBuffer_Release(psbuffer);
1665 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1666 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1667 ID3DXBuffer_Release(pslog);
1670 Sys_UnloadLibrary(&d3dx9_dll);
1673 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1677 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1678 if (FAILED(vsresult))
1679 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1680 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1681 if (FAILED(psresult))
1682 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1684 // free the shader data
1685 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1686 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1689 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1692 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1693 int vertstring_length = 0;
1694 int geomstring_length = 0;
1695 int fragstring_length = 0;
1698 char *vertstring, *geomstring, *fragstring;
1699 char permutationname[256];
1700 char cachename[256];
1701 int vertstrings_count = 0;
1702 int geomstrings_count = 0;
1703 int fragstrings_count = 0;
1704 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1705 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1706 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1711 p->vertexshader = NULL;
1712 p->pixelshader = NULL;
1714 permutationname[0] = 0;
1716 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1718 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1719 strlcat(cachename, "hlsl/", sizeof(cachename));
1721 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1722 vertstrings_count = 0;
1723 geomstrings_count = 0;
1724 fragstrings_count = 0;
1725 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1726 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1727 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1729 // the first pretext is which type of shader to compile as
1730 // (later these will all be bound together as a program object)
1731 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1732 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1733 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1735 // the second pretext is the mode (for example a light source)
1736 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1737 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1738 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1739 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1740 strlcat(cachename, modeinfo->name, sizeof(cachename));
1742 // now add all the permutation pretexts
1743 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1745 if (permutation & (1<<i))
1747 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1748 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1749 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1750 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1751 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1755 // keep line numbers correct
1756 vertstrings_list[vertstrings_count++] = "\n";
1757 geomstrings_list[geomstrings_count++] = "\n";
1758 fragstrings_list[fragstrings_count++] = "\n";
1763 R_CompileShader_AddStaticParms(mode, permutation);
1764 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1765 vertstrings_count += shaderstaticparms_count;
1766 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1767 geomstrings_count += shaderstaticparms_count;
1768 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1769 fragstrings_count += shaderstaticparms_count;
1771 // replace spaces in the cachename with _ characters
1772 for (i = 0;cachename[i];i++)
1773 if (cachename[i] == ' ')
1776 // now append the shader text itself
1777 vertstrings_list[vertstrings_count++] = sourcestring;
1778 geomstrings_list[geomstrings_count++] = sourcestring;
1779 fragstrings_list[fragstrings_count++] = sourcestring;
1781 vertstring_length = 0;
1782 for (i = 0;i < vertstrings_count;i++)
1783 vertstring_length += strlen(vertstrings_list[i]);
1784 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1785 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1786 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1788 geomstring_length = 0;
1789 for (i = 0;i < geomstrings_count;i++)
1790 geomstring_length += strlen(geomstrings_list[i]);
1791 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1792 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1793 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1795 fragstring_length = 0;
1796 for (i = 0;i < fragstrings_count;i++)
1797 fragstring_length += strlen(fragstrings_list[i]);
1798 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1799 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1800 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1802 // try to load the cached shader, or generate one
1803 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1805 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1806 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1808 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1812 Mem_Free(vertstring);
1814 Mem_Free(geomstring);
1816 Mem_Free(fragstring);
1818 Mem_Free(sourcestring);
1821 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1822 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1823 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1824 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1825 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1826 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1828 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1829 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1830 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1831 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1832 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1833 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1835 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1837 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1838 if (r_hlsl_permutation != perm)
1840 r_hlsl_permutation = perm;
1841 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1843 if (!r_hlsl_permutation->compiled)
1844 R_HLSL_CompilePermutation(perm, mode, permutation);
1845 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1847 // remove features until we find a valid permutation
1849 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1851 // reduce i more quickly whenever it would not remove any bits
1852 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1853 if (!(permutation & j))
1856 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1857 if (!r_hlsl_permutation->compiled)
1858 R_HLSL_CompilePermutation(perm, mode, permutation);
1859 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1862 if (i >= SHADERPERMUTATION_COUNT)
1864 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1865 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1866 return; // no bit left to clear, entire mode is broken
1870 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1871 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1873 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1874 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1875 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1879 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1881 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1882 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1883 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1884 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1887 void R_GLSL_Restart_f(void)
1889 unsigned int i, limit;
1890 if (glslshaderstring)
1891 Mem_Free(glslshaderstring);
1892 glslshaderstring = NULL;
1893 if (hlslshaderstring)
1894 Mem_Free(hlslshaderstring);
1895 hlslshaderstring = NULL;
1896 switch(vid.renderpath)
1898 case RENDERPATH_D3D9:
1901 r_hlsl_permutation_t *p;
1902 r_hlsl_permutation = NULL;
1903 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1904 for (i = 0;i < limit;i++)
1906 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1908 if (p->vertexshader)
1909 IDirect3DVertexShader9_Release(p->vertexshader);
1911 IDirect3DPixelShader9_Release(p->pixelshader);
1912 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1915 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1919 case RENDERPATH_D3D10:
1920 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1922 case RENDERPATH_D3D11:
1923 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1925 case RENDERPATH_GL20:
1926 case RENDERPATH_GLES2:
1928 r_glsl_permutation_t *p;
1929 r_glsl_permutation = NULL;
1930 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1931 for (i = 0;i < limit;i++)
1933 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1935 GL_Backend_FreeProgram(p->program);
1936 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1939 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1942 case RENDERPATH_GL11:
1943 case RENDERPATH_GL13:
1944 case RENDERPATH_GLES1:
1946 case RENDERPATH_SOFT:
1951 static void R_GLSL_DumpShader_f(void)
1953 int i, language, mode, dupe;
1955 shadermodeinfo_t *modeinfo;
1958 for (language = 0;language < 2;language++)
1960 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1961 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1963 // don't dump the same file multiple times (most or all shaders come from the same file)
1964 for (dupe = mode - 1;dupe >= 0;dupe--)
1965 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1969 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1972 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1975 FS_Print(file, "/* The engine may define the following macros:\n");
1976 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1977 for (i = 0;i < SHADERMODE_COUNT;i++)
1978 FS_Print(file, modeinfo[i].pretext);
1979 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1980 FS_Print(file, shaderpermutationinfo[i].pretext);
1981 FS_Print(file, "*/\n");
1982 FS_Print(file, text);
1984 Con_Printf("%s written\n", modeinfo[mode].filename);
1987 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1993 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1995 unsigned int permutation = 0;
1996 if (r_trippy.integer && !notrippy)
1997 permutation |= SHADERPERMUTATION_TRIPPY;
1998 permutation |= SHADERPERMUTATION_VIEWTINT;
2000 permutation |= SHADERPERMUTATION_DIFFUSE;
2002 permutation |= SHADERPERMUTATION_SPECULAR;
2003 if (texturemode == GL_MODULATE)
2004 permutation |= SHADERPERMUTATION_COLORMAPPING;
2005 else if (texturemode == GL_ADD)
2006 permutation |= SHADERPERMUTATION_GLOW;
2007 else if (texturemode == GL_DECAL)
2008 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2009 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2010 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2011 if (suppresstexalpha)
2012 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2014 texturemode = GL_MODULATE;
2015 if (vid.allowalphatocoverage)
2016 GL_AlphaToCoverage(false);
2017 switch (vid.renderpath)
2019 case RENDERPATH_D3D9:
2021 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2022 R_Mesh_TexBind(GL20TU_FIRST , first );
2023 R_Mesh_TexBind(GL20TU_SECOND, second);
2024 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2025 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2028 case RENDERPATH_D3D10:
2029 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2031 case RENDERPATH_D3D11:
2032 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2034 case RENDERPATH_GL20:
2035 case RENDERPATH_GLES2:
2036 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2037 if (r_glsl_permutation->tex_Texture_First >= 0)
2038 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2039 if (r_glsl_permutation->tex_Texture_Second >= 0)
2040 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2041 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2042 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2044 case RENDERPATH_GL13:
2045 case RENDERPATH_GLES1:
2046 R_Mesh_TexBind(0, first );
2047 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2048 R_Mesh_TexMatrix(0, NULL);
2049 R_Mesh_TexBind(1, second);
2052 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2053 R_Mesh_TexMatrix(1, NULL);
2056 case RENDERPATH_GL11:
2057 R_Mesh_TexBind(0, first );
2058 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2059 R_Mesh_TexMatrix(0, NULL);
2061 case RENDERPATH_SOFT:
2062 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2063 R_Mesh_TexBind(GL20TU_FIRST , first );
2064 R_Mesh_TexBind(GL20TU_SECOND, second);
2069 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2071 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2074 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2076 unsigned int permutation = 0;
2077 if (r_trippy.integer && !notrippy)
2078 permutation |= SHADERPERMUTATION_TRIPPY;
2080 permutation |= SHADERPERMUTATION_DEPTHRGB;
2082 permutation |= SHADERPERMUTATION_SKELETAL;
2084 if (vid.allowalphatocoverage)
2085 GL_AlphaToCoverage(false);
2086 switch (vid.renderpath)
2088 case RENDERPATH_D3D9:
2090 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2093 case RENDERPATH_D3D10:
2094 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2096 case RENDERPATH_D3D11:
2097 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2099 case RENDERPATH_GL20:
2100 case RENDERPATH_GLES2:
2101 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2102 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2103 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2106 case RENDERPATH_GL13:
2107 case RENDERPATH_GLES1:
2108 R_Mesh_TexBind(0, 0);
2109 R_Mesh_TexBind(1, 0);
2111 case RENDERPATH_GL11:
2112 R_Mesh_TexBind(0, 0);
2114 case RENDERPATH_SOFT:
2115 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2120 extern qboolean r_shadow_usingdeferredprepass;
2121 extern rtexture_t *r_shadow_attenuationgradienttexture;
2122 extern rtexture_t *r_shadow_attenuation2dtexture;
2123 extern rtexture_t *r_shadow_attenuation3dtexture;
2124 extern qboolean r_shadow_usingshadowmap2d;
2125 extern qboolean r_shadow_usingshadowmaportho;
2126 extern float r_shadow_shadowmap_texturescale[2];
2127 extern float r_shadow_shadowmap_parameters[4];
2128 extern qboolean r_shadow_shadowmapvsdct;
2129 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2130 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2131 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2132 extern matrix4x4_t r_shadow_shadowmapmatrix;
2133 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2134 extern int r_shadow_prepass_width;
2135 extern int r_shadow_prepass_height;
2136 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2137 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2138 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2139 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2141 #define BLENDFUNC_ALLOWS_COLORMOD 1
2142 #define BLENDFUNC_ALLOWS_FOG 2
2143 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2144 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2145 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2146 static int R_BlendFuncFlags(int src, int dst)
2150 // a blendfunc allows colormod if:
2151 // a) it can never keep the destination pixel invariant, or
2152 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2153 // this is to prevent unintended side effects from colormod
2155 // a blendfunc allows fog if:
2156 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2157 // this is to prevent unintended side effects from fog
2159 // these checks are the output of fogeval.pl
2161 r |= BLENDFUNC_ALLOWS_COLORMOD;
2162 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2163 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2164 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2165 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2166 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2167 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2168 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2169 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2170 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2171 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2172 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2173 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2174 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2175 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2176 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2177 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2178 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2179 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2180 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2181 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2182 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2187 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2189 // select a permutation of the lighting shader appropriate to this
2190 // combination of texture, entity, light source, and fogging, only use the
2191 // minimum features necessary to avoid wasting rendering time in the
2192 // fragment shader on features that are not being used
2193 unsigned int permutation = 0;
2194 unsigned int mode = 0;
2196 static float dummy_colormod[3] = {1, 1, 1};
2197 float *colormod = rsurface.colormod;
2199 matrix4x4_t tempmatrix;
2200 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2201 if (r_trippy.integer && !notrippy)
2202 permutation |= SHADERPERMUTATION_TRIPPY;
2203 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2204 permutation |= SHADERPERMUTATION_ALPHAKILL;
2205 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2206 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2207 if (rsurfacepass == RSURFPASS_BACKGROUND)
2209 // distorted background
2210 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2212 mode = SHADERMODE_WATER;
2213 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2215 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2217 // this is the right thing to do for wateralpha
2218 GL_BlendFunc(GL_ONE, GL_ZERO);
2219 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2223 // this is the right thing to do for entity alpha
2224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2225 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2228 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2230 mode = SHADERMODE_REFRACTION;
2231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2232 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2238 mode = SHADERMODE_GENERIC;
2239 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2241 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2243 if (vid.allowalphatocoverage)
2244 GL_AlphaToCoverage(false);
2246 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2248 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2250 switch(rsurface.texture->offsetmapping)
2252 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2253 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2254 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_OFF: break;
2258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2259 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2260 // normalmap (deferred prepass), may use alpha test on diffuse
2261 mode = SHADERMODE_DEFERREDGEOMETRY;
2262 GL_BlendFunc(GL_ONE, GL_ZERO);
2263 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2264 if (vid.allowalphatocoverage)
2265 GL_AlphaToCoverage(false);
2267 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2269 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2271 switch(rsurface.texture->offsetmapping)
2273 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2274 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2275 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2276 case OFFSETMAPPING_OFF: break;
2279 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2280 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2281 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2282 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2284 mode = SHADERMODE_LIGHTSOURCE;
2285 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2286 permutation |= SHADERPERMUTATION_CUBEFILTER;
2287 if (diffusescale > 0)
2288 permutation |= SHADERPERMUTATION_DIFFUSE;
2289 if (specularscale > 0)
2290 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2291 if (r_refdef.fogenabled)
2292 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2293 if (rsurface.texture->colormapping)
2294 permutation |= SHADERPERMUTATION_COLORMAPPING;
2295 if (r_shadow_usingshadowmap2d)
2297 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2298 if(r_shadow_shadowmapvsdct)
2299 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2301 if (r_shadow_shadowmap2ddepthbuffer)
2302 permutation |= SHADERPERMUTATION_DEPTHRGB;
2304 if (rsurface.texture->reflectmasktexture)
2305 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2308 if (vid.allowalphatocoverage)
2309 GL_AlphaToCoverage(false);
2311 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2313 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2315 switch(rsurface.texture->offsetmapping)
2317 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2318 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2319 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2320 case OFFSETMAPPING_OFF: break;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2324 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2325 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2326 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2327 // unshaded geometry (fullbright or ambient model lighting)
2328 mode = SHADERMODE_FLATCOLOR;
2329 ambientscale = diffusescale = specularscale = 0;
2330 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2331 permutation |= SHADERPERMUTATION_GLOW;
2332 if (r_refdef.fogenabled)
2333 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334 if (rsurface.texture->colormapping)
2335 permutation |= SHADERPERMUTATION_COLORMAPPING;
2336 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2338 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2341 if (r_shadow_shadowmap2ddepthbuffer)
2342 permutation |= SHADERPERMUTATION_DEPTHRGB;
2344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345 permutation |= SHADERPERMUTATION_REFLECTION;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2349 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2350 // when using alphatocoverage, we don't need alphakill
2351 if (vid.allowalphatocoverage)
2353 if (r_transparent_alphatocoverage.integer)
2355 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2356 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2359 GL_AlphaToCoverage(false);
2362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2364 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2366 switch(rsurface.texture->offsetmapping)
2368 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2369 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2370 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2371 case OFFSETMAPPING_OFF: break;
2374 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2375 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2376 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2377 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2378 // directional model lighting
2379 mode = SHADERMODE_LIGHTDIRECTION;
2380 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2381 permutation |= SHADERPERMUTATION_GLOW;
2382 permutation |= SHADERPERMUTATION_DIFFUSE;
2383 if (specularscale > 0)
2384 permutation |= SHADERPERMUTATION_SPECULAR;
2385 if (r_refdef.fogenabled)
2386 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2387 if (rsurface.texture->colormapping)
2388 permutation |= SHADERPERMUTATION_COLORMAPPING;
2389 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2391 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2392 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2394 if (r_shadow_shadowmap2ddepthbuffer)
2395 permutation |= SHADERPERMUTATION_DEPTHRGB;
2397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2398 permutation |= SHADERPERMUTATION_REFLECTION;
2399 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2400 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2401 if (rsurface.texture->reflectmasktexture)
2402 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2403 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2405 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2406 if (r_shadow_bouncegriddirectional)
2407 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2409 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2410 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2411 // when using alphatocoverage, we don't need alphakill
2412 if (vid.allowalphatocoverage)
2414 if (r_transparent_alphatocoverage.integer)
2416 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2417 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2420 GL_AlphaToCoverage(false);
2423 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2425 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2427 switch(rsurface.texture->offsetmapping)
2429 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2430 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2431 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2432 case OFFSETMAPPING_OFF: break;
2435 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2436 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2437 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2438 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2439 // ambient model lighting
2440 mode = SHADERMODE_LIGHTDIRECTION;
2441 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2442 permutation |= SHADERPERMUTATION_GLOW;
2443 if (r_refdef.fogenabled)
2444 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2445 if (rsurface.texture->colormapping)
2446 permutation |= SHADERPERMUTATION_COLORMAPPING;
2447 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2449 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2450 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2452 if (r_shadow_shadowmap2ddepthbuffer)
2453 permutation |= SHADERPERMUTATION_DEPTHRGB;
2455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2456 permutation |= SHADERPERMUTATION_REFLECTION;
2457 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2458 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2459 if (rsurface.texture->reflectmasktexture)
2460 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2461 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2463 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2464 if (r_shadow_bouncegriddirectional)
2465 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2467 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2468 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2469 // when using alphatocoverage, we don't need alphakill
2470 if (vid.allowalphatocoverage)
2472 if (r_transparent_alphatocoverage.integer)
2474 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2475 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2478 GL_AlphaToCoverage(false);
2483 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2485 switch(rsurface.texture->offsetmapping)
2487 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2488 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2489 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2490 case OFFSETMAPPING_OFF: break;
2493 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2494 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2495 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2496 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2498 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2499 permutation |= SHADERPERMUTATION_GLOW;
2500 if (r_refdef.fogenabled)
2501 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2502 if (rsurface.texture->colormapping)
2503 permutation |= SHADERPERMUTATION_COLORMAPPING;
2504 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2506 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2507 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2509 if (r_shadow_shadowmap2ddepthbuffer)
2510 permutation |= SHADERPERMUTATION_DEPTHRGB;
2512 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2513 permutation |= SHADERPERMUTATION_REFLECTION;
2514 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2515 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2516 if (rsurface.texture->reflectmasktexture)
2517 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2518 if (FAKELIGHT_ENABLED)
2520 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2521 mode = SHADERMODE_FAKELIGHT;
2522 permutation |= SHADERPERMUTATION_DIFFUSE;
2523 if (specularscale > 0)
2524 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2526 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2528 // deluxemapping (light direction texture)
2529 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2530 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2532 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2533 permutation |= SHADERPERMUTATION_DIFFUSE;
2534 if (specularscale > 0)
2535 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2537 else if (r_glsl_deluxemapping.integer >= 2)
2539 // fake deluxemapping (uniform light direction in tangentspace)
2540 if (rsurface.uselightmaptexture)
2541 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2543 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2544 permutation |= SHADERPERMUTATION_DIFFUSE;
2545 if (specularscale > 0)
2546 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2548 else if (rsurface.uselightmaptexture)
2550 // ordinary lightmapping (q1bsp, q3bsp)
2551 mode = SHADERMODE_LIGHTMAP;
2555 // ordinary vertex coloring (q3bsp)
2556 mode = SHADERMODE_VERTEXCOLOR;
2558 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2560 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2561 if (r_shadow_bouncegriddirectional)
2562 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2564 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2565 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2566 // when using alphatocoverage, we don't need alphakill
2567 if (vid.allowalphatocoverage)
2569 if (r_transparent_alphatocoverage.integer)
2571 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2572 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2575 GL_AlphaToCoverage(false);
2578 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2579 colormod = dummy_colormod;
2580 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2581 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2582 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2583 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2584 switch(vid.renderpath)
2586 case RENDERPATH_D3D9:
2588 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2589 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2590 R_SetupShader_SetPermutationHLSL(mode, permutation);
2591 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2592 if (mode == SHADERMODE_LIGHTSOURCE)
2594 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2595 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2599 if (mode == SHADERMODE_LIGHTDIRECTION)
2601 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2604 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2605 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2606 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2607 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2608 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2610 if (mode == SHADERMODE_LIGHTSOURCE)
2612 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2615 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2616 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2618 // additive passes are only darkened by fog, not tinted
2619 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2620 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2624 if (mode == SHADERMODE_FLATCOLOR)
2626 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2628 else if (mode == SHADERMODE_LIGHTDIRECTION)
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2631 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2632 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2633 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2634 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2635 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2636 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2641 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2642 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2643 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2644 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2646 // additive passes are only darkened by fog, not tinted
2647 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2648 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2650 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2651 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2652 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2653 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2654 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2655 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2656 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2657 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2658 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2659 if (mode == SHADERMODE_WATER)
2660 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2662 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2663 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2664 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2665 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2666 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2667 if (rsurface.texture->pantstexture)
2668 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2670 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2671 if (rsurface.texture->shirttexture)
2672 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2674 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2675 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2676 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2677 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2678 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2679 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2680 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2681 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2682 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2683 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2685 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2686 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2687 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2688 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2690 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2691 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2692 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2693 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2694 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2695 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2696 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2697 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2698 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2699 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2700 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2701 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2702 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2703 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2704 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2705 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2706 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2707 if (rsurfacepass == RSURFPASS_BACKGROUND)
2709 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2710 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2711 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2715 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2717 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2718 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2719 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2720 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2722 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2723 if (rsurface.rtlight)
2725 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2726 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2731 case RENDERPATH_D3D10:
2732 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2734 case RENDERPATH_D3D11:
2735 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2737 case RENDERPATH_GL20:
2738 case RENDERPATH_GLES2:
2739 if (!vid.useinterleavedarrays)
2741 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2742 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2743 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2744 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2745 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2746 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2747 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2748 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2749 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2750 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2751 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2755 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2756 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2758 // this has to be after RSurf_PrepareVerticesForBatch
2759 if (rsurface.batchskeletaltransform3x4buffer)
2760 permutation |= SHADERPERMUTATION_SKELETAL;
2761 R_SetupShader_SetPermutationGLSL(mode, permutation);
2762 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2763 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2765 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2766 if (mode == SHADERMODE_LIGHTSOURCE)
2768 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2769 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2770 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2771 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2772 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2773 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2775 // additive passes are only darkened by fog, not tinted
2776 if (r_glsl_permutation->loc_FogColor >= 0)
2777 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2782 if (mode == SHADERMODE_FLATCOLOR)
2784 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2786 else if (mode == SHADERMODE_LIGHTDIRECTION)
2788 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2789 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2790 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2791 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2792 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2793 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2794 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2798 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2799 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2800 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2801 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2802 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2804 // additive passes are only darkened by fog, not tinted
2805 if (r_glsl_permutation->loc_FogColor >= 0)
2807 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2808 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2810 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2812 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2813 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2814 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2815 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2816 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2817 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2818 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2819 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2820 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2822 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2823 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2824 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2825 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2826 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2828 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2829 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2830 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2831 if (r_glsl_permutation->loc_Color_Pants >= 0)
2833 if (rsurface.texture->pantstexture)
2834 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2836 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2838 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2840 if (rsurface.texture->shirttexture)
2841 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2843 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2845 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2846 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2847 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2848 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2849 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2850 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2851 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2852 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2853 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2855 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2856 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2857 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2858 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2859 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2860 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2862 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2863 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2864 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2865 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2866 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2867 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2868 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2869 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2870 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2871 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2872 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2873 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2874 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2875 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2876 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2877 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2878 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2879 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2880 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2881 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2882 if (rsurfacepass == RSURFPASS_BACKGROUND)
2884 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2885 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2886 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2890 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2892 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2893 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2894 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2895 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2897 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2898 if (rsurface.rtlight)
2900 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2901 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2904 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2907 case RENDERPATH_GL11:
2908 case RENDERPATH_GL13:
2909 case RENDERPATH_GLES1:
2911 case RENDERPATH_SOFT:
2912 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2913 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2914 R_SetupShader_SetPermutationSoft(mode, permutation);
2915 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2916 if (mode == SHADERMODE_LIGHTSOURCE)
2918 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2920 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2921 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2923 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2925 // additive passes are only darkened by fog, not tinted
2926 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2927 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2931 if (mode == SHADERMODE_FLATCOLOR)
2933 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2935 else if (mode == SHADERMODE_LIGHTDIRECTION)
2937 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2939 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2940 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2941 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2942 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2943 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2947 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2948 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2949 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2950 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2951 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2953 // additive passes are only darkened by fog, not tinted
2954 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2955 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2957 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2958 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2959 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2960 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2961 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2962 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2963 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2964 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2965 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2966 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2968 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2969 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2970 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2971 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2972 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2974 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2975 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2976 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2977 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2979 if (rsurface.texture->pantstexture)
2980 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2982 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2984 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2986 if (rsurface.texture->shirttexture)
2987 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2989 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2991 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2992 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2993 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2994 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2995 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2996 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2997 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2998 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2999 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3001 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3002 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3003 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3004 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3006 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3007 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3008 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3009 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3010 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3011 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3012 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3013 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3014 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3015 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3016 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3017 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3018 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3019 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3020 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3021 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3022 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3023 if (rsurfacepass == RSURFPASS_BACKGROUND)
3025 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3026 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3027 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3031 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3033 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3034 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3035 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3036 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3038 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3039 if (rsurface.rtlight)
3041 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3042 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3049 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3051 // select a permutation of the lighting shader appropriate to this
3052 // combination of texture, entity, light source, and fogging, only use the
3053 // minimum features necessary to avoid wasting rendering time in the
3054 // fragment shader on features that are not being used
3055 unsigned int permutation = 0;
3056 unsigned int mode = 0;
3057 const float *lightcolorbase = rtlight->currentcolor;
3058 float ambientscale = rtlight->ambientscale;
3059 float diffusescale = rtlight->diffusescale;
3060 float specularscale = rtlight->specularscale;
3061 // this is the location of the light in view space
3062 vec3_t viewlightorigin;
3063 // this transforms from view space (camera) to light space (cubemap)
3064 matrix4x4_t viewtolight;
3065 matrix4x4_t lighttoview;
3066 float viewtolight16f[16];
3068 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3069 if (rtlight->currentcubemap != r_texture_whitecube)
3070 permutation |= SHADERPERMUTATION_CUBEFILTER;
3071 if (diffusescale > 0)
3072 permutation |= SHADERPERMUTATION_DIFFUSE;
3073 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3074 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3075 if (r_shadow_usingshadowmap2d)
3077 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3078 if (r_shadow_shadowmapvsdct)
3079 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3081 if (r_shadow_shadowmap2ddepthbuffer)
3082 permutation |= SHADERPERMUTATION_DEPTHRGB;
3084 if (vid.allowalphatocoverage)
3085 GL_AlphaToCoverage(false);
3086 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3087 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3088 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3089 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3090 switch(vid.renderpath)
3092 case RENDERPATH_D3D9:
3094 R_SetupShader_SetPermutationHLSL(mode, permutation);
3095 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3097 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3098 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3099 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3100 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3106 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3107 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3108 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3109 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3110 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3113 case RENDERPATH_D3D10:
3114 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3116 case RENDERPATH_D3D11:
3117 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3119 case RENDERPATH_GL20:
3120 case RENDERPATH_GLES2:
3121 R_SetupShader_SetPermutationGLSL(mode, permutation);
3122 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3123 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3124 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3125 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3126 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3127 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3128 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3129 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3130 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3131 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3133 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3134 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3135 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3136 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3137 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3139 case RENDERPATH_GL11:
3140 case RENDERPATH_GL13:
3141 case RENDERPATH_GLES1:
3143 case RENDERPATH_SOFT:
3144 R_SetupShader_SetPermutationGLSL(mode, permutation);
3145 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3146 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3147 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3148 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3149 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3150 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3151 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3152 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3153 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3154 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3156 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3157 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3158 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3159 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3160 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3165 #define SKINFRAME_HASH 1024
3169 int loadsequence; // incremented each level change
3170 memexpandablearray_t array;
3171 skinframe_t *hash[SKINFRAME_HASH];
3174 r_skinframe_t r_skinframe;
3176 void R_SkinFrame_PrepareForPurge(void)
3178 r_skinframe.loadsequence++;
3179 // wrap it without hitting zero
3180 if (r_skinframe.loadsequence >= 200)
3181 r_skinframe.loadsequence = 1;
3184 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3188 // mark the skinframe as used for the purging code
3189 skinframe->loadsequence = r_skinframe.loadsequence;
3192 void R_SkinFrame_Purge(void)
3196 for (i = 0;i < SKINFRAME_HASH;i++)
3198 for (s = r_skinframe.hash[i];s;s = s->next)
3200 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3202 if (s->merged == s->base)
3204 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3205 R_PurgeTexture(s->stain );s->stain = NULL;
3206 R_PurgeTexture(s->merged);s->merged = NULL;
3207 R_PurgeTexture(s->base );s->base = NULL;
3208 R_PurgeTexture(s->pants );s->pants = NULL;
3209 R_PurgeTexture(s->shirt );s->shirt = NULL;
3210 R_PurgeTexture(s->nmap );s->nmap = NULL;
3211 R_PurgeTexture(s->gloss );s->gloss = NULL;
3212 R_PurgeTexture(s->glow );s->glow = NULL;
3213 R_PurgeTexture(s->fog );s->fog = NULL;
3214 R_PurgeTexture(s->reflect);s->reflect = NULL;
3215 s->loadsequence = 0;
3221 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3223 char basename[MAX_QPATH];
3225 Image_StripImageExtension(name, basename, sizeof(basename));
3227 if( last == NULL ) {
3229 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3230 item = r_skinframe.hash[hashindex];
3235 // linearly search through the hash bucket
3236 for( ; item ; item = item->next ) {
3237 if( !strcmp( item->basename, basename ) ) {
3244 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3248 char basename[MAX_QPATH];
3250 Image_StripImageExtension(name, basename, sizeof(basename));
3252 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3253 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3254 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3258 rtexture_t *dyntexture;
3259 // check whether its a dynamic texture
3260 dyntexture = CL_GetDynTexture( basename );
3261 if (!add && !dyntexture)
3263 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3264 memset(item, 0, sizeof(*item));
3265 strlcpy(item->basename, basename, sizeof(item->basename));
3266 item->base = dyntexture; // either NULL or dyntexture handle
3267 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3268 item->comparewidth = comparewidth;
3269 item->compareheight = compareheight;
3270 item->comparecrc = comparecrc;
3271 item->next = r_skinframe.hash[hashindex];
3272 r_skinframe.hash[hashindex] = item;
3274 else if (textureflags & TEXF_FORCE_RELOAD)
3276 rtexture_t *dyntexture;
3277 // check whether its a dynamic texture
3278 dyntexture = CL_GetDynTexture( basename );
3279 if (!add && !dyntexture)
3281 if (item->merged == item->base)
3282 item->merged = NULL;
3283 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3284 R_PurgeTexture(item->stain );item->stain = NULL;
3285 R_PurgeTexture(item->merged);item->merged = NULL;
3286 R_PurgeTexture(item->base );item->base = NULL;
3287 R_PurgeTexture(item->pants );item->pants = NULL;
3288 R_PurgeTexture(item->shirt );item->shirt = NULL;
3289 R_PurgeTexture(item->nmap );item->nmap = NULL;
3290 R_PurgeTexture(item->gloss );item->gloss = NULL;
3291 R_PurgeTexture(item->glow );item->glow = NULL;
3292 R_PurgeTexture(item->fog );item->fog = NULL;
3293 R_PurgeTexture(item->reflect);item->reflect = NULL;
3294 item->loadsequence = 0;
3296 else if( item->base == NULL )
3298 rtexture_t *dyntexture;
3299 // check whether its a dynamic texture
3300 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3301 dyntexture = CL_GetDynTexture( basename );
3302 item->base = dyntexture; // either NULL or dyntexture handle
3305 R_SkinFrame_MarkUsed(item);
3309 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3311 unsigned long long avgcolor[5], wsum; \
3319 for(pix = 0; pix < cnt; ++pix) \
3322 for(comp = 0; comp < 3; ++comp) \
3324 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3327 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3329 for(comp = 0; comp < 3; ++comp) \
3330 avgcolor[comp] += getpixel * w; \
3333 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3334 avgcolor[4] += getpixel; \
3336 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3338 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3339 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3340 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3341 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3344 extern cvar_t gl_picmip;
3345 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3348 unsigned char *pixels;
3349 unsigned char *bumppixels;
3350 unsigned char *basepixels = NULL;
3351 int basepixels_width = 0;
3352 int basepixels_height = 0;
3353 skinframe_t *skinframe;
3354 rtexture_t *ddsbase = NULL;
3355 qboolean ddshasalpha = false;
3356 float ddsavgcolor[4];
3357 char basename[MAX_QPATH];
3358 int miplevel = R_PicmipForFlags(textureflags);
3359 int savemiplevel = miplevel;
3363 if (cls.state == ca_dedicated)
3366 // return an existing skinframe if already loaded
3367 // if loading of the first image fails, don't make a new skinframe as it
3368 // would cause all future lookups of this to be missing
3369 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3370 if (skinframe && skinframe->base)
3373 Image_StripImageExtension(name, basename, sizeof(basename));
3375 // check for DDS texture file first
3376 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3378 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3379 if (basepixels == NULL)
3383 // FIXME handle miplevel
3385 if (developer_loading.integer)
3386 Con_Printf("loading skin \"%s\"\n", name);
3388 // we've got some pixels to store, so really allocate this new texture now
3390 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3391 textureflags &= ~TEXF_FORCE_RELOAD;
3392 skinframe->stain = NULL;
3393 skinframe->merged = NULL;
3394 skinframe->base = NULL;
3395 skinframe->pants = NULL;
3396 skinframe->shirt = NULL;
3397 skinframe->nmap = NULL;
3398 skinframe->gloss = NULL;
3399 skinframe->glow = NULL;
3400 skinframe->fog = NULL;
3401 skinframe->reflect = NULL;
3402 skinframe->hasalpha = false;
3406 skinframe->base = ddsbase;
3407 skinframe->hasalpha = ddshasalpha;
3408 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3409 if (r_loadfog && skinframe->hasalpha)
3410 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3411 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3415 basepixels_width = image_width;
3416 basepixels_height = image_height;
3417 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3418 if (textureflags & TEXF_ALPHA)
3420 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3422 if (basepixels[j] < 255)
3424 skinframe->hasalpha = true;
3428 if (r_loadfog && skinframe->hasalpha)
3430 // has transparent pixels
3431 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3432 for (j = 0;j < image_width * image_height * 4;j += 4)
3437 pixels[j+3] = basepixels[j+3];
3439 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3443 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3445 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3446 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3447 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3448 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3449 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3455 mymiplevel = savemiplevel;
3456 if (r_loadnormalmap)
3457 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3458 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3460 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3461 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3462 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3463 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3466 // _norm is the name used by tenebrae and has been adopted as standard
3467 if (r_loadnormalmap && skinframe->nmap == NULL)
3469 mymiplevel = savemiplevel;
3470 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3472 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3476 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3478 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3479 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3480 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3482 Mem_Free(bumppixels);
3484 else if (r_shadow_bumpscale_basetexture.value > 0)
3486 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3487 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3488 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3492 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3493 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3497 // _luma is supported only for tenebrae compatibility
3498 // _glow is the preferred name
3499 mymiplevel = savemiplevel;
3500 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3502 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3504 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3505 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3507 Mem_Free(pixels);pixels = NULL;
3510 mymiplevel = savemiplevel;
3511 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3513 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3516 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3522 mymiplevel = savemiplevel;
3523 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3525 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3527 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3528 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3534 mymiplevel = savemiplevel;
3535 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3537 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3539 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3540 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3546 mymiplevel = savemiplevel;
3547 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3549 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3551 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3552 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3559 Mem_Free(basepixels);
3564 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3565 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3568 unsigned char *temp1, *temp2;
3569 skinframe_t *skinframe;
3572 if (cls.state == ca_dedicated)
3575 // if already loaded just return it, otherwise make a new skinframe
3576 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3577 if (skinframe->base)
3579 textureflags &= ~TEXF_FORCE_RELOAD;
3581 skinframe->stain = NULL;
3582 skinframe->merged = NULL;
3583 skinframe->base = NULL;
3584 skinframe->pants = NULL;
3585 skinframe->shirt = NULL;
3586 skinframe->nmap = NULL;
3587 skinframe->gloss = NULL;
3588 skinframe->glow = NULL;
3589 skinframe->fog = NULL;
3590 skinframe->reflect = NULL;
3591 skinframe->hasalpha = false;
3593 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3597 if (developer_loading.integer)
3598 Con_Printf("loading 32bit skin \"%s\"\n", name);
3600 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3602 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3603 temp2 = temp1 + width * height * 4;
3604 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3605 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3608 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3609 if (textureflags & TEXF_ALPHA)
3611 for (i = 3;i < width * height * 4;i += 4)
3613 if (skindata[i] < 255)
3615 skinframe->hasalpha = true;
3619 if (r_loadfog && skinframe->hasalpha)
3621 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3622 memcpy(fogpixels, skindata, width * height * 4);
3623 for (i = 0;i < width * height * 4;i += 4)
3624 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3625 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3626 Mem_Free(fogpixels);
3630 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3631 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3636 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3640 skinframe_t *skinframe;
3642 if (cls.state == ca_dedicated)
3645 // if already loaded just return it, otherwise make a new skinframe
3646 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3647 if (skinframe->base)
3649 //textureflags &= ~TEXF_FORCE_RELOAD;
3651 skinframe->stain = NULL;
3652 skinframe->merged = NULL;
3653 skinframe->base = NULL;
3654 skinframe->pants = NULL;
3655 skinframe->shirt = NULL;
3656 skinframe->nmap = NULL;
3657 skinframe->gloss = NULL;
3658 skinframe->glow = NULL;
3659 skinframe->fog = NULL;
3660 skinframe->reflect = NULL;
3661 skinframe->hasalpha = false;
3663 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3667 if (developer_loading.integer)
3668 Con_Printf("loading quake skin \"%s\"\n", name);
3670 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3671 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3672 memcpy(skinframe->qpixels, skindata, width*height);
3673 skinframe->qwidth = width;
3674 skinframe->qheight = height;
3677 for (i = 0;i < width * height;i++)
3678 featuresmask |= palette_featureflags[skindata[i]];
3680 skinframe->hasalpha = false;
3681 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3682 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3683 skinframe->qgeneratemerged = true;
3684 skinframe->qgeneratebase = skinframe->qhascolormapping;
3685 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3687 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3688 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3693 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3697 unsigned char *skindata;
3700 if (!skinframe->qpixels)
3703 if (!skinframe->qhascolormapping)
3704 colormapped = false;
3708 if (!skinframe->qgeneratebase)
3713 if (!skinframe->qgeneratemerged)
3717 width = skinframe->qwidth;
3718 height = skinframe->qheight;
3719 skindata = skinframe->qpixels;
3721 if (skinframe->qgeneratenmap)
3723 unsigned char *temp1, *temp2;
3724 skinframe->qgeneratenmap = false;
3725 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3726 temp2 = temp1 + width * height * 4;
3727 // use either a custom palette or the quake palette
3728 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3729 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3730 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3734 if (skinframe->qgenerateglow)
3736 skinframe->qgenerateglow = false;
3737 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3742 skinframe->qgeneratebase = false;
3743 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3744 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3745 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3749 skinframe->qgeneratemerged = false;
3750 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3753 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3755 Mem_Free(skinframe->qpixels);
3756 skinframe->qpixels = NULL;
3760 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3763 skinframe_t *skinframe;
3766 if (cls.state == ca_dedicated)
3769 // if already loaded just return it, otherwise make a new skinframe
3770 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3771 if (skinframe->base)
3773 textureflags &= ~TEXF_FORCE_RELOAD;
3775 skinframe->stain = NULL;
3776 skinframe->merged = NULL;
3777 skinframe->base = NULL;
3778 skinframe->pants = NULL;
3779 skinframe->shirt = NULL;
3780 skinframe->nmap = NULL;
3781 skinframe->gloss = NULL;
3782 skinframe->glow = NULL;
3783 skinframe->fog = NULL;
3784 skinframe->reflect = NULL;
3785 skinframe->hasalpha = false;
3787 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3791 if (developer_loading.integer)
3792 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3794 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3795 if (textureflags & TEXF_ALPHA)
3797 for (i = 0;i < width * height;i++)
3799 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3801 skinframe->hasalpha = true;
3805 if (r_loadfog && skinframe->hasalpha)
3806 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3809 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3810 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3815 skinframe_t *R_SkinFrame_LoadMissing(void)
3817 skinframe_t *skinframe;
3819 if (cls.state == ca_dedicated)
3822 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3823 skinframe->stain = NULL;
3824 skinframe->merged = NULL;
3825 skinframe->base = NULL;
3826 skinframe->pants = NULL;
3827 skinframe->shirt = NULL;
3828 skinframe->nmap = NULL;
3829 skinframe->gloss = NULL;
3830 skinframe->glow = NULL;
3831 skinframe->fog = NULL;
3832 skinframe->reflect = NULL;
3833 skinframe->hasalpha = false;
3835 skinframe->avgcolor[0] = rand() / RAND_MAX;
3836 skinframe->avgcolor[1] = rand() / RAND_MAX;
3837 skinframe->avgcolor[2] = rand() / RAND_MAX;
3838 skinframe->avgcolor[3] = 1;
3843 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3844 typedef struct suffixinfo_s
3847 qboolean flipx, flipy, flipdiagonal;
3850 static suffixinfo_t suffix[3][6] =
3853 {"px", false, false, false},
3854 {"nx", false, false, false},
3855 {"py", false, false, false},
3856 {"ny", false, false, false},
3857 {"pz", false, false, false},
3858 {"nz", false, false, false}
3861 {"posx", false, false, false},
3862 {"negx", false, false, false},
3863 {"posy", false, false, false},
3864 {"negy", false, false, false},
3865 {"posz", false, false, false},
3866 {"negz", false, false, false}
3869 {"rt", true, false, true},
3870 {"lf", false, true, true},
3871 {"ft", true, true, false},
3872 {"bk", false, false, false},
3873 {"up", true, false, true},
3874 {"dn", true, false, true}
3878 static int componentorder[4] = {0, 1, 2, 3};
3880 static rtexture_t *R_LoadCubemap(const char *basename)
3882 int i, j, cubemapsize;
3883 unsigned char *cubemappixels, *image_buffer;
3884 rtexture_t *cubemaptexture;
3886 // must start 0 so the first loadimagepixels has no requested width/height
3888 cubemappixels = NULL;
3889 cubemaptexture = NULL;
3890 // keep trying different suffix groups (posx, px, rt) until one loads
3891 for (j = 0;j < 3 && !cubemappixels;j++)
3893 // load the 6 images in the suffix group
3894 for (i = 0;i < 6;i++)
3896 // generate an image name based on the base and and suffix
3897 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3899 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3901 // an image loaded, make sure width and height are equal
3902 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3904 // if this is the first image to load successfully, allocate the cubemap memory
3905 if (!cubemappixels && image_width >= 1)
3907 cubemapsize = image_width;
3908 // note this clears to black, so unavailable sides are black
3909 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3911 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3913 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3916 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3918 Mem_Free(image_buffer);
3922 // if a cubemap loaded, upload it
3925 if (developer_loading.integer)
3926 Con_Printf("loading cubemap \"%s\"\n", basename);
3928 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3929 Mem_Free(cubemappixels);
3933 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3934 if (developer_loading.integer)
3936 Con_Printf("(tried tried images ");
3937 for (j = 0;j < 3;j++)
3938 for (i = 0;i < 6;i++)
3939 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3940 Con_Print(" and was unable to find any of them).\n");
3943 return cubemaptexture;
3946 rtexture_t *R_GetCubemap(const char *basename)
3949 for (i = 0;i < r_texture_numcubemaps;i++)
3950 if (r_texture_cubemaps[i] != NULL)
3951 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3952 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3953 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3954 return r_texture_whitecube;
3955 r_texture_numcubemaps++;
3956 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3957 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3958 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3959 return r_texture_cubemaps[i]->texture;
3962 static void R_Main_FreeViewCache(void)
3964 if (r_refdef.viewcache.entityvisible)
3965 Mem_Free(r_refdef.viewcache.entityvisible);
3966 if (r_refdef.viewcache.world_pvsbits)
3967 Mem_Free(r_refdef.viewcache.world_pvsbits);
3968 if (r_refdef.viewcache.world_leafvisible)
3969 Mem_Free(r_refdef.viewcache.world_leafvisible);
3970 if (r_refdef.viewcache.world_surfacevisible)
3971 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3975 static void R_Main_ResizeViewCache(void)
3977 int numentities = r_refdef.scene.numentities;
3978 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3979 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3980 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3981 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3982 if (r_refdef.viewcache.maxentities < numentities)
3984 r_refdef.viewcache.maxentities = numentities;
3985 if (r_refdef.viewcache.entityvisible)
3986 Mem_Free(r_refdef.viewcache.entityvisible);
3987 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3989 if (r_refdef.viewcache.world_numclusters != numclusters)
3991 r_refdef.viewcache.world_numclusters = numclusters;
3992 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3993 if (r_refdef.viewcache.world_pvsbits)
3994 Mem_Free(r_refdef.viewcache.world_pvsbits);
3995 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3997 if (r_refdef.viewcache.world_numleafs != numleafs)
3999 r_refdef.viewcache.world_numleafs = numleafs;
4000 if (r_refdef.viewcache.world_leafvisible)
4001 Mem_Free(r_refdef.viewcache.world_leafvisible);
4002 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4004 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4006 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4007 if (r_refdef.viewcache.world_surfacevisible)
4008 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4009 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4013 extern rtexture_t *loadingscreentexture;
4014 static void gl_main_start(void)
4016 loadingscreentexture = NULL;
4017 r_texture_blanknormalmap = NULL;
4018 r_texture_white = NULL;
4019 r_texture_grey128 = NULL;
4020 r_texture_black = NULL;
4021 r_texture_whitecube = NULL;
4022 r_texture_normalizationcube = NULL;
4023 r_texture_fogattenuation = NULL;
4024 r_texture_fogheighttexture = NULL;
4025 r_texture_gammaramps = NULL;
4026 r_texture_numcubemaps = 0;
4027 r_uniformbufferalignment = 32;
4029 r_loaddds = r_texture_dds_load.integer != 0;
4030 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4032 switch(vid.renderpath)
4034 case RENDERPATH_GL20:
4035 case RENDERPATH_D3D9:
4036 case RENDERPATH_D3D10:
4037 case RENDERPATH_D3D11:
4038 case RENDERPATH_SOFT:
4039 case RENDERPATH_GLES2:
4040 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041 Cvar_SetValueQuick(&gl_combine, 1);
4042 Cvar_SetValueQuick(&r_glsl, 1);
4043 r_loadnormalmap = true;
4046 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4047 if (vid.support.arb_uniform_buffer_object)
4048 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4051 case RENDERPATH_GL13:
4052 case RENDERPATH_GLES1:
4053 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4054 Cvar_SetValueQuick(&gl_combine, 1);
4055 Cvar_SetValueQuick(&r_glsl, 0);
4056 r_loadnormalmap = false;
4057 r_loadgloss = false;
4060 case RENDERPATH_GL11:
4061 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4062 Cvar_SetValueQuick(&gl_combine, 0);
4063 Cvar_SetValueQuick(&r_glsl, 0);
4064 r_loadnormalmap = false;
4065 r_loadgloss = false;
4071 R_FrameData_Reset();
4072 R_BufferData_Reset();
4076 memset(r_queries, 0, sizeof(r_queries));
4078 r_qwskincache = NULL;
4079 r_qwskincache_size = 0;
4081 // due to caching of texture_t references, the collision cache must be reset
4082 Collision_Cache_Reset(true);
4084 // set up r_skinframe loading system for textures
4085 memset(&r_skinframe, 0, sizeof(r_skinframe));
4086 r_skinframe.loadsequence = 1;
4087 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4089 r_main_texturepool = R_AllocTexturePool();
4090 R_BuildBlankTextures();
4092 if (vid.support.arb_texture_cube_map)
4095 R_BuildNormalizationCube();
4097 r_texture_fogattenuation = NULL;
4098 r_texture_fogheighttexture = NULL;
4099 r_texture_gammaramps = NULL;
4100 //r_texture_fogintensity = NULL;
4101 memset(&r_fb, 0, sizeof(r_fb));
4102 r_glsl_permutation = NULL;
4103 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4104 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4105 glslshaderstring = NULL;
4107 r_hlsl_permutation = NULL;
4108 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4109 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4111 hlslshaderstring = NULL;
4112 memset(&r_svbsp, 0, sizeof (r_svbsp));
4114 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4115 r_texture_numcubemaps = 0;
4117 r_refdef.fogmasktable_density = 0;
4120 // For Steelstorm Android
4121 // FIXME CACHE the program and reload
4122 // FIXME see possible combinations for SS:BR android
4123 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4124 R_SetupShader_SetPermutationGLSL(0, 12);
4125 R_SetupShader_SetPermutationGLSL(0, 13);
4126 R_SetupShader_SetPermutationGLSL(0, 8388621);
4127 R_SetupShader_SetPermutationGLSL(3, 0);
4128 R_SetupShader_SetPermutationGLSL(3, 2048);
4129 R_SetupShader_SetPermutationGLSL(5, 0);
4130 R_SetupShader_SetPermutationGLSL(5, 2);
4131 R_SetupShader_SetPermutationGLSL(5, 2048);
4132 R_SetupShader_SetPermutationGLSL(5, 8388608);
4133 R_SetupShader_SetPermutationGLSL(11, 1);
4134 R_SetupShader_SetPermutationGLSL(11, 2049);
4135 R_SetupShader_SetPermutationGLSL(11, 8193);
4136 R_SetupShader_SetPermutationGLSL(11, 10241);
4137 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4141 static void gl_main_shutdown(void)
4144 R_FrameData_Reset();
4145 R_BufferData_Reset();
4147 R_Main_FreeViewCache();
4149 switch(vid.renderpath)
4151 case RENDERPATH_GL11:
4152 case RENDERPATH_GL13:
4153 case RENDERPATH_GL20:
4154 case RENDERPATH_GLES1:
4155 case RENDERPATH_GLES2:
4156 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4158 qglDeleteQueriesARB(r_maxqueries, r_queries);
4161 case RENDERPATH_D3D9:
4162 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4164 case RENDERPATH_D3D10:
4165 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4167 case RENDERPATH_D3D11:
4168 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4170 case RENDERPATH_SOFT:
4176 memset(r_queries, 0, sizeof(r_queries));
4178 r_qwskincache = NULL;
4179 r_qwskincache_size = 0;
4181 // clear out the r_skinframe state
4182 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4183 memset(&r_skinframe, 0, sizeof(r_skinframe));
4186 Mem_Free(r_svbsp.nodes);
4187 memset(&r_svbsp, 0, sizeof (r_svbsp));
4188 R_FreeTexturePool(&r_main_texturepool);
4189 loadingscreentexture = NULL;
4190 r_texture_blanknormalmap = NULL;
4191 r_texture_white = NULL;
4192 r_texture_grey128 = NULL;
4193 r_texture_black = NULL;
4194 r_texture_whitecube = NULL;
4195 r_texture_normalizationcube = NULL;
4196 r_texture_fogattenuation = NULL;
4197 r_texture_fogheighttexture = NULL;
4198 r_texture_gammaramps = NULL;
4199 r_texture_numcubemaps = 0;
4200 //r_texture_fogintensity = NULL;
4201 memset(&r_fb, 0, sizeof(r_fb));
4204 r_glsl_permutation = NULL;
4205 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4206 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4207 glslshaderstring = NULL;
4209 r_hlsl_permutation = NULL;
4210 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4211 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4213 hlslshaderstring = NULL;
4216 static void gl_main_newmap(void)
4218 // FIXME: move this code to client
4219 char *entities, entname[MAX_QPATH];
4221 Mem_Free(r_qwskincache);
4222 r_qwskincache = NULL;
4223 r_qwskincache_size = 0;
4226 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4227 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4229 CL_ParseEntityLump(entities);
4233 if (cl.worldmodel->brush.entities)
4234 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4236 R_Main_FreeViewCache();
4238 R_FrameData_Reset();
4239 R_BufferData_Reset();
4242 void GL_Main_Init(void)
4245 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4247 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4248 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4249 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4250 if (gamemode == GAME_NEHAHRA)
4252 Cvar_RegisterVariable (&gl_fogenable);
4253 Cvar_RegisterVariable (&gl_fogdensity);
4254 Cvar_RegisterVariable (&gl_fogred);
4255 Cvar_RegisterVariable (&gl_foggreen);
4256 Cvar_RegisterVariable (&gl_fogblue);
4257 Cvar_RegisterVariable (&gl_fogstart);
4258 Cvar_RegisterVariable (&gl_fogend);
4259 Cvar_RegisterVariable (&gl_skyclip);
4261 Cvar_RegisterVariable(&r_motionblur);
4262 Cvar_RegisterVariable(&r_damageblur);
4263 Cvar_RegisterVariable(&r_motionblur_averaging);
4264 Cvar_RegisterVariable(&r_motionblur_randomize);
4265 Cvar_RegisterVariable(&r_motionblur_minblur);
4266 Cvar_RegisterVariable(&r_motionblur_maxblur);
4267 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4268 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4269 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4270 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4271 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4272 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4273 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4274 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4275 Cvar_RegisterVariable(&r_equalize_entities_by);
4276 Cvar_RegisterVariable(&r_equalize_entities_to);
4277 Cvar_RegisterVariable(&r_depthfirst);
4278 Cvar_RegisterVariable(&r_useinfinitefarclip);
4279 Cvar_RegisterVariable(&r_farclip_base);
4280 Cvar_RegisterVariable(&r_farclip_world);
4281 Cvar_RegisterVariable(&r_nearclip);
4282 Cvar_RegisterVariable(&r_deformvertexes);
4283 Cvar_RegisterVariable(&r_transparent);
4284 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4285 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4286 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4287 Cvar_RegisterVariable(&r_showoverdraw);
4288 Cvar_RegisterVariable(&r_showbboxes);
4289 Cvar_RegisterVariable(&r_showsurfaces);
4290 Cvar_RegisterVariable(&r_showtris);
4291 Cvar_RegisterVariable(&r_shownormals);
4292 Cvar_RegisterVariable(&r_showlighting);
4293 Cvar_RegisterVariable(&r_showshadowvolumes);
4294 Cvar_RegisterVariable(&r_showcollisionbrushes);
4295 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4296 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4297 Cvar_RegisterVariable(&r_showdisabledepthtest);
4298 Cvar_RegisterVariable(&r_drawportals);
4299 Cvar_RegisterVariable(&r_drawentities);
4300 Cvar_RegisterVariable(&r_draw2d);
4301 Cvar_RegisterVariable(&r_drawworld);
4302 Cvar_RegisterVariable(&r_cullentities_trace);
4303 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4304 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4305 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4306 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4307 Cvar_RegisterVariable(&r_sortentities);
4308 Cvar_RegisterVariable(&r_drawviewmodel);
4309 Cvar_RegisterVariable(&r_drawexteriormodel);
4310 Cvar_RegisterVariable(&r_speeds);
4311 Cvar_RegisterVariable(&r_fullbrights);
4312 Cvar_RegisterVariable(&r_wateralpha);
4313 Cvar_RegisterVariable(&r_dynamic);
4314 Cvar_RegisterVariable(&r_fakelight);
4315 Cvar_RegisterVariable(&r_fakelight_intensity);
4316 Cvar_RegisterVariable(&r_fullbright);
4317 Cvar_RegisterVariable(&r_shadows);
4318 Cvar_RegisterVariable(&r_shadows_darken);
4319 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4320 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4321 Cvar_RegisterVariable(&r_shadows_throwdistance);
4322 Cvar_RegisterVariable(&r_shadows_throwdirection);
4323 Cvar_RegisterVariable(&r_shadows_focus);
4324 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4325 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4326 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4327 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4328 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4329 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4330 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4331 Cvar_RegisterVariable(&r_fog_exp2);
4332 Cvar_RegisterVariable(&r_fog_clear);
4333 Cvar_RegisterVariable(&r_drawfog);
4334 Cvar_RegisterVariable(&r_transparentdepthmasking);
4335 Cvar_RegisterVariable(&r_transparent_sortmindist);
4336 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4337 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4338 Cvar_RegisterVariable(&r_texture_dds_load);
4339 Cvar_RegisterVariable(&r_texture_dds_save);
4340 Cvar_RegisterVariable(&r_textureunits);
4341 Cvar_RegisterVariable(&gl_combine);
4342 Cvar_RegisterVariable(&r_usedepthtextures);
4343 Cvar_RegisterVariable(&r_viewfbo);
4344 Cvar_RegisterVariable(&r_viewscale);
4345 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4346 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4347 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4348 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4349 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4350 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4351 Cvar_RegisterVariable(&r_glsl);
4352 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4353 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4354 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4355 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4356 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4357 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4358 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4359 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4360 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4361 Cvar_RegisterVariable(&r_glsl_postprocess);
4362 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4363 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4364 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4365 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4368 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4369 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4370 Cvar_RegisterVariable(&r_celshading);
4371 Cvar_RegisterVariable(&r_celoutlines);
4373 Cvar_RegisterVariable(&r_water);
4374 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4375 Cvar_RegisterVariable(&r_water_clippingplanebias);
4376 Cvar_RegisterVariable(&r_water_refractdistort);
4377 Cvar_RegisterVariable(&r_water_reflectdistort);
4378 Cvar_RegisterVariable(&r_water_scissormode);
4379 Cvar_RegisterVariable(&r_water_lowquality);
4380 Cvar_RegisterVariable(&r_water_hideplayer);
4381 Cvar_RegisterVariable(&r_water_fbo);
4383 Cvar_RegisterVariable(&r_lerpsprites);
4384 Cvar_RegisterVariable(&r_lerpmodels);
4385 Cvar_RegisterVariable(&r_lerplightstyles);
4386 Cvar_RegisterVariable(&r_waterscroll);
4387 Cvar_RegisterVariable(&r_bloom);
4388 Cvar_RegisterVariable(&r_bloom_colorscale);
4389 Cvar_RegisterVariable(&r_bloom_brighten);
4390 Cvar_RegisterVariable(&r_bloom_blur);
4391 Cvar_RegisterVariable(&r_bloom_resolution);
4392 Cvar_RegisterVariable(&r_bloom_colorexponent);
4393 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4394 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4395 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4396 Cvar_RegisterVariable(&r_hdr_glowintensity);
4397 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4398 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4399 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4400 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4401 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4402 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4403 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4404 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4405 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4406 Cvar_RegisterVariable(&developer_texturelogging);
4407 Cvar_RegisterVariable(&gl_lightmaps);
4408 Cvar_RegisterVariable(&r_test);
4409 Cvar_RegisterVariable(&r_batch_multidraw);
4410 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4411 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4412 Cvar_RegisterVariable(&r_glsl_skeletal);
4413 Cvar_RegisterVariable(&r_glsl_saturation);
4414 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4415 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4416 Cvar_RegisterVariable(&r_framedatasize);
4417 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4418 Cvar_RegisterVariable(&r_buffermegs[i]);
4419 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4420 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4421 Cvar_SetValue("r_fullbrights", 0);
4422 #ifdef DP_MOBILETOUCH
4423 // GLES devices have terrible depth precision in general, so...
4424 Cvar_SetValueQuick(&r_nearclip, 4);
4425 Cvar_SetValueQuick(&r_farclip_base, 4096);
4426 Cvar_SetValueQuick(&r_farclip_world, 0);
4427 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4429 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4432 void Render_Init(void)
4445 R_LightningBeams_Init();
4455 extern char *ENGINE_EXTENSIONS;
4458 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4459 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4460 gl_version = (const char *)qglGetString(GL_VERSION);
4461 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4465 if (!gl_platformextensions)
4466 gl_platformextensions = "";
4468 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4469 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4470 Con_Printf("GL_VERSION: %s\n", gl_version);
4471 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4472 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4474 VID_CheckExtensions();
4476 // LordHavoc: report supported extensions
4478 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4480 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4483 // clear to black (loading plaque will be seen over this)
4484 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4488 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4492 if (r_trippy.integer)
4494 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4496 p = r_refdef.view.frustum + i;
4501 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4505 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4509 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4513 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4517 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4521 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4525 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4529 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4537 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4541 if (r_trippy.integer)
4543 for (i = 0;i < numplanes;i++)
4550 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4554 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4558 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4562 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4566 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4570 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4574 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4578 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4586 //==================================================================================
4588 // LordHavoc: this stores temporary data used within the same frame
4590 typedef struct r_framedata_mem_s
4592 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4593 size_t size; // how much usable space
4594 size_t current; // how much space in use
4595 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4596 size_t wantedsize; // how much space was allocated
4597 unsigned char *data; // start of real data (16byte aligned)
4601 static r_framedata_mem_t *r_framedata_mem;
4603 void R_FrameData_Reset(void)
4605 while (r_framedata_mem)
4607 r_framedata_mem_t *next = r_framedata_mem->purge;
4608 Mem_Free(r_framedata_mem);
4609 r_framedata_mem = next;
4613 static void R_FrameData_Resize(qboolean mustgrow)
4616 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4617 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4618 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4620 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4621 newmem->wantedsize = wantedsize;
4622 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4623 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4624 newmem->current = 0;
4626 newmem->purge = r_framedata_mem;
4627 r_framedata_mem = newmem;
4631 void R_FrameData_NewFrame(void)
4633 R_FrameData_Resize(false);
4634 if (!r_framedata_mem)
4636 // if we ran out of space on the last frame, free the old memory now
4637 while (r_framedata_mem->purge)
4639 // repeatedly remove the second item in the list, leaving only head
4640 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4641 Mem_Free(r_framedata_mem->purge);
4642 r_framedata_mem->purge = next;
4644 // reset the current mem pointer
4645 r_framedata_mem->current = 0;
4646 r_framedata_mem->mark = 0;
4649 void *R_FrameData_Alloc(size_t size)
4654 // align to 16 byte boundary - the data pointer is already aligned, so we
4655 // only need to ensure the size of every allocation is also aligned
4656 size = (size + 15) & ~15;
4658 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4660 // emergency - we ran out of space, allocate more memory
4661 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4662 // this might not be a growing it, but we'll allocate another buffer every time
4663 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4664 R_FrameData_Resize(true);
4667 data = r_framedata_mem->data + r_framedata_mem->current;
4668 r_framedata_mem->current += size;
4670 // count the usage for stats
4671 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4672 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4674 return (void *)data;
4677 void *R_FrameData_Store(size_t size, void *data)
4679 void *d = R_FrameData_Alloc(size);
4681 memcpy(d, data, size);
4685 void R_FrameData_SetMark(void)
4687 if (!r_framedata_mem)
4689 r_framedata_mem->mark = r_framedata_mem->current;
4692 void R_FrameData_ReturnToMark(void)
4694 if (!r_framedata_mem)
4696 r_framedata_mem->current = r_framedata_mem->mark;
4699 //==================================================================================
4701 // avoid reusing the same buffer objects on consecutive frames
4702 #define R_BUFFERDATA_CYCLE 3
4704 typedef struct r_bufferdata_buffer_s
4706 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4707 size_t size; // how much usable space
4708 size_t current; // how much space in use
4709 r_meshbuffer_t *buffer; // the buffer itself
4711 r_bufferdata_buffer_t;
4713 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4714 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4716 /// frees all dynamic buffers
4717 void R_BufferData_Reset(void)
4720 r_bufferdata_buffer_t **p, *mem;
4721 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4723 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4726 p = &r_bufferdata_buffer[cycle][type];
4732 R_Mesh_DestroyMeshBuffer(mem->buffer);
4739 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4740 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4742 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4744 float newvalue = r_buffermegs[type].value;
4746 // increase the cvar if we have to (but only if we already have a mem)
4747 if (mustgrow && mem)
4749 newvalue = bound(0.25f, newvalue, 256.0f);
4750 while (newvalue * 1024*1024 < minsize)
4753 // clamp the cvar to valid range
4754 newvalue = bound(0.25f, newvalue, 256.0f);
4755 if (r_buffermegs[type].value != newvalue)
4756 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4758 // calculate size in bytes
4759 size = (size_t)(newvalue * 1024*1024);
4760 size = bound(131072, size, 256*1024*1024);
4762 // allocate a new buffer if the size is different (purge old one later)
4763 // or if we were told we must grow the buffer
4764 if (!mem || mem->size != size || mustgrow)
4766 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4769 if (type == R_BUFFERDATA_VERTEX)
4770 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4771 else if (type == R_BUFFERDATA_INDEX16)
4772 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4773 else if (type == R_BUFFERDATA_INDEX32)
4774 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4775 else if (type == R_BUFFERDATA_UNIFORM)
4776 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4777 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4778 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4782 void R_BufferData_NewFrame(void)
4785 r_bufferdata_buffer_t **p, *mem;
4786 // cycle to the next frame's buffers
4787 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4788 // if we ran out of space on the last time we used these buffers, free the old memory now
4789 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4791 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4793 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4794 // free all but the head buffer, this is how we recycle obsolete
4795 // buffers after they are no longer in use
4796 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4802 R_Mesh_DestroyMeshBuffer(mem->buffer);
4805 // reset the current offset
4806 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4811 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4813 r_bufferdata_buffer_t *mem;
4817 *returnbufferoffset = 0;
4819 // align size to a byte boundary appropriate for the buffer type, this
4820 // makes all allocations have aligned start offsets
4821 if (type == R_BUFFERDATA_UNIFORM)
4822 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4824 padsize = (datasize + 15) & ~15;
4826 // if we ran out of space in this buffer we must allocate a new one
4827 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4828 R_BufferData_Resize(type, true, padsize);
4830 // if the resize did not give us enough memory, fail
4831 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4832 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4834 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4835 offset = mem->current;
4836 mem->current += padsize;
4838 // upload the data to the buffer at the chosen offset
4840 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4841 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4843 // count the usage for stats
4844 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4845 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4847 // return the buffer offset
4848 *returnbufferoffset = offset;
4853 //==================================================================================
4855 // LordHavoc: animcache originally written by Echon, rewritten since then
4858 * Animation cache prevents re-generating mesh data for an animated model
4859 * multiple times in one frame for lighting, shadowing, reflections, etc.
4862 void R_AnimCache_Free(void)
4866 void R_AnimCache_ClearCache(void)
4869 entity_render_t *ent;
4871 for (i = 0;i < r_refdef.scene.numentities;i++)
4873 ent = r_refdef.scene.entities[i];
4874 ent->animcache_vertex3f = NULL;
4875 ent->animcache_vertex3f_vertexbuffer = NULL;
4876 ent->animcache_vertex3f_bufferoffset = 0;
4877 ent->animcache_normal3f = NULL;
4878 ent->animcache_normal3f_vertexbuffer = NULL;
4879 ent->animcache_normal3f_bufferoffset = 0;
4880 ent->animcache_svector3f = NULL;
4881 ent->animcache_svector3f_vertexbuffer = NULL;
4882 ent->animcache_svector3f_bufferoffset = 0;
4883 ent->animcache_tvector3f = NULL;
4884 ent->animcache_tvector3f_vertexbuffer = NULL;
4885 ent->animcache_tvector3f_bufferoffset = 0;
4886 ent->animcache_vertexmesh = NULL;
4887 ent->animcache_vertexmesh_vertexbuffer = NULL;
4888 ent->animcache_vertexmesh_bufferoffset = 0;
4889 ent->animcache_skeletaltransform3x4 = NULL;
4890 ent->animcache_skeletaltransform3x4buffer = NULL;
4891 ent->animcache_skeletaltransform3x4offset = 0;
4892 ent->animcache_skeletaltransform3x4size = 0;
4896 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4900 // check if we need the meshbuffers
4901 if (!vid.useinterleavedarrays)
4904 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4905 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4906 // TODO: upload vertexbuffer?
4907 if (ent->animcache_vertexmesh)
4909 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4910 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4911 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4912 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4913 for (i = 0;i < numvertices;i++)
4914 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4915 if (ent->animcache_svector3f)
4916 for (i = 0;i < numvertices;i++)
4917 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4918 if (ent->animcache_tvector3f)
4919 for (i = 0;i < numvertices;i++)
4920 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4921 if (ent->animcache_normal3f)
4922 for (i = 0;i < numvertices;i++)
4923 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4927 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4929 dp_model_t *model = ent->model;
4932 // see if this ent is worth caching
4933 if (!model || !model->Draw || !model->AnimateVertices)
4935 // nothing to cache if it contains no animations and has no skeleton
4936 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4938 // see if it is already cached for gpuskeletal
4939 if (ent->animcache_skeletaltransform3x4)
4941 // see if it is already cached as a mesh
4942 if (ent->animcache_vertex3f)
4944 // check if we need to add normals or tangents
4945 if (ent->animcache_normal3f)
4946 wantnormals = false;
4947 if (ent->animcache_svector3f)
4948 wanttangents = false;
4949 if (!wantnormals && !wanttangents)
4953 // check which kind of cache we need to generate
4954 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4956 // cache the skeleton so the vertex shader can use it
4957 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4958 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4959 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4960 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4961 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4962 // note: this can fail if the buffer is at the grow limit
4963 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4964 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4966 else if (ent->animcache_vertex3f)
4968 // mesh was already cached but we may need to add normals/tangents
4969 // (this only happens with multiple views, reflections, cameras, etc)
4970 if (wantnormals || wanttangents)
4972 numvertices = model->surfmesh.num_vertices;
4974 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4977 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4978 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4980 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4981 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4982 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4983 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4984 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4989 // generate mesh cache
4990 numvertices = model->surfmesh.num_vertices;
4991 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4993 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4996 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4997 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4999 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5000 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5001 if (wantnormals || wanttangents)
5003 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5004 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5005 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5007 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5008 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5009 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5014 void R_AnimCache_CacheVisibleEntities(void)
5017 qboolean wantnormals = true;
5018 qboolean wanttangents = !r_showsurfaces.integer;
5020 switch(vid.renderpath)
5022 case RENDERPATH_GL20:
5023 case RENDERPATH_D3D9:
5024 case RENDERPATH_D3D10:
5025 case RENDERPATH_D3D11:
5026 case RENDERPATH_GLES2:
5028 case RENDERPATH_GL11:
5029 case RENDERPATH_GL13:
5030 case RENDERPATH_GLES1:
5031 wanttangents = false;
5033 case RENDERPATH_SOFT:
5037 if (r_shownormals.integer)
5038 wanttangents = wantnormals = true;
5040 // TODO: thread this
5041 // NOTE: R_PrepareRTLights() also caches entities
5043 for (i = 0;i < r_refdef.scene.numentities;i++)
5044 if (r_refdef.viewcache.entityvisible[i])
5045 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5048 //==================================================================================
5050 extern cvar_t r_overheadsprites_pushback;
5052 static void R_View_UpdateEntityLighting (void)
5055 entity_render_t *ent;
5056 vec3_t tempdiffusenormal, avg;
5057 vec_t f, fa, fd, fdd;
5058 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5060 for (i = 0;i < r_refdef.scene.numentities;i++)
5062 ent = r_refdef.scene.entities[i];
5064 // skip unseen models
5065 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5069 if (ent->model && ent->model == cl.worldmodel)
5071 // TODO: use modellight for r_ambient settings on world?
5072 VectorSet(ent->modellight_ambient, 0, 0, 0);
5073 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5074 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5078 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5080 // aleady updated by CSQC
5081 // TODO: force modellight on BSP models in this case?
5082 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5086 // fetch the lighting from the worldmodel data
5087 VectorClear(ent->modellight_ambient);
5088 VectorClear(ent->modellight_diffuse);
5089 VectorClear(tempdiffusenormal);
5090 if (ent->flags & RENDER_LIGHT)
5093 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5095 // complete lightning for lit sprites
5096 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5097 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5099 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5100 org[2] = org[2] + r_overheadsprites_pushback.value;
5101 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5104 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5106 if(ent->flags & RENDER_EQUALIZE)
5108 // first fix up ambient lighting...
5109 if(r_equalize_entities_minambient.value > 0)
5111 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5114 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5115 if(fa < r_equalize_entities_minambient.value * fd)
5118 // fa'/fd' = minambient
5119 // fa'+0.25*fd' = fa+0.25*fd
5121 // fa' = fd' * minambient
5122 // fd'*(0.25+minambient) = fa+0.25*fd
5124 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5125 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5127 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5128 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
5129 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5130 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5135 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5137 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5138 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5142 // adjust brightness and saturation to target
5143 avg[0] = avg[1] = avg[2] = fa / f;
5144 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5145 avg[0] = avg[1] = avg[2] = fd / f;
5146 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5152 VectorSet(ent->modellight_ambient, 1, 1, 1);
5155 // move the light direction into modelspace coordinates for lighting code
5156 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5157 if(VectorLength2(ent->modellight_lightdir) == 0)
5158 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5159 VectorNormalize(ent->modellight_lightdir);
5163 #define MAX_LINEOFSIGHTTRACES 64
5165 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5168 vec3_t boxmins, boxmaxs;
5171 dp_model_t *model = r_refdef.scene.worldmodel;
5173 if (!model || !model->brush.TraceLineOfSight)
5176 // expand the box a little
5177 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5178 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5179 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5180 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5181 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5182 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5184 // return true if eye is inside enlarged box
5185 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5189 VectorCopy(eye, start);
5190 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5191 if (model->brush.TraceLineOfSight(model, start, end))
5194 // try various random positions
5195 for (i = 0;i < numsamples;i++)
5197 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5198 if (model->brush.TraceLineOfSight(model, start, end))
5206 static void R_View_UpdateEntityVisible (void)
5211 entity_render_t *ent;
5213 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5214 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5215 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5216 : RENDER_EXTERIORMODEL;
5217 if (!r_drawviewmodel.integer)
5218 renderimask |= RENDER_VIEWMODEL;
5219 if (!r_drawexteriormodel.integer)
5220 renderimask |= RENDER_EXTERIORMODEL;
5221 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5223 // worldmodel can check visibility
5224 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5225 for (i = 0;i < r_refdef.scene.numentities;i++)
5227 ent = r_refdef.scene.entities[i];
5228 if (!(ent->flags & renderimask))
5229 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
5230 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
5231 r_refdef.viewcache.entityvisible[i] = true;
5236 // no worldmodel or it can't check visibility
5237 for (i = 0;i < r_refdef.scene.numentities;i++)
5239 ent = r_refdef.scene.entities[i];
5240 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
5243 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5244 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5246 for (i = 0;i < r_refdef.scene.numentities;i++)
5248 if (!r_refdef.viewcache.entityvisible[i])
5250 ent = r_refdef.scene.entities[i];
5251 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5253 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5255 continue; // temp entities do pvs only
5256 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5257 ent->last_trace_visibility = realtime;
5258 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5259 r_refdef.viewcache.entityvisible[i] = 0;
5265 /// only used if skyrendermasked, and normally returns false
5266 static int R_DrawBrushModelsSky (void)
5269 entity_render_t *ent;
5272 for (i = 0;i < r_refdef.scene.numentities;i++)
5274 if (!r_refdef.viewcache.entityvisible[i])
5276 ent = r_refdef.scene.entities[i];
5277 if (!ent->model || !ent->model->DrawSky)
5279 ent->model->DrawSky(ent);
5285 static void R_DrawNoModel(entity_render_t *ent);
5286 static void R_DrawModels(void)
5289 entity_render_t *ent;
5291 for (i = 0;i < r_refdef.scene.numentities;i++)
5293 if (!r_refdef.viewcache.entityvisible[i])
5295 ent = r_refdef.scene.entities[i];
5296 r_refdef.stats[r_stat_entities]++;
5298 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5301 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5302 Con_Printf("R_DrawModels\n");
5303 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5304 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5305 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5308 if (ent->model && ent->model->Draw != NULL)
5309 ent->model->Draw(ent);
5315 static void R_DrawModelsDepth(void)
5318 entity_render_t *ent;
5320 for (i = 0;i < r_refdef.scene.numentities;i++)
5322 if (!r_refdef.viewcache.entityvisible[i])
5324 ent = r_refdef.scene.entities[i];
5325 if (ent->model && ent->model->DrawDepth != NULL)
5326 ent->model->DrawDepth(ent);
5330 static void R_DrawModelsDebug(void)
5333 entity_render_t *ent;
5335 for (i = 0;i < r_refdef.scene.numentities;i++)
5337 if (!r_refdef.viewcache.entityvisible[i])
5339 ent = r_refdef.scene.entities[i];
5340 if (ent->model && ent->model->DrawDebug != NULL)
5341 ent->model->DrawDebug(ent);
5345 static void R_DrawModelsAddWaterPlanes(void)
5348 entity_render_t *ent;
5350 for (i = 0;i < r_refdef.scene.numentities;i++)
5352 if (!r_refdef.viewcache.entityvisible[i])
5354 ent = r_refdef.scene.entities[i];
5355 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5356 ent->model->DrawAddWaterPlanes(ent);
5360 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5362 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5364 if (r_hdr_irisadaptation.integer)
5369 vec3_t diffusenormal;
5371 vec_t brightness = 0.0f;
5376 VectorCopy(r_refdef.view.forward, forward);
5377 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5379 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5380 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5381 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5382 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5383 d = DotProduct(forward, diffusenormal);
5384 brightness += VectorLength(ambient);
5386 brightness += d * VectorLength(diffuse);
5388 brightness *= 1.0f / c;
5389 brightness += 0.00001f; // make sure it's never zero
5390 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5391 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5392 current = r_hdr_irisadaptation_value.value;
5394 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5395 else if (current > goal)
5396 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5397 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5398 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5400 else if (r_hdr_irisadaptation_value.value != 1.0f)
5401 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5404 static void R_View_SetFrustum(const int *scissor)
5407 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5408 vec3_t forward, left, up, origin, v;
5412 // flipped x coordinates (because x points left here)
5413 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5414 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5416 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5417 switch(vid.renderpath)
5419 case RENDERPATH_D3D9:
5420 case RENDERPATH_D3D10:
5421 case RENDERPATH_D3D11:
5422 // non-flipped y coordinates
5423 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5424 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5426 case RENDERPATH_SOFT:
5427 case RENDERPATH_GL11:
5428 case RENDERPATH_GL13:
5429 case RENDERPATH_GL20:
5430 case RENDERPATH_GLES1:
5431 case RENDERPATH_GLES2:
5432 // non-flipped y coordinates
5433 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5434 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5439 // we can't trust r_refdef.view.forward and friends in reflected scenes
5440 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5443 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5444 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5445 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5446 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5447 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5448 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5449 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5450 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5451 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5452 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5453 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5454 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5458 zNear = r_refdef.nearclip;
5459 nudge = 1.0 - 1.0 / (1<<23);
5460 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5461 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5462 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5463 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5464 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5465 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5466 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5467 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5473 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5474 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5475 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5476 r_refdef.view.frustum[0].dist = m[15] - m[12];
5478 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5479 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5480 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5481 r_refdef.view.frustum[1].dist = m[15] + m[12];
5483 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5484 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5485 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5486 r_refdef.view.frustum[2].dist = m[15] - m[13];
5488 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5489 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5490 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5491 r_refdef.view.frustum[3].dist = m[15] + m[13];
5493 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5494 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5495 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5496 r_refdef.view.frustum[4].dist = m[15] - m[14];
5498 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5499 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5500 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5501 r_refdef.view.frustum[5].dist = m[15] + m[14];
5504 if (r_refdef.view.useperspective)
5506 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5507 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5508 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5509 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5510 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5512 // then the normals from the corners relative to origin
5513 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5514 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5515 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5516 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5518 // in a NORMAL view, forward cross left == up
5519 // in a REFLECTED view, forward cross left == down
5520 // so our cross products above need to be adjusted for a left handed coordinate system
5521 CrossProduct(forward, left, v);
5522 if(DotProduct(v, up) < 0)
5524 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5525 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5526 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5527 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5530 // Leaving those out was a mistake, those were in the old code, and they
5531 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5532 // I couldn't reproduce it after adding those normalizations. --blub
5533 VectorNormalize(r_refdef.view.frustum[0].normal);
5534 VectorNormalize(r_refdef.view.frustum[1].normal);
5535 VectorNormalize(r_refdef.view.frustum[2].normal);
5536 VectorNormalize(r_refdef.view.frustum[3].normal);
5538 // make the corners absolute
5539 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5540 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5541 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5542 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5545 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5547 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5548 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5549 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5550 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5551 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5555 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5556 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5557 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5558 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5559 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5560 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5561 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5562 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5563 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5564 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5566 r_refdef.view.numfrustumplanes = 5;
5568 if (r_refdef.view.useclipplane)
5570 r_refdef.view.numfrustumplanes = 6;
5571 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5574 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5575 PlaneClassify(r_refdef.view.frustum + i);
5577 // LordHavoc: note to all quake engine coders, Quake had a special case
5578 // for 90 degrees which assumed a square view (wrong), so I removed it,
5579 // Quake2 has it disabled as well.
5581 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5582 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5583 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5584 //PlaneClassify(&frustum[0]);
5586 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5587 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5588 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5589 //PlaneClassify(&frustum[1]);
5591 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5592 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5593 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5594 //PlaneClassify(&frustum[2]);
5596 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5597 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5598 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5599 //PlaneClassify(&frustum[3]);
5602 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5603 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5604 //PlaneClassify(&frustum[4]);
5607 static void R_View_UpdateWithScissor(const int *myscissor)
5609 R_Main_ResizeViewCache();
5610 R_View_SetFrustum(myscissor);
5611 R_View_WorldVisibility(r_refdef.view.useclipplane);
5612 R_View_UpdateEntityVisible();
5613 R_View_UpdateEntityLighting();
5616 static void R_View_Update(void)
5618 R_Main_ResizeViewCache();
5619 R_View_SetFrustum(NULL);
5620 R_View_WorldVisibility(r_refdef.view.useclipplane);
5621 R_View_UpdateEntityVisible();
5622 R_View_UpdateEntityLighting();
5625 float viewscalefpsadjusted = 1.0f;
5627 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5629 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5630 scale = bound(0.03125f, scale, 1.0f);
5631 *outwidth = (int)ceil(width * scale);
5632 *outheight = (int)ceil(height * scale);
5635 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5637 const float *customclipplane = NULL;
5639 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5640 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5642 // LordHavoc: couldn't figure out how to make this approach the
5643 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5644 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5645 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5646 dist = r_refdef.view.clipplane.dist;
5647 plane[0] = r_refdef.view.clipplane.normal[0];
5648 plane[1] = r_refdef.view.clipplane.normal[1];
5649 plane[2] = r_refdef.view.clipplane.normal[2];
5651 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5654 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5655 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5657 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5658 if (!r_refdef.view.useperspective)
5659 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5660 else if (vid.stencil && r_useinfinitefarclip.integer)
5661 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5663 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5664 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5665 R_SetViewport(&r_refdef.view.viewport);
5666 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5668 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5669 float screenplane[4];
5670 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5671 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5672 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5673 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5674 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5678 void R_EntityMatrix(const matrix4x4_t *matrix)
5680 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5682 gl_modelmatrixchanged = false;
5683 gl_modelmatrix = *matrix;
5684 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5685 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5686 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5687 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5689 switch(vid.renderpath)
5691 case RENDERPATH_D3D9:
5693 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5694 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5697 case RENDERPATH_D3D10:
5698 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5700 case RENDERPATH_D3D11:
5701 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5703 case RENDERPATH_GL11:
5704 case RENDERPATH_GL13:
5705 case RENDERPATH_GLES1:
5707 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5710 case RENDERPATH_SOFT:
5711 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5712 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5714 case RENDERPATH_GL20:
5715 case RENDERPATH_GLES2:
5716 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5717 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5723 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5725 r_viewport_t viewport;
5729 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5730 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5731 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5732 R_SetViewport(&viewport);
5733 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5734 GL_Color(1, 1, 1, 1);
5735 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5736 GL_BlendFunc(GL_ONE, GL_ZERO);
5737 GL_ScissorTest(false);
5738 GL_DepthMask(false);
5739 GL_DepthRange(0, 1);
5740 GL_DepthTest(false);
5741 GL_DepthFunc(GL_LEQUAL);
5742 R_EntityMatrix(&identitymatrix);
5743 R_Mesh_ResetTextureState();
5744 GL_PolygonOffset(0, 0);
5745 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5746 switch(vid.renderpath)
5748 case RENDERPATH_GL11:
5749 case RENDERPATH_GL13:
5750 case RENDERPATH_GL20:
5751 case RENDERPATH_GLES1:
5752 case RENDERPATH_GLES2:
5753 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5755 case RENDERPATH_D3D9:
5756 case RENDERPATH_D3D10:
5757 case RENDERPATH_D3D11:
5758 case RENDERPATH_SOFT:
5761 GL_CullFace(GL_NONE);
5766 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5770 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5773 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5777 R_SetupView(true, fbo, depthtexture, colortexture);
5778 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5779 GL_Color(1, 1, 1, 1);
5780 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5781 GL_BlendFunc(GL_ONE, GL_ZERO);
5782 GL_ScissorTest(true);
5784 GL_DepthRange(0, 1);
5786 GL_DepthFunc(GL_LEQUAL);
5787 R_EntityMatrix(&identitymatrix);
5788 R_Mesh_ResetTextureState();
5789 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5790 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5791 switch(vid.renderpath)
5793 case RENDERPATH_GL11:
5794 case RENDERPATH_GL13:
5795 case RENDERPATH_GL20:
5796 case RENDERPATH_GLES1:
5797 case RENDERPATH_GLES2:
5798 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5800 case RENDERPATH_D3D9:
5801 case RENDERPATH_D3D10:
5802 case RENDERPATH_D3D11:
5803 case RENDERPATH_SOFT:
5806 GL_CullFace(r_refdef.view.cullface_back);
5811 R_RenderView_UpdateViewVectors
5814 void R_RenderView_UpdateViewVectors(void)
5816 // break apart the view matrix into vectors for various purposes
5817 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5818 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5819 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5820 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5821 // make an inverted copy of the view matrix for tracking sprites
5822 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5825 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5826 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5828 static void R_Water_StartFrame(void)
5831 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5832 r_waterstate_waterplane_t *p;
5833 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5835 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5838 switch(vid.renderpath)
5840 case RENDERPATH_GL20:
5841 case RENDERPATH_D3D9:
5842 case RENDERPATH_D3D10:
5843 case RENDERPATH_D3D11:
5844 case RENDERPATH_SOFT:
5845 case RENDERPATH_GLES2:
5847 case RENDERPATH_GL11:
5848 case RENDERPATH_GL13:
5849 case RENDERPATH_GLES1:
5853 // set waterwidth and waterheight to the water resolution that will be
5854 // used (often less than the screen resolution for faster rendering)
5855 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5857 // calculate desired texture sizes
5858 // can't use water if the card does not support the texture size
5859 if (!r_water.integer || r_showsurfaces.integer)
5860 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5861 else if (vid.support.arb_texture_non_power_of_two)
5863 texturewidth = waterwidth;
5864 textureheight = waterheight;
5865 camerawidth = waterwidth;
5866 cameraheight = waterheight;
5870 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5871 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5872 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5873 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5876 // allocate textures as needed
5877 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5879 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5880 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5882 if (p->texture_refraction)
5883 R_FreeTexture(p->texture_refraction);
5884 p->texture_refraction = NULL;
5885 if (p->fbo_refraction)
5886 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5887 p->fbo_refraction = 0;
5888 if (p->texture_reflection)
5889 R_FreeTexture(p->texture_reflection);
5890 p->texture_reflection = NULL;
5891 if (p->fbo_reflection)
5892 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5893 p->fbo_reflection = 0;
5894 if (p->texture_camera)
5895 R_FreeTexture(p->texture_camera);
5896 p->texture_camera = NULL;
5898 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5901 memset(&r_fb.water, 0, sizeof(r_fb.water));
5902 r_fb.water.texturewidth = texturewidth;
5903 r_fb.water.textureheight = textureheight;
5904 r_fb.water.camerawidth = camerawidth;
5905 r_fb.water.cameraheight = cameraheight;
5908 if (r_fb.water.texturewidth)
5910 int scaledwidth, scaledheight;
5912 r_fb.water.enabled = true;
5914 // water resolution is usually reduced
5915 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5916 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5917 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5919 // set up variables that will be used in shader setup
5920 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5921 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5922 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5923 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5926 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5927 r_fb.water.numwaterplanes = 0;
5930 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5932 int planeindex, bestplaneindex, vertexindex;
5933 vec3_t mins, maxs, normal, center, v, n;
5934 vec_t planescore, bestplanescore;
5936 r_waterstate_waterplane_t *p;
5937 texture_t *t = R_GetCurrentTexture(surface->texture);
5939 rsurface.texture = t;
5940 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5941 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5942 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5944 // average the vertex normals, find the surface bounds (after deformvertexes)
5945 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5946 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5947 VectorCopy(n, normal);
5948 VectorCopy(v, mins);
5949 VectorCopy(v, maxs);
5950 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5952 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5953 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5954 VectorAdd(normal, n, normal);
5955 mins[0] = min(mins[0], v[0]);
5956 mins[1] = min(mins[1], v[1]);
5957 mins[2] = min(mins[2], v[2]);
5958 maxs[0] = max(maxs[0], v[0]);
5959 maxs[1] = max(maxs[1], v[1]);
5960 maxs[2] = max(maxs[2], v[2]);
5962 VectorNormalize(normal);
5963 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5965 VectorCopy(normal, plane.normal);
5966 VectorNormalize(plane.normal);
5967 plane.dist = DotProduct(center, plane.normal);
5968 PlaneClassify(&plane);
5969 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5971 // skip backfaces (except if nocullface is set)
5972 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5974 VectorNegate(plane.normal, plane.normal);
5976 PlaneClassify(&plane);
5980 // find a matching plane if there is one
5981 bestplaneindex = -1;
5982 bestplanescore = 1048576.0f;
5983 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5985 if(p->camera_entity == t->camera_entity)
5987 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5988 if (bestplaneindex < 0 || bestplanescore > planescore)
5990 bestplaneindex = planeindex;
5991 bestplanescore = planescore;
5995 planeindex = bestplaneindex;
5996 p = r_fb.water.waterplanes + planeindex;
5998 // if this surface does not fit any known plane rendered this frame, add one
5999 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6001 // store the new plane
6002 planeindex = r_fb.water.numwaterplanes++;
6003 p = r_fb.water.waterplanes + planeindex;
6005 // clear materialflags and pvs
6006 p->materialflags = 0;
6007 p->pvsvalid = false;
6008 p->camera_entity = t->camera_entity;
6009 VectorCopy(mins, p->mins);
6010 VectorCopy(maxs, p->maxs);
6014 // merge mins/maxs when we're adding this surface to the plane
6015 p->mins[0] = min(p->mins[0], mins[0]);
6016 p->mins[1] = min(p->mins[1], mins[1]);
6017 p->mins[2] = min(p->mins[2], mins[2]);
6018 p->maxs[0] = max(p->maxs[0], maxs[0]);
6019 p->maxs[1] = max(p->maxs[1], maxs[1]);
6020 p->maxs[2] = max(p->maxs[2], maxs[2]);
6022 // merge this surface's materialflags into the waterplane
6023 p->materialflags |= t->currentmaterialflags;
6024 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6026 // merge this surface's PVS into the waterplane
6027 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6028 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6030 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6036 extern cvar_t r_drawparticles;
6037 extern cvar_t r_drawdecals;
6039 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6042 r_refdef_view_t originalview;
6043 r_refdef_view_t myview;
6044 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
6045 r_waterstate_waterplane_t *p;
6047 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6050 originalview = r_refdef.view;
6052 // lowquality hack, temporarily shut down some cvars and restore afterwards
6053 qualityreduction = r_water_lowquality.integer;
6054 if (qualityreduction > 0)
6056 if (qualityreduction >= 1)
6058 old_r_shadows = r_shadows.integer;
6059 old_r_worldrtlight = r_shadow_realtime_world.integer;
6060 old_r_dlight = r_shadow_realtime_dlight.integer;
6061 Cvar_SetValueQuick(&r_shadows, 0);
6062 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6063 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6065 if (qualityreduction >= 2)
6067 old_r_dynamic = r_dynamic.integer;
6068 old_r_particles = r_drawparticles.integer;
6069 old_r_decals = r_drawdecals.integer;
6070 Cvar_SetValueQuick(&r_dynamic, 0);
6071 Cvar_SetValueQuick(&r_drawparticles, 0);
6072 Cvar_SetValueQuick(&r_drawdecals, 0);
6076 // make sure enough textures are allocated
6077 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6079 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6081 if (!p->texture_refraction)
6082 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6083 if (!p->texture_refraction)
6087 if (r_fb.water.depthtexture == NULL)
6088 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6089 if (p->fbo_refraction == 0)
6090 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6093 else if (p->materialflags & MATERIALFLAG_CAMERA)
6095 if (!p->texture_camera)
6096 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6097 if (!p->texture_camera)
6101 if (r_fb.water.depthtexture == NULL)
6102 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6103 if (p->fbo_camera == 0)
6104 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6108 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6110 if (!p->texture_reflection)
6111 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6112 if (!p->texture_reflection)
6116 if (r_fb.water.depthtexture == NULL)
6117 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6118 if (p->fbo_reflection == 0)
6119 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6125 r_refdef.view = originalview;
6126 r_refdef.view.showdebug = false;
6127 r_refdef.view.width = r_fb.water.waterwidth;
6128 r_refdef.view.height = r_fb.water.waterheight;
6129 r_refdef.view.useclipplane = true;
6130 myview = r_refdef.view;
6131 r_fb.water.renderingscene = true;
6132 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6134 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6136 r_refdef.view = myview;
6137 if(r_water_scissormode.integer)
6139 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6140 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6141 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6144 // render reflected scene and copy into texture
6145 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6146 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6147 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6148 r_refdef.view.clipplane = p->plane;
6149 // reverse the cullface settings for this render
6150 r_refdef.view.cullface_front = GL_FRONT;
6151 r_refdef.view.cullface_back = GL_BACK;
6152 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6154 r_refdef.view.usecustompvs = true;
6156 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6158 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6161 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6162 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6163 R_ClearScreen(r_refdef.fogenabled);
6164 if(r_water_scissormode.integer & 2)
6165 R_View_UpdateWithScissor(myscissor);
6168 R_AnimCache_CacheVisibleEntities();
6169 if(r_water_scissormode.integer & 1)
6170 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6171 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6173 if (!p->fbo_reflection)
6174 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6175 r_fb.water.hideplayer = false;
6178 // render the normal view scene and copy into texture
6179 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
6180 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6182 r_refdef.view = myview;
6183 if(r_water_scissormode.integer)
6185 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6186 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6187 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6190 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6192 r_refdef.view.clipplane = p->plane;
6193 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6194 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6196 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6198 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6199 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6200 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6201 R_RenderView_UpdateViewVectors();
6202 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6204 r_refdef.view.usecustompvs = true;
6205 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6209 PlaneClassify(&r_refdef.view.clipplane);
6211 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6212 R_ClearScreen(r_refdef.fogenabled);
6213 if(r_water_scissormode.integer & 2)
6214 R_View_UpdateWithScissor(myscissor);
6217 R_AnimCache_CacheVisibleEntities();
6218 if(r_water_scissormode.integer & 1)
6219 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6220 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6222 if (!p->fbo_refraction)
6223 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6224 r_fb.water.hideplayer = false;
6226 else if (p->materialflags & MATERIALFLAG_CAMERA)
6228 r_refdef.view = myview;
6230 r_refdef.view.clipplane = p->plane;
6231 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6232 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6234 r_refdef.view.width = r_fb.water.camerawidth;
6235 r_refdef.view.height = r_fb.water.cameraheight;
6236 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6237 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6238 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6239 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6241 if(p->camera_entity)
6243 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6244 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6247 // note: all of the view is used for displaying... so
6248 // there is no use in scissoring
6250 // reverse the cullface settings for this render
6251 r_refdef.view.cullface_front = GL_FRONT;
6252 r_refdef.view.cullface_back = GL_BACK;
6253 // also reverse the view matrix
6254 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
6255 R_RenderView_UpdateViewVectors();
6256 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6258 r_refdef.view.usecustompvs = true;
6259 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6262 // camera needs no clipplane
6263 r_refdef.view.useclipplane = false;
6265 PlaneClassify(&r_refdef.view.clipplane);
6267 r_fb.water.hideplayer = false;
6269 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6270 R_ClearScreen(r_refdef.fogenabled);
6272 R_AnimCache_CacheVisibleEntities();
6273 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6276 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6277 r_fb.water.hideplayer = false;
6281 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6282 r_fb.water.renderingscene = false;
6283 r_refdef.view = originalview;
6284 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6285 if (!r_fb.water.depthtexture)
6286 R_ClearScreen(r_refdef.fogenabled);
6288 R_AnimCache_CacheVisibleEntities();
6291 r_refdef.view = originalview;
6292 r_fb.water.renderingscene = false;
6293 Cvar_SetValueQuick(&r_water, 0);
6294 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6296 // lowquality hack, restore cvars
6297 if (qualityreduction > 0)
6299 if (qualityreduction >= 1)
6301 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6302 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6303 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6305 if (qualityreduction >= 2)
6307 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6308 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6309 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6314 static void R_Bloom_StartFrame(void)
6317 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6318 int viewwidth, viewheight;
6319 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6320 textype_t textype = TEXTYPE_COLORBUFFER;
6322 switch (vid.renderpath)
6324 case RENDERPATH_GL20:
6325 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6326 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6328 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6329 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6332 case RENDERPATH_GL11:
6333 case RENDERPATH_GL13:
6334 case RENDERPATH_GLES1:
6335 case RENDERPATH_GLES2:
6336 case RENDERPATH_D3D9:
6337 case RENDERPATH_D3D10:
6338 case RENDERPATH_D3D11:
6339 r_fb.usedepthtextures = false;
6341 case RENDERPATH_SOFT:
6342 r_fb.usedepthtextures = true;
6346 if (r_viewscale_fpsscaling.integer)
6348 double actualframetime;
6349 double targetframetime;
6351 actualframetime = r_refdef.lastdrawscreentime;
6352 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6353 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6354 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6355 if (r_viewscale_fpsscaling_stepsize.value > 0)
6356 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6357 viewscalefpsadjusted += adjust;
6358 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6361 viewscalefpsadjusted = 1.0f;
6363 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6365 switch(vid.renderpath)
6367 case RENDERPATH_GL20:
6368 case RENDERPATH_D3D9:
6369 case RENDERPATH_D3D10:
6370 case RENDERPATH_D3D11:
6371 case RENDERPATH_SOFT:
6372 case RENDERPATH_GLES2:
6374 case RENDERPATH_GL11:
6375 case RENDERPATH_GL13:
6376 case RENDERPATH_GLES1:
6380 // set bloomwidth and bloomheight to the bloom resolution that will be
6381 // used (often less than the screen resolution for faster rendering)
6382 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6383 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6384 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6385 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6386 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6388 // calculate desired texture sizes
6389 if (vid.support.arb_texture_non_power_of_two)
6391 screentexturewidth = vid.width;
6392 screentextureheight = vid.height;
6393 bloomtexturewidth = r_fb.bloomwidth;
6394 bloomtextureheight = r_fb.bloomheight;
6398 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6399 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6400 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6401 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6404 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6406 Cvar_SetValueQuick(&r_bloom, 0);
6407 Cvar_SetValueQuick(&r_motionblur, 0);
6408 Cvar_SetValueQuick(&r_damageblur, 0);
6411 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6413 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6415 && r_viewscale.value == 1.0f
6416 && !r_viewscale_fpsscaling.integer)
6417 screentexturewidth = screentextureheight = 0;
6418 if (!r_bloom.integer)
6419 bloomtexturewidth = bloomtextureheight = 0;
6421 // allocate textures as needed
6422 if (r_fb.screentexturewidth != screentexturewidth
6423 || r_fb.screentextureheight != screentextureheight
6424 || r_fb.bloomtexturewidth != bloomtexturewidth
6425 || r_fb.bloomtextureheight != bloomtextureheight
6426 || r_fb.textype != textype
6427 || useviewfbo != (r_fb.fbo != 0))
6429 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6431 if (r_fb.bloomtexture[i])
6432 R_FreeTexture(r_fb.bloomtexture[i]);
6433 r_fb.bloomtexture[i] = NULL;
6435 if (r_fb.bloomfbo[i])
6436 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6437 r_fb.bloomfbo[i] = 0;
6441 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6444 if (r_fb.colortexture)
6445 R_FreeTexture(r_fb.colortexture);
6446 r_fb.colortexture = NULL;
6448 if (r_fb.depthtexture)
6449 R_FreeTexture(r_fb.depthtexture);
6450 r_fb.depthtexture = NULL;
6452 if (r_fb.ghosttexture)
6453 R_FreeTexture(r_fb.ghosttexture);
6454 r_fb.ghosttexture = NULL;
6456 r_fb.screentexturewidth = screentexturewidth;
6457 r_fb.screentextureheight = screentextureheight;
6458 r_fb.bloomtexturewidth = bloomtexturewidth;
6459 r_fb.bloomtextureheight = bloomtextureheight;
6460 r_fb.textype = textype;
6462 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6464 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6465 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6466 r_fb.ghosttexture_valid = false;
6467 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6470 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6471 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6472 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6476 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6478 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6480 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6482 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6487 // bloom texture is a different resolution
6488 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6489 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6490 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6491 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6492 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6494 // set up a texcoord array for the full resolution screen image
6495 // (we have to keep this around to copy back during final render)
6496 r_fb.screentexcoord2f[0] = 0;
6497 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6498 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6499 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6500 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6501 r_fb.screentexcoord2f[5] = 0;
6502 r_fb.screentexcoord2f[6] = 0;
6503 r_fb.screentexcoord2f[7] = 0;
6507 for (i = 1;i < 8;i += 2)
6509 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6513 // set up a texcoord array for the reduced resolution bloom image
6514 // (which will be additive blended over the screen image)
6515 r_fb.bloomtexcoord2f[0] = 0;
6516 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6517 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6518 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6519 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6520 r_fb.bloomtexcoord2f[5] = 0;
6521 r_fb.bloomtexcoord2f[6] = 0;
6522 r_fb.bloomtexcoord2f[7] = 0;
6524 switch(vid.renderpath)
6526 case RENDERPATH_GL11:
6527 case RENDERPATH_GL13:
6528 case RENDERPATH_GL20:
6529 case RENDERPATH_SOFT:
6530 case RENDERPATH_GLES1:
6531 case RENDERPATH_GLES2:
6533 case RENDERPATH_D3D9:
6534 case RENDERPATH_D3D10:
6535 case RENDERPATH_D3D11:
6536 for (i = 0;i < 4;i++)
6538 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6539 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6540 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6541 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6546 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6549 r_refdef.view.clear = true;
6552 static void R_Bloom_MakeTexture(void)
6555 float xoffset, yoffset, r, brighten;
6557 float colorscale = r_bloom_colorscale.value;
6559 r_refdef.stats[r_stat_bloom]++;
6562 // this copy is unnecessary since it happens in R_BlendView already
6565 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6566 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6570 // scale down screen texture to the bloom texture size
6572 r_fb.bloomindex = 0;
6573 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6574 R_SetViewport(&r_fb.bloomviewport);
6575 GL_DepthTest(false);
6576 GL_BlendFunc(GL_ONE, GL_ZERO);
6577 GL_Color(colorscale, colorscale, colorscale, 1);
6578 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6579 switch(vid.renderpath)
6581 case RENDERPATH_GL11:
6582 case RENDERPATH_GL13:
6583 case RENDERPATH_GL20:
6584 case RENDERPATH_GLES1:
6585 case RENDERPATH_GLES2:
6586 case RENDERPATH_SOFT:
6587 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6589 case RENDERPATH_D3D9:
6590 case RENDERPATH_D3D10:
6591 case RENDERPATH_D3D11:
6592 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6595 // TODO: do boxfilter scale-down in shader?
6596 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6597 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6598 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6600 // we now have a properly scaled bloom image
6601 if (!r_fb.bloomfbo[r_fb.bloomindex])
6603 // copy it into the bloom texture
6604 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6605 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6608 // multiply bloom image by itself as many times as desired
6609 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6611 intex = r_fb.bloomtexture[r_fb.bloomindex];
6612 r_fb.bloomindex ^= 1;
6613 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6615 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6616 if (!r_fb.bloomfbo[r_fb.bloomindex])
6618 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6619 GL_Color(r,r,r,1); // apply fix factor
6624 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6625 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6626 GL_Color(1,1,1,1); // no fix factor supported here
6628 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6629 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6630 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6631 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6633 if (!r_fb.bloomfbo[r_fb.bloomindex])
6635 // copy the darkened image to a texture
6636 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6637 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6641 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6642 brighten = r_bloom_brighten.value;
6643 brighten = sqrt(brighten);
6645 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6647 for (dir = 0;dir < 2;dir++)
6649 intex = r_fb.bloomtexture[r_fb.bloomindex];
6650 r_fb.bloomindex ^= 1;
6651 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6652 // blend on at multiple vertical offsets to achieve a vertical blur
6653 // TODO: do offset blends using GLSL
6654 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6655 GL_BlendFunc(GL_ONE, GL_ZERO);
6656 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6657 for (x = -range;x <= range;x++)
6659 if (!dir){xoffset = 0;yoffset = x;}
6660 else {xoffset = x;yoffset = 0;}
6661 xoffset /= (float)r_fb.bloomtexturewidth;
6662 yoffset /= (float)r_fb.bloomtextureheight;
6663 // compute a texcoord array with the specified x and y offset
6664 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6665 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6666 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6667 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6668 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6669 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6670 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6671 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6672 // this r value looks like a 'dot' particle, fading sharply to
6673 // black at the edges
6674 // (probably not realistic but looks good enough)
6675 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6676 //r = brighten/(range*2+1);
6677 r = brighten / (range * 2 + 1);
6679 r *= (1 - x*x/(float)(range*range));
6680 GL_Color(r, r, r, 1);
6681 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6682 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6683 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6684 GL_BlendFunc(GL_ONE, GL_ONE);
6687 if (!r_fb.bloomfbo[r_fb.bloomindex])
6689 // copy the vertically or horizontally blurred bloom view to a texture
6690 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6691 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6696 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6698 unsigned int permutation;
6699 float uservecs[4][4];
6701 R_EntityMatrix(&identitymatrix);
6703 switch (vid.renderpath)
6705 case RENDERPATH_GL20:
6706 case RENDERPATH_D3D9:
6707 case RENDERPATH_D3D10:
6708 case RENDERPATH_D3D11:
6709 case RENDERPATH_SOFT:
6710 case RENDERPATH_GLES2:
6712 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6713 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6714 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6715 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6716 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6718 if (r_fb.colortexture)
6722 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6723 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6726 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6728 // declare variables
6729 float blur_factor, blur_mouseaccel, blur_velocity;
6730 static float blur_average;
6731 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6733 // set a goal for the factoring
6734 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6735 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6736 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6737 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6738 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6739 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6741 // from the goal, pick an averaged value between goal and last value
6742 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6743 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6745 // enforce minimum amount of blur
6746 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6748 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6750 // calculate values into a standard alpha
6751 cl.motionbluralpha = 1 - exp(-
6753 (r_motionblur.value * blur_factor / 80)
6755 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6758 max(0.0001, cl.time - cl.oldtime) // fps independent
6761 // randomization for the blur value to combat persistent ghosting
6762 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6763 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6766 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6767 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6769 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6770 GL_Color(1, 1, 1, cl.motionbluralpha);
6771 switch(vid.renderpath)
6773 case RENDERPATH_GL11:
6774 case RENDERPATH_GL13:
6775 case RENDERPATH_GL20:
6776 case RENDERPATH_GLES1:
6777 case RENDERPATH_GLES2:
6778 case RENDERPATH_SOFT:
6779 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6781 case RENDERPATH_D3D9:
6782 case RENDERPATH_D3D10:
6783 case RENDERPATH_D3D11:
6784 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6787 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6788 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6789 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6792 // updates old view angles for next pass
6793 VectorCopy(cl.viewangles, blur_oldangles);
6795 // copy view into the ghost texture
6796 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6797 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6798 r_fb.ghosttexture_valid = true;
6803 // no r_fb.colortexture means we're rendering to the real fb
6804 // we may still have to do view tint...
6805 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6807 // apply a color tint to the whole view
6808 R_ResetViewRendering2D(0, NULL, NULL);
6809 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6810 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6811 R_SetupShader_Generic_NoTexture(false, true);
6812 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6813 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6815 break; // no screen processing, no bloom, skip it
6818 if (r_fb.bloomtexture[0])
6820 // make the bloom texture
6821 R_Bloom_MakeTexture();
6824 #if _MSC_VER >= 1400
6825 #define sscanf sscanf_s
6827 memset(uservecs, 0, sizeof(uservecs));
6828 if (r_glsl_postprocess_uservec1_enable.integer)
6829 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6830 if (r_glsl_postprocess_uservec2_enable.integer)
6831 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6832 if (r_glsl_postprocess_uservec3_enable.integer)
6833 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6834 if (r_glsl_postprocess_uservec4_enable.integer)
6835 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6837 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6838 GL_Color(1, 1, 1, 1);
6839 GL_BlendFunc(GL_ONE, GL_ZERO);
6841 switch(vid.renderpath)
6843 case RENDERPATH_GL20:
6844 case RENDERPATH_GLES2:
6845 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6846 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6847 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6848 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6849 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6850 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6851 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6852 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6853 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6854 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6855 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6856 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6857 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6858 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6860 case RENDERPATH_D3D9:
6862 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6863 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6864 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6865 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6866 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6867 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6868 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6869 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6870 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6871 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6872 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6873 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6874 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6875 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6876 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6879 case RENDERPATH_D3D10:
6880 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6882 case RENDERPATH_D3D11:
6883 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6885 case RENDERPATH_SOFT:
6886 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6887 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6888 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6889 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6890 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6891 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6892 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6893 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6894 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6895 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6896 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6897 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6898 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6904 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6905 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6907 case RENDERPATH_GL11:
6908 case RENDERPATH_GL13:
6909 case RENDERPATH_GLES1:
6910 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6912 // apply a color tint to the whole view
6913 R_ResetViewRendering2D(0, NULL, NULL);
6914 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6915 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6916 R_SetupShader_Generic_NoTexture(false, true);
6917 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6918 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6924 matrix4x4_t r_waterscrollmatrix;
6926 void R_UpdateFog(void)
6929 if (gamemode == GAME_NEHAHRA)
6931 if (gl_fogenable.integer)
6933 r_refdef.oldgl_fogenable = true;
6934 r_refdef.fog_density = gl_fogdensity.value;
6935 r_refdef.fog_red = gl_fogred.value;
6936 r_refdef.fog_green = gl_foggreen.value;
6937 r_refdef.fog_blue = gl_fogblue.value;
6938 r_refdef.fog_alpha = 1;
6939 r_refdef.fog_start = 0;
6940 r_refdef.fog_end = gl_skyclip.value;
6941 r_refdef.fog_height = 1<<30;
6942 r_refdef.fog_fadedepth = 128;
6944 else if (r_refdef.oldgl_fogenable)
6946 r_refdef.oldgl_fogenable = false;
6947 r_refdef.fog_density = 0;
6948 r_refdef.fog_red = 0;
6949 r_refdef.fog_green = 0;
6950 r_refdef.fog_blue = 0;
6951 r_refdef.fog_alpha = 0;
6952 r_refdef.fog_start = 0;
6953 r_refdef.fog_end = 0;
6954 r_refdef.fog_height = 1<<30;
6955 r_refdef.fog_fadedepth = 128;
6960 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6961 r_refdef.fog_start = max(0, r_refdef.fog_start);
6962 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6964 if (r_refdef.fog_density && r_drawfog.integer)
6966 r_refdef.fogenabled = true;
6967 // this is the point where the fog reaches 0.9986 alpha, which we
6968 // consider a good enough cutoff point for the texture
6969 // (0.9986 * 256 == 255.6)
6970 if (r_fog_exp2.integer)
6971 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6973 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6974 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6975 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6976 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6977 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6978 R_BuildFogHeightTexture();
6979 // fog color was already set
6980 // update the fog texture
6981 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
6982 R_BuildFogTexture();
6983 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6984 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6987 r_refdef.fogenabled = false;
6990 if (r_refdef.fog_density)
6992 r_refdef.fogcolor[0] = r_refdef.fog_red;
6993 r_refdef.fogcolor[1] = r_refdef.fog_green;
6994 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6996 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6997 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6998 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6999 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7003 VectorCopy(r_refdef.fogcolor, fogvec);
7004 // color.rgb *= ContrastBoost * SceneBrightness;
7005 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7006 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7007 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7008 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7013 void R_UpdateVariables(void)
7017 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7019 r_refdef.farclip = r_farclip_base.value;
7020 if (r_refdef.scene.worldmodel)
7021 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7022 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7024 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7025 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7026 r_refdef.polygonfactor = 0;
7027 r_refdef.polygonoffset = 0;
7028 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7029 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7031 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7032 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7033 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7034 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7035 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7036 if (FAKELIGHT_ENABLED)
7038 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7040 else if (r_refdef.scene.worldmodel)
7042 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7044 if (r_showsurfaces.integer)
7046 r_refdef.scene.rtworld = false;
7047 r_refdef.scene.rtworldshadows = false;
7048 r_refdef.scene.rtdlight = false;
7049 r_refdef.scene.rtdlightshadows = false;
7050 r_refdef.lightmapintensity = 0;
7053 r_gpuskeletal = false;
7054 switch(vid.renderpath)
7056 case RENDERPATH_GL20:
7057 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7058 case RENDERPATH_D3D9:
7059 case RENDERPATH_D3D10:
7060 case RENDERPATH_D3D11:
7061 case RENDERPATH_SOFT:
7062 case RENDERPATH_GLES2:
7063 if(v_glslgamma.integer && !vid_gammatables_trivial)
7065 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7067 // build GLSL gamma texture
7068 #define RAMPWIDTH 256
7069 unsigned short ramp[RAMPWIDTH * 3];
7070 unsigned char rampbgr[RAMPWIDTH][4];
7073 r_texture_gammaramps_serial = vid_gammatables_serial;
7075 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7076 for(i = 0; i < RAMPWIDTH; ++i)
7078 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7079 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7080 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7083 if (r_texture_gammaramps)
7085 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7089 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7095 // remove GLSL gamma texture
7098 case RENDERPATH_GL11:
7099 case RENDERPATH_GL13:
7100 case RENDERPATH_GLES1:
7105 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7106 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7112 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7113 if( scenetype != r_currentscenetype ) {
7114 // store the old scenetype
7115 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7116 r_currentscenetype = scenetype;
7117 // move in the new scene
7118 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7127 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7129 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7130 if( scenetype == r_currentscenetype ) {
7131 return &r_refdef.scene;
7133 return &r_scenes_store[ scenetype ];
7137 static int R_SortEntities_Compare(const void *ap, const void *bp)
7139 const entity_render_t *a = *(const entity_render_t **)ap;
7140 const entity_render_t *b = *(const entity_render_t **)bp;
7143 if(a->model < b->model)
7145 if(a->model > b->model)
7149 // TODO possibly calculate the REAL skinnum here first using
7151 if(a->skinnum < b->skinnum)
7153 if(a->skinnum > b->skinnum)
7156 // everything we compared is equal
7159 static void R_SortEntities(void)
7161 // below or equal 2 ents, sorting never gains anything
7162 if(r_refdef.scene.numentities <= 2)
7165 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7173 int dpsoftrast_test;
7174 extern cvar_t r_shadow_bouncegrid;
7175 void R_RenderView(void)
7177 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7179 rtexture_t *depthtexture;
7180 rtexture_t *colortexture;
7182 dpsoftrast_test = r_test.integer;
7184 if (r_timereport_active)
7185 R_TimeReport("start");
7186 r_textureframe++; // used only by R_GetCurrentTexture
7187 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7189 if(R_CompileShader_CheckStaticParms())
7192 if (!r_drawentities.integer)
7193 r_refdef.scene.numentities = 0;
7194 else if (r_sortentities.integer)
7197 R_AnimCache_ClearCache();
7199 /* adjust for stereo display */
7200 if(R_Stereo_Active())
7202 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
7203 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7206 if (r_refdef.view.isoverlay)
7208 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7209 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7210 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7211 R_TimeReport("depthclear");
7213 r_refdef.view.showdebug = false;
7215 r_fb.water.enabled = false;
7216 r_fb.water.numwaterplanes = 0;
7218 R_RenderScene(0, NULL, NULL);
7220 r_refdef.view.matrix = originalmatrix;
7226 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7228 r_refdef.view.matrix = originalmatrix;
7232 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7234 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7235 // in sRGB fallback, behave similar to true sRGB: convert this
7236 // value from linear to sRGB
7237 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7239 R_RenderView_UpdateViewVectors();
7241 R_Shadow_UpdateWorldLightSelection();
7243 R_Bloom_StartFrame();
7245 // apply bloom brightness offset
7246 if(r_fb.bloomtexture[0])
7247 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7249 R_Water_StartFrame();
7251 // now we probably have an fbo to render into
7253 depthtexture = r_fb.depthtexture;
7254 colortexture = r_fb.colortexture;
7257 if (r_timereport_active)
7258 R_TimeReport("viewsetup");
7260 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7262 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7264 R_ClearScreen(r_refdef.fogenabled);
7265 if (r_timereport_active)
7266 R_TimeReport("viewclear");
7268 r_refdef.view.clear = true;
7270 r_refdef.view.showdebug = true;
7273 if (r_timereport_active)
7274 R_TimeReport("visibility");
7276 R_AnimCache_CacheVisibleEntities();
7277 if (r_timereport_active)
7278 R_TimeReport("animcache");
7280 R_Shadow_UpdateBounceGridTexture();
7281 if (r_timereport_active && r_shadow_bouncegrid.integer)
7282 R_TimeReport("bouncegrid");
7284 r_fb.water.numwaterplanes = 0;
7285 if (r_fb.water.enabled)
7286 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7288 R_RenderScene(fbo, depthtexture, colortexture);
7289 r_fb.water.numwaterplanes = 0;
7291 R_BlendView(fbo, depthtexture, colortexture);
7292 if (r_timereport_active)
7293 R_TimeReport("blendview");
7295 GL_Scissor(0, 0, vid.width, vid.height);
7296 GL_ScissorTest(false);
7298 r_refdef.view.matrix = originalmatrix;
7303 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7305 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7307 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7308 if (r_timereport_active)
7309 R_TimeReport("waterworld");
7312 // don't let sound skip if going slow
7313 if (r_refdef.scene.extraupdate)
7316 R_DrawModelsAddWaterPlanes();
7317 if (r_timereport_active)
7318 R_TimeReport("watermodels");
7320 if (r_fb.water.numwaterplanes)
7322 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7323 if (r_timereport_active)
7324 R_TimeReport("waterscenes");
7328 extern cvar_t cl_locs_show;
7329 static void R_DrawLocs(void);
7330 static void R_DrawEntityBBoxes(void);
7331 static void R_DrawModelDecals(void);
7332 extern cvar_t cl_decals_newsystem;
7333 extern qboolean r_shadow_usingdeferredprepass;
7334 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7336 qboolean shadowmapping = false;
7338 if (r_timereport_active)
7339 R_TimeReport("beginscene");
7341 r_refdef.stats[r_stat_renders]++;
7345 // don't let sound skip if going slow
7346 if (r_refdef.scene.extraupdate)
7349 R_MeshQueue_BeginScene();
7353 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7355 if (r_timereport_active)
7356 R_TimeReport("skystartframe");
7358 if (cl.csqc_vidvars.drawworld)
7360 // don't let sound skip if going slow
7361 if (r_refdef.scene.extraupdate)
7364 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7366 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7367 if (r_timereport_active)
7368 R_TimeReport("worldsky");
7371 if (R_DrawBrushModelsSky() && r_timereport_active)
7372 R_TimeReport("bmodelsky");
7374 if (skyrendermasked && skyrenderlater)
7376 // we have to force off the water clipping plane while rendering sky
7377 R_SetupView(false, fbo, depthtexture, colortexture);
7379 R_SetupView(true, fbo, depthtexture, colortexture);
7380 if (r_timereport_active)
7381 R_TimeReport("sky");
7385 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7386 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7387 R_Shadow_PrepareModelShadows();
7388 if (r_timereport_active)
7389 R_TimeReport("preparelights");
7391 if (R_Shadow_ShadowMappingEnabled())
7392 shadowmapping = true;
7394 if (r_shadow_usingdeferredprepass)
7395 R_Shadow_DrawPrepass();
7397 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7399 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7400 if (r_timereport_active)
7401 R_TimeReport("worlddepth");
7403 if (r_depthfirst.integer >= 2)
7405 R_DrawModelsDepth();
7406 if (r_timereport_active)
7407 R_TimeReport("modeldepth");
7410 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7412 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7413 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7414 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7415 // don't let sound skip if going slow
7416 if (r_refdef.scene.extraupdate)
7420 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7422 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7423 if (r_timereport_active)
7424 R_TimeReport("world");
7427 // don't let sound skip if going slow
7428 if (r_refdef.scene.extraupdate)
7432 if (r_timereport_active)
7433 R_TimeReport("models");
7435 // don't let sound skip if going slow
7436 if (r_refdef.scene.extraupdate)
7439 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7441 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7442 R_DrawModelShadows(fbo, depthtexture, colortexture);
7443 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7444 // don't let sound skip if going slow
7445 if (r_refdef.scene.extraupdate)
7449 if (!r_shadow_usingdeferredprepass)
7451 R_Shadow_DrawLights();
7452 if (r_timereport_active)
7453 R_TimeReport("rtlights");
7456 // don't let sound skip if going slow
7457 if (r_refdef.scene.extraupdate)
7460 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7462 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7463 R_DrawModelShadows(fbo, depthtexture, colortexture);
7464 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7465 // don't let sound skip if going slow
7466 if (r_refdef.scene.extraupdate)
7470 if (cl.csqc_vidvars.drawworld)
7472 if (cl_decals_newsystem.integer)
7474 R_DrawModelDecals();
7475 if (r_timereport_active)
7476 R_TimeReport("modeldecals");
7481 if (r_timereport_active)
7482 R_TimeReport("decals");
7486 if (r_timereport_active)
7487 R_TimeReport("particles");
7490 if (r_timereport_active)
7491 R_TimeReport("explosions");
7493 R_DrawLightningBeams();
7494 if (r_timereport_active)
7495 R_TimeReport("lightning");
7499 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7501 if (r_refdef.view.showdebug)
7503 if (cl_locs_show.integer)
7506 if (r_timereport_active)
7507 R_TimeReport("showlocs");
7510 if (r_drawportals.integer)
7513 if (r_timereport_active)
7514 R_TimeReport("portals");
7517 if (r_showbboxes.value > 0)
7519 R_DrawEntityBBoxes();
7520 if (r_timereport_active)
7521 R_TimeReport("bboxes");
7525 if (r_transparent.integer)
7527 R_MeshQueue_RenderTransparent();
7528 if (r_timereport_active)
7529 R_TimeReport("drawtrans");
7532 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7534 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7535 if (r_timereport_active)
7536 R_TimeReport("worlddebug");
7537 R_DrawModelsDebug();
7538 if (r_timereport_active)
7539 R_TimeReport("modeldebug");
7542 if (cl.csqc_vidvars.drawworld)
7544 R_Shadow_DrawCoronas();
7545 if (r_timereport_active)
7546 R_TimeReport("coronas");
7551 GL_DepthTest(false);
7552 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7553 GL_Color(1, 1, 1, 1);
7554 qglBegin(GL_POLYGON);
7555 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7556 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7557 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7558 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7560 qglBegin(GL_POLYGON);
7561 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7562 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7563 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7564 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7566 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7570 // don't let sound skip if going slow
7571 if (r_refdef.scene.extraupdate)
7575 static const unsigned short bboxelements[36] =
7585 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7588 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7590 RSurf_ActiveWorldEntity();
7592 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7593 GL_DepthMask(false);
7594 GL_DepthRange(0, 1);
7595 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7596 // R_Mesh_ResetTextureState();
7598 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7599 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7600 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7601 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7602 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7603 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7604 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7605 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7606 R_FillColors(color4f, 8, cr, cg, cb, ca);
7607 if (r_refdef.fogenabled)
7609 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7611 f1 = RSurf_FogVertex(v);
7613 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7614 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7615 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7618 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7619 R_Mesh_ResetTextureState();
7620 R_SetupShader_Generic_NoTexture(false, false);
7621 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7624 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7626 prvm_prog_t *prog = SVVM_prog;
7629 prvm_edict_t *edict;
7631 // this function draws bounding boxes of server entities
7635 GL_CullFace(GL_NONE);
7636 R_SetupShader_Generic_NoTexture(false, false);
7638 for (i = 0;i < numsurfaces;i++)
7640 edict = PRVM_EDICT_NUM(surfacelist[i]);
7641 switch ((int)PRVM_serveredictfloat(edict, solid))
7643 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7644 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7645 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7646 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7647 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7648 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7649 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7651 color[3] *= r_showbboxes.value;
7652 color[3] = bound(0, color[3], 1);
7653 GL_DepthTest(!r_showdisabledepthtest.integer);
7654 GL_CullFace(r_refdef.view.cullface_front);
7655 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7659 static void R_DrawEntityBBoxes(void)
7662 prvm_edict_t *edict;
7664 prvm_prog_t *prog = SVVM_prog;
7666 // this function draws bounding boxes of server entities
7670 for (i = 0;i < prog->num_edicts;i++)
7672 edict = PRVM_EDICT_NUM(i);
7673 if (edict->priv.server->free)
7675 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7676 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7678 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7680 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7681 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7685 static const int nomodelelement3i[24] =
7697 static const unsigned short nomodelelement3s[24] =
7709 static const float nomodelvertex3f[6*3] =
7719 static const float nomodelcolor4f[6*4] =
7721 0.0f, 0.0f, 0.5f, 1.0f,
7722 0.0f, 0.0f, 0.5f, 1.0f,
7723 0.0f, 0.5f, 0.0f, 1.0f,
7724 0.0f, 0.5f, 0.0f, 1.0f,
7725 0.5f, 0.0f, 0.0f, 1.0f,
7726 0.5f, 0.0f, 0.0f, 1.0f
7729 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7735 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7737 // this is only called once per entity so numsurfaces is always 1, and
7738 // surfacelist is always {0}, so this code does not handle batches
7740 if (rsurface.ent_flags & RENDER_ADDITIVE)
7742 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7743 GL_DepthMask(false);
7745 else if (rsurface.colormod[3] < 1)
7747 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7748 GL_DepthMask(false);
7752 GL_BlendFunc(GL_ONE, GL_ZERO);
7755 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7756 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7757 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7758 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7759 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7760 for (i = 0, c = color4f;i < 6;i++, c += 4)
7762 c[0] *= rsurface.colormod[0];
7763 c[1] *= rsurface.colormod[1];
7764 c[2] *= rsurface.colormod[2];
7765 c[3] *= rsurface.colormod[3];
7767 if (r_refdef.fogenabled)
7769 for (i = 0, c = color4f;i < 6;i++, c += 4)
7771 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7773 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7774 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7775 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7778 // R_Mesh_ResetTextureState();
7779 R_SetupShader_Generic_NoTexture(false, false);
7780 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7781 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7784 void R_DrawNoModel(entity_render_t *ent)
7787 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7788 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7789 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7791 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7794 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7796 vec3_t right1, right2, diff, normal;
7798 VectorSubtract (org2, org1, normal);
7800 // calculate 'right' vector for start
7801 VectorSubtract (r_refdef.view.origin, org1, diff);
7802 CrossProduct (normal, diff, right1);
7803 VectorNormalize (right1);
7805 // calculate 'right' vector for end
7806 VectorSubtract (r_refdef.view.origin, org2, diff);
7807 CrossProduct (normal, diff, right2);
7808 VectorNormalize (right2);
7810 vert[ 0] = org1[0] + width * right1[0];
7811 vert[ 1] = org1[1] + width * right1[1];
7812 vert[ 2] = org1[2] + width * right1[2];
7813 vert[ 3] = org1[0] - width * right1[0];
7814 vert[ 4] = org1[1] - width * right1[1];
7815 vert[ 5] = org1[2] - width * right1[2];
7816 vert[ 6] = org2[0] - width * right2[0];
7817 vert[ 7] = org2[1] - width * right2[1];
7818 vert[ 8] = org2[2] - width * right2[2];
7819 vert[ 9] = org2[0] + width * right2[0];
7820 vert[10] = org2[1] + width * right2[1];
7821 vert[11] = org2[2] + width * right2[2];
7824 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7826 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7827 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7828 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7829 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7830 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7831 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7832 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7833 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7834 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7835 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7836 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7837 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7840 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7845 VectorSet(v, x, y, z);
7846 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7847 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7849 if (i == mesh->numvertices)
7851 if (mesh->numvertices < mesh->maxvertices)
7853 VectorCopy(v, vertex3f);
7854 mesh->numvertices++;
7856 return mesh->numvertices;
7862 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7866 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7867 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7868 e = mesh->element3i + mesh->numtriangles * 3;
7869 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7871 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7872 if (mesh->numtriangles < mesh->maxtriangles)
7877 mesh->numtriangles++;
7879 element[1] = element[2];
7883 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7887 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7888 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7889 e = mesh->element3i + mesh->numtriangles * 3;
7890 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7892 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7893 if (mesh->numtriangles < mesh->maxtriangles)
7898 mesh->numtriangles++;
7900 element[1] = element[2];
7904 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7905 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7907 int planenum, planenum2;
7910 mplane_t *plane, *plane2;
7912 double temppoints[2][256*3];
7913 // figure out how large a bounding box we need to properly compute this brush
7915 for (w = 0;w < numplanes;w++)
7916 maxdist = max(maxdist, fabs(planes[w].dist));
7917 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7918 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7919 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7923 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7924 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7926 if (planenum2 == planenum)
7928 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);
7931 if (tempnumpoints < 3)
7933 // generate elements forming a triangle fan for this polygon
7934 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7938 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)
7940 texturelayer_t *layer;
7941 layer = t->currentlayers + t->currentnumlayers++;
7943 layer->depthmask = depthmask;
7944 layer->blendfunc1 = blendfunc1;
7945 layer->blendfunc2 = blendfunc2;
7946 layer->texture = texture;
7947 layer->texmatrix = *matrix;
7948 layer->color[0] = r;
7949 layer->color[1] = g;
7950 layer->color[2] = b;
7951 layer->color[3] = a;
7954 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7956 if(parms[0] == 0 && parms[1] == 0)
7958 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7959 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7964 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7967 index = parms[2] + rsurface.shadertime * parms[3];
7968 index -= floor(index);
7969 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7972 case Q3WAVEFUNC_NONE:
7973 case Q3WAVEFUNC_NOISE:
7974 case Q3WAVEFUNC_COUNT:
7977 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7978 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7979 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7980 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7981 case Q3WAVEFUNC_TRIANGLE:
7983 f = index - floor(index);
7996 f = parms[0] + parms[1] * f;
7997 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7998 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8002 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8009 matrix4x4_t matrix, temp;
8010 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8011 // it's better to have one huge fixup every 9 hours than gradual
8012 // degradation over time which looks consistently bad after many hours.
8014 // tcmod scroll in particular suffers from this degradation which can't be
8015 // effectively worked around even with floor() tricks because we don't
8016 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8017 // a workaround involving floor() would be incorrect anyway...
8018 shadertime = rsurface.shadertime;
8019 if (shadertime >= 32768.0f)
8020 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8021 switch(tcmod->tcmod)
8025 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8026 matrix = r_waterscrollmatrix;
8028 matrix = identitymatrix;
8030 case Q3TCMOD_ENTITYTRANSLATE:
8031 // this is used in Q3 to allow the gamecode to control texcoord
8032 // scrolling on the entity, which is not supported in darkplaces yet.
8033 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8035 case Q3TCMOD_ROTATE:
8036 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8037 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8038 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8041 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8043 case Q3TCMOD_SCROLL:
8044 // this particular tcmod is a "bug for bug" compatible one with regards to
8045 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8046 // specifically did the wrapping and so we must mimic that...
8047 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8048 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8049 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8051 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8052 w = (int) tcmod->parms[0];
8053 h = (int) tcmod->parms[1];
8054 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8056 idx = (int) floor(f * w * h);
8057 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8059 case Q3TCMOD_STRETCH:
8060 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8061 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8063 case Q3TCMOD_TRANSFORM:
8064 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8065 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8066 VectorSet(tcmat + 6, 0 , 0 , 1);
8067 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8068 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8070 case Q3TCMOD_TURBULENT:
8071 // this is handled in the RSurf_PrepareVertices function
8072 matrix = identitymatrix;
8076 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8079 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8081 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8082 char name[MAX_QPATH];
8083 skinframe_t *skinframe;
8084 unsigned char pixels[296*194];
8085 strlcpy(cache->name, skinname, sizeof(cache->name));
8086 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8087 if (developer_loading.integer)
8088 Con_Printf("loading %s\n", name);
8089 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8090 if (!skinframe || !skinframe->base)
8093 fs_offset_t filesize;
8095 f = FS_LoadFile(name, tempmempool, true, &filesize);
8098 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8099 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8103 cache->skinframe = skinframe;
8106 texture_t *R_GetCurrentTexture(texture_t *t)
8109 const entity_render_t *ent = rsurface.entity;
8110 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8111 q3shaderinfo_layer_tcmod_t *tcmod;
8113 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8114 return t->currentframe;
8115 t->update_lastrenderframe = r_textureframe;
8116 t->update_lastrenderentity = (void *)ent;
8118 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8119 t->camera_entity = ent->entitynumber;
8121 t->camera_entity = 0;
8123 // switch to an alternate material if this is a q1bsp animated material
8125 texture_t *texture = t;
8126 int s = rsurface.ent_skinnum;
8127 if ((unsigned int)s >= (unsigned int)model->numskins)
8129 if (model->skinscenes)
8131 if (model->skinscenes[s].framecount > 1)
8132 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8134 s = model->skinscenes[s].firstframe;
8137 t = t + s * model->num_surfaces;
8140 // use an alternate animation if the entity's frame is not 0,
8141 // and only if the texture has an alternate animation
8142 if (rsurface.ent_alttextures && t->anim_total[1])
8143 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8145 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8147 texture->currentframe = t;
8150 // update currentskinframe to be a qw skin or animation frame
8151 if (rsurface.ent_qwskin >= 0)
8153 i = rsurface.ent_qwskin;
8154 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8156 r_qwskincache_size = cl.maxclients;
8158 Mem_Free(r_qwskincache);
8159 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8161 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8162 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8163 t->currentskinframe = r_qwskincache[i].skinframe;
8164 if (t->currentskinframe == NULL)
8165 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8167 else if (t->numskinframes >= 2)
8168 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8169 if (t->backgroundnumskinframes >= 2)
8170 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8172 t->currentmaterialflags = t->basematerialflags;
8173 t->currentalpha = rsurface.colormod[3];
8174 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8175 t->currentalpha *= r_wateralpha.value;
8176 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8177 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8178 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8179 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8180 if (!(rsurface.ent_flags & RENDER_LIGHT))
8181 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8182 else if (FAKELIGHT_ENABLED)
8184 // no modellight if using fakelight for the map
8186 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8188 // pick a model lighting mode
8189 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8190 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8192 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8194 if (rsurface.ent_flags & RENDER_ADDITIVE)
8195 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8196 else if (t->currentalpha < 1)
8197 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8198 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8199 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8200 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8201 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8202 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8203 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8204 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8205 if (t->backgroundnumskinframes)
8206 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8207 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8209 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8210 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8213 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8214 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8216 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8217 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8219 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8220 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8222 // there is no tcmod
8223 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8225 t->currenttexmatrix = r_waterscrollmatrix;
8226 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8228 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8230 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8231 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8234 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8235 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8236 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8237 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8239 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8240 if (t->currentskinframe->qpixels)
8241 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8242 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8243 if (!t->basetexture)
8244 t->basetexture = r_texture_notexture;
8245 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8246 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8247 t->nmaptexture = t->currentskinframe->nmap;
8248 if (!t->nmaptexture)
8249 t->nmaptexture = r_texture_blanknormalmap;
8250 t->glosstexture = r_texture_black;
8251 t->glowtexture = t->currentskinframe->glow;
8252 t->fogtexture = t->currentskinframe->fog;
8253 t->reflectmasktexture = t->currentskinframe->reflect;
8254 if (t->backgroundnumskinframes)
8256 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8257 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8258 t->backgroundglosstexture = r_texture_black;
8259 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8260 if (!t->backgroundnmaptexture)
8261 t->backgroundnmaptexture = r_texture_blanknormalmap;
8262 // make sure that if glow is going to be used, both textures are not NULL
8263 if (!t->backgroundglowtexture && t->glowtexture)
8264 t->backgroundglowtexture = r_texture_black;
8265 if (!t->glowtexture && t->backgroundglowtexture)
8266 t->glowtexture = r_texture_black;
8270 t->backgroundbasetexture = r_texture_white;
8271 t->backgroundnmaptexture = r_texture_blanknormalmap;
8272 t->backgroundglosstexture = r_texture_black;
8273 t->backgroundglowtexture = NULL;
8275 t->specularpower = r_shadow_glossexponent.value;
8276 // TODO: store reference values for these in the texture?
8277 t->specularscale = 0;
8278 if (r_shadow_gloss.integer > 0)
8280 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8282 if (r_shadow_glossintensity.value > 0)
8284 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8285 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8286 t->specularscale = r_shadow_glossintensity.value;
8289 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8291 t->glosstexture = r_texture_white;
8292 t->backgroundglosstexture = r_texture_white;
8293 t->specularscale = r_shadow_gloss2intensity.value;
8294 t->specularpower = r_shadow_gloss2exponent.value;
8297 t->specularscale *= t->specularscalemod;
8298 t->specularpower *= t->specularpowermod;
8299 t->rtlightambient = 0;
8301 // lightmaps mode looks bad with dlights using actual texturing, so turn
8302 // off the colormap and glossmap, but leave the normalmap on as it still
8303 // accurately represents the shading involved
8304 if (gl_lightmaps.integer)
8306 t->basetexture = r_texture_grey128;
8307 t->pantstexture = r_texture_black;
8308 t->shirttexture = r_texture_black;
8309 if (gl_lightmaps.integer < 2)
8310 t->nmaptexture = r_texture_blanknormalmap;
8311 t->glosstexture = r_texture_black;
8312 t->glowtexture = NULL;
8313 t->fogtexture = NULL;
8314 t->reflectmasktexture = NULL;
8315 t->backgroundbasetexture = NULL;
8316 if (gl_lightmaps.integer < 2)
8317 t->backgroundnmaptexture = r_texture_blanknormalmap;
8318 t->backgroundglosstexture = r_texture_black;
8319 t->backgroundglowtexture = NULL;
8320 t->specularscale = 0;
8321 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8324 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8325 VectorClear(t->dlightcolor);
8326 t->currentnumlayers = 0;
8327 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8329 int blendfunc1, blendfunc2;
8331 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8333 blendfunc1 = GL_SRC_ALPHA;
8334 blendfunc2 = GL_ONE;
8336 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8338 blendfunc1 = GL_SRC_ALPHA;
8339 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8341 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8343 blendfunc1 = t->customblendfunc[0];
8344 blendfunc2 = t->customblendfunc[1];
8348 blendfunc1 = GL_ONE;
8349 blendfunc2 = GL_ZERO;
8351 // don't colormod evilblend textures
8352 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8353 VectorSet(t->lightmapcolor, 1, 1, 1);
8354 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8355 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8357 // fullbright is not affected by r_refdef.lightmapintensity
8358 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8359 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8360 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8361 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8362 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8366 vec3_t ambientcolor;
8368 // set the color tint used for lights affecting this surface
8369 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8371 // q3bsp has no lightmap updates, so the lightstylevalue that
8372 // would normally be baked into the lightmap must be
8373 // applied to the color
8374 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8375 if (model->type == mod_brushq3)
8376 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8377 colorscale *= r_refdef.lightmapintensity;
8378 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8379 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8380 // basic lit geometry
8381 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8382 // add pants/shirt if needed
8383 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8384 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8385 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8386 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8387 // now add ambient passes if needed
8388 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8390 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8391 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8392 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8393 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8394 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8397 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8398 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8399 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8401 // if this is opaque use alpha blend which will darken the earlier
8404 // if this is an alpha blended material, all the earlier passes
8405 // were darkened by fog already, so we only need to add the fog
8406 // color ontop through the fog mask texture
8408 // if this is an additive blended material, all the earlier passes
8409 // were darkened by fog already, and we should not add fog color
8410 // (because the background was not darkened, there is no fog color
8411 // that was lost behind it).
8412 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8416 return t->currentframe;
8419 rsurfacestate_t rsurface;
8421 void RSurf_ActiveWorldEntity(void)
8423 dp_model_t *model = r_refdef.scene.worldmodel;
8424 //if (rsurface.entity == r_refdef.scene.worldentity)
8426 rsurface.entity = r_refdef.scene.worldentity;
8427 rsurface.skeleton = NULL;
8428 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8429 rsurface.ent_skinnum = 0;
8430 rsurface.ent_qwskin = -1;
8431 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8432 rsurface.shadertime = r_refdef.scene.time;
8433 rsurface.matrix = identitymatrix;
8434 rsurface.inversematrix = identitymatrix;
8435 rsurface.matrixscale = 1;
8436 rsurface.inversematrixscale = 1;
8437 R_EntityMatrix(&identitymatrix);
8438 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8439 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8440 rsurface.fograngerecip = r_refdef.fograngerecip;
8441 rsurface.fogheightfade = r_refdef.fogheightfade;
8442 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8443 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8444 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8445 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8446 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8447 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8448 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8449 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8450 rsurface.colormod[3] = 1;
8451 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8452 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8453 rsurface.frameblend[0].lerp = 1;
8454 rsurface.ent_alttextures = false;
8455 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8456 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8457 rsurface.entityskeletaltransform3x4 = NULL;
8458 rsurface.entityskeletaltransform3x4buffer = NULL;
8459 rsurface.entityskeletaltransform3x4offset = 0;
8460 rsurface.entityskeletaltransform3x4size = 0;;
8461 rsurface.entityskeletalnumtransforms = 0;
8462 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8463 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8464 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8465 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8466 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8467 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8468 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8469 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8470 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8471 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8472 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8473 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8474 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8475 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8476 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8477 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8478 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8479 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8480 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8481 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8482 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8483 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8484 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8485 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8486 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8487 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8488 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8489 rsurface.modelelement3i = model->surfmesh.data_element3i;
8490 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8491 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8492 rsurface.modelelement3s = model->surfmesh.data_element3s;
8493 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8494 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8495 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8496 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8497 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8498 rsurface.modelsurfaces = model->data_surfaces;
8499 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8500 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8501 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8502 rsurface.modelgeneratedvertex = false;
8503 rsurface.batchgeneratedvertex = false;
8504 rsurface.batchfirstvertex = 0;
8505 rsurface.batchnumvertices = 0;
8506 rsurface.batchfirsttriangle = 0;
8507 rsurface.batchnumtriangles = 0;
8508 rsurface.batchvertex3f = NULL;
8509 rsurface.batchvertex3f_vertexbuffer = NULL;
8510 rsurface.batchvertex3f_bufferoffset = 0;
8511 rsurface.batchsvector3f = NULL;
8512 rsurface.batchsvector3f_vertexbuffer = NULL;
8513 rsurface.batchsvector3f_bufferoffset = 0;
8514 rsurface.batchtvector3f = NULL;
8515 rsurface.batchtvector3f_vertexbuffer = NULL;
8516 rsurface.batchtvector3f_bufferoffset = 0;
8517 rsurface.batchnormal3f = NULL;
8518 rsurface.batchnormal3f_vertexbuffer = NULL;
8519 rsurface.batchnormal3f_bufferoffset = 0;
8520 rsurface.batchlightmapcolor4f = NULL;
8521 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8522 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8523 rsurface.batchtexcoordtexture2f = NULL;
8524 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8525 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8526 rsurface.batchtexcoordlightmap2f = NULL;
8527 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8528 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8529 rsurface.batchskeletalindex4ub = NULL;
8530 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8531 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8532 rsurface.batchskeletalweight4ub = NULL;
8533 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8534 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8535 rsurface.batchvertexmesh = NULL;
8536 rsurface.batchvertexmesh_vertexbuffer = NULL;
8537 rsurface.batchvertexmesh_bufferoffset = 0;
8538 rsurface.batchelement3i = NULL;
8539 rsurface.batchelement3i_indexbuffer = NULL;
8540 rsurface.batchelement3i_bufferoffset = 0;
8541 rsurface.batchelement3s = NULL;
8542 rsurface.batchelement3s_indexbuffer = NULL;
8543 rsurface.batchelement3s_bufferoffset = 0;
8544 rsurface.passcolor4f = NULL;
8545 rsurface.passcolor4f_vertexbuffer = NULL;
8546 rsurface.passcolor4f_bufferoffset = 0;
8547 rsurface.forcecurrenttextureupdate = false;
8550 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8552 dp_model_t *model = ent->model;
8553 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8555 rsurface.entity = (entity_render_t *)ent;
8556 rsurface.skeleton = ent->skeleton;
8557 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8558 rsurface.ent_skinnum = ent->skinnum;
8559 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8560 rsurface.ent_flags = ent->flags;
8561 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8562 rsurface.matrix = ent->matrix;
8563 rsurface.inversematrix = ent->inversematrix;
8564 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8565 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8566 R_EntityMatrix(&rsurface.matrix);
8567 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8568 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8569 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8570 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8571 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8572 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8573 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8574 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8575 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8576 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8577 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8578 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8579 rsurface.colormod[3] = ent->alpha;
8580 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8581 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8582 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8583 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8584 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8585 if (ent->model->brush.submodel && !prepass)
8587 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8588 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8590 // if the animcache code decided it should use the shader path, skip the deform step
8591 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8592 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8593 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8594 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8595 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8596 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8598 if (ent->animcache_vertex3f)
8600 r_refdef.stats[r_stat_batch_entitycache_count]++;
8601 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8602 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8603 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8604 rsurface.modelvertex3f = ent->animcache_vertex3f;
8605 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8606 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8607 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8608 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8609 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8610 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8611 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8612 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8613 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8614 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8615 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8616 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8617 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8618 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8620 else if (wanttangents)
8622 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8623 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8624 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8625 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8626 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8627 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8628 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8629 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8630 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8631 rsurface.modelvertexmesh = NULL;
8632 rsurface.modelvertexmesh_vertexbuffer = NULL;
8633 rsurface.modelvertexmesh_bufferoffset = 0;
8634 rsurface.modelvertex3f_vertexbuffer = NULL;
8635 rsurface.modelvertex3f_bufferoffset = 0;
8636 rsurface.modelvertex3f_vertexbuffer = 0;
8637 rsurface.modelvertex3f_bufferoffset = 0;
8638 rsurface.modelsvector3f_vertexbuffer = 0;
8639 rsurface.modelsvector3f_bufferoffset = 0;
8640 rsurface.modeltvector3f_vertexbuffer = 0;
8641 rsurface.modeltvector3f_bufferoffset = 0;
8642 rsurface.modelnormal3f_vertexbuffer = 0;
8643 rsurface.modelnormal3f_bufferoffset = 0;
8645 else if (wantnormals)
8647 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8648 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8649 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8650 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8651 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8652 rsurface.modelsvector3f = NULL;
8653 rsurface.modeltvector3f = NULL;
8654 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8655 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8656 rsurface.modelvertexmesh = NULL;
8657 rsurface.modelvertexmesh_vertexbuffer = NULL;
8658 rsurface.modelvertexmesh_bufferoffset = 0;
8659 rsurface.modelvertex3f_vertexbuffer = NULL;
8660 rsurface.modelvertex3f_bufferoffset = 0;
8661 rsurface.modelvertex3f_vertexbuffer = 0;
8662 rsurface.modelvertex3f_bufferoffset = 0;
8663 rsurface.modelsvector3f_vertexbuffer = 0;
8664 rsurface.modelsvector3f_bufferoffset = 0;
8665 rsurface.modeltvector3f_vertexbuffer = 0;
8666 rsurface.modeltvector3f_bufferoffset = 0;
8667 rsurface.modelnormal3f_vertexbuffer = 0;
8668 rsurface.modelnormal3f_bufferoffset = 0;
8672 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8673 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8674 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8675 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8676 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8677 rsurface.modelsvector3f = NULL;
8678 rsurface.modeltvector3f = NULL;
8679 rsurface.modelnormal3f = NULL;
8680 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8681 rsurface.modelvertexmesh = NULL;
8682 rsurface.modelvertexmesh_vertexbuffer = NULL;
8683 rsurface.modelvertexmesh_bufferoffset = 0;
8684 rsurface.modelvertex3f_vertexbuffer = NULL;
8685 rsurface.modelvertex3f_bufferoffset = 0;
8686 rsurface.modelvertex3f_vertexbuffer = 0;
8687 rsurface.modelvertex3f_bufferoffset = 0;
8688 rsurface.modelsvector3f_vertexbuffer = 0;
8689 rsurface.modelsvector3f_bufferoffset = 0;
8690 rsurface.modeltvector3f_vertexbuffer = 0;
8691 rsurface.modeltvector3f_bufferoffset = 0;
8692 rsurface.modelnormal3f_vertexbuffer = 0;
8693 rsurface.modelnormal3f_bufferoffset = 0;
8695 rsurface.modelgeneratedvertex = true;
8699 if (rsurface.entityskeletaltransform3x4)
8701 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8702 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8703 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8704 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8708 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8709 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8710 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8711 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8713 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8714 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8715 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8716 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8717 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8718 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8719 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8720 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8721 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8722 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8723 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8724 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8725 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8726 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8727 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8728 rsurface.modelgeneratedvertex = false;
8730 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8731 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8732 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8733 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8734 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8735 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8736 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8737 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8738 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8739 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8740 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8741 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8742 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8743 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8744 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8745 rsurface.modelelement3i = model->surfmesh.data_element3i;
8746 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8747 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8748 rsurface.modelelement3s = model->surfmesh.data_element3s;
8749 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8750 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8751 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8752 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8753 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8754 rsurface.modelsurfaces = model->data_surfaces;
8755 rsurface.batchgeneratedvertex = false;
8756 rsurface.batchfirstvertex = 0;
8757 rsurface.batchnumvertices = 0;
8758 rsurface.batchfirsttriangle = 0;
8759 rsurface.batchnumtriangles = 0;
8760 rsurface.batchvertex3f = NULL;
8761 rsurface.batchvertex3f_vertexbuffer = NULL;
8762 rsurface.batchvertex3f_bufferoffset = 0;
8763 rsurface.batchsvector3f = NULL;
8764 rsurface.batchsvector3f_vertexbuffer = NULL;
8765 rsurface.batchsvector3f_bufferoffset = 0;
8766 rsurface.batchtvector3f = NULL;
8767 rsurface.batchtvector3f_vertexbuffer = NULL;
8768 rsurface.batchtvector3f_bufferoffset = 0;
8769 rsurface.batchnormal3f = NULL;
8770 rsurface.batchnormal3f_vertexbuffer = NULL;
8771 rsurface.batchnormal3f_bufferoffset = 0;
8772 rsurface.batchlightmapcolor4f = NULL;
8773 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8774 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8775 rsurface.batchtexcoordtexture2f = NULL;
8776 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8777 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8778 rsurface.batchtexcoordlightmap2f = NULL;
8779 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8780 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8781 rsurface.batchskeletalindex4ub = NULL;
8782 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8783 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8784 rsurface.batchskeletalweight4ub = NULL;
8785 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8786 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8787 rsurface.batchvertexmesh = NULL;
8788 rsurface.batchvertexmesh_vertexbuffer = NULL;
8789 rsurface.batchvertexmesh_bufferoffset = 0;
8790 rsurface.batchelement3i = NULL;
8791 rsurface.batchelement3i_indexbuffer = NULL;
8792 rsurface.batchelement3i_bufferoffset = 0;
8793 rsurface.batchelement3s = NULL;
8794 rsurface.batchelement3s_indexbuffer = NULL;
8795 rsurface.batchelement3s_bufferoffset = 0;
8796 rsurface.passcolor4f = NULL;
8797 rsurface.passcolor4f_vertexbuffer = NULL;
8798 rsurface.passcolor4f_bufferoffset = 0;
8799 rsurface.forcecurrenttextureupdate = false;
8802 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8804 rsurface.entity = r_refdef.scene.worldentity;
8805 rsurface.skeleton = NULL;
8806 rsurface.ent_skinnum = 0;
8807 rsurface.ent_qwskin = -1;
8808 rsurface.ent_flags = entflags;
8809 rsurface.shadertime = r_refdef.scene.time - shadertime;
8810 rsurface.modelnumvertices = numvertices;
8811 rsurface.modelnumtriangles = numtriangles;
8812 rsurface.matrix = *matrix;
8813 rsurface.inversematrix = *inversematrix;
8814 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8815 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8816 R_EntityMatrix(&rsurface.matrix);
8817 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8818 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8819 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8820 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8821 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8822 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8823 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8824 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8825 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8826 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8827 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8828 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8829 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8830 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8831 rsurface.frameblend[0].lerp = 1;
8832 rsurface.ent_alttextures = false;
8833 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8834 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8835 rsurface.entityskeletaltransform3x4 = NULL;
8836 rsurface.entityskeletaltransform3x4buffer = NULL;
8837 rsurface.entityskeletaltransform3x4offset = 0;
8838 rsurface.entityskeletaltransform3x4size = 0;
8839 rsurface.entityskeletalnumtransforms = 0;
8840 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8841 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8842 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8843 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8846 rsurface.modelvertex3f = (float *)vertex3f;
8847 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8848 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8849 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8851 else if (wantnormals)
8853 rsurface.modelvertex3f = (float *)vertex3f;
8854 rsurface.modelsvector3f = NULL;
8855 rsurface.modeltvector3f = NULL;
8856 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8860 rsurface.modelvertex3f = (float *)vertex3f;
8861 rsurface.modelsvector3f = NULL;
8862 rsurface.modeltvector3f = NULL;
8863 rsurface.modelnormal3f = NULL;
8865 rsurface.modelvertexmesh = NULL;
8866 rsurface.modelvertexmesh_vertexbuffer = NULL;
8867 rsurface.modelvertexmesh_bufferoffset = 0;
8868 rsurface.modelvertex3f_vertexbuffer = 0;
8869 rsurface.modelvertex3f_bufferoffset = 0;
8870 rsurface.modelsvector3f_vertexbuffer = 0;
8871 rsurface.modelsvector3f_bufferoffset = 0;
8872 rsurface.modeltvector3f_vertexbuffer = 0;
8873 rsurface.modeltvector3f_bufferoffset = 0;
8874 rsurface.modelnormal3f_vertexbuffer = 0;
8875 rsurface.modelnormal3f_bufferoffset = 0;
8876 rsurface.modelgeneratedvertex = true;
8877 rsurface.modellightmapcolor4f = (float *)color4f;
8878 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8879 rsurface.modellightmapcolor4f_bufferoffset = 0;
8880 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8881 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8882 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8883 rsurface.modeltexcoordlightmap2f = NULL;
8884 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8885 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8886 rsurface.modelskeletalindex4ub = NULL;
8887 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8888 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8889 rsurface.modelskeletalweight4ub = NULL;
8890 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8891 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8892 rsurface.modelelement3i = (int *)element3i;
8893 rsurface.modelelement3i_indexbuffer = NULL;
8894 rsurface.modelelement3i_bufferoffset = 0;
8895 rsurface.modelelement3s = (unsigned short *)element3s;
8896 rsurface.modelelement3s_indexbuffer = NULL;
8897 rsurface.modelelement3s_bufferoffset = 0;
8898 rsurface.modellightmapoffsets = NULL;
8899 rsurface.modelsurfaces = NULL;
8900 rsurface.batchgeneratedvertex = false;
8901 rsurface.batchfirstvertex = 0;
8902 rsurface.batchnumvertices = 0;
8903 rsurface.batchfirsttriangle = 0;
8904 rsurface.batchnumtriangles = 0;
8905 rsurface.batchvertex3f = NULL;
8906 rsurface.batchvertex3f_vertexbuffer = NULL;
8907 rsurface.batchvertex3f_bufferoffset = 0;
8908 rsurface.batchsvector3f = NULL;
8909 rsurface.batchsvector3f_vertexbuffer = NULL;
8910 rsurface.batchsvector3f_bufferoffset = 0;
8911 rsurface.batchtvector3f = NULL;
8912 rsurface.batchtvector3f_vertexbuffer = NULL;
8913 rsurface.batchtvector3f_bufferoffset = 0;
8914 rsurface.batchnormal3f = NULL;
8915 rsurface.batchnormal3f_vertexbuffer = NULL;
8916 rsurface.batchnormal3f_bufferoffset = 0;
8917 rsurface.batchlightmapcolor4f = NULL;
8918 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8919 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8920 rsurface.batchtexcoordtexture2f = NULL;
8921 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8922 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8923 rsurface.batchtexcoordlightmap2f = NULL;
8924 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8925 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8926 rsurface.batchskeletalindex4ub = NULL;
8927 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8928 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8929 rsurface.batchskeletalweight4ub = NULL;
8930 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8931 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8932 rsurface.batchvertexmesh = NULL;
8933 rsurface.batchvertexmesh_vertexbuffer = NULL;
8934 rsurface.batchvertexmesh_bufferoffset = 0;
8935 rsurface.batchelement3i = NULL;
8936 rsurface.batchelement3i_indexbuffer = NULL;
8937 rsurface.batchelement3i_bufferoffset = 0;
8938 rsurface.batchelement3s = NULL;
8939 rsurface.batchelement3s_indexbuffer = NULL;
8940 rsurface.batchelement3s_bufferoffset = 0;
8941 rsurface.passcolor4f = NULL;
8942 rsurface.passcolor4f_vertexbuffer = NULL;
8943 rsurface.passcolor4f_bufferoffset = 0;
8944 rsurface.forcecurrenttextureupdate = true;
8946 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8948 if ((wantnormals || wanttangents) && !normal3f)
8950 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8951 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8953 if (wanttangents && !svector3f)
8955 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8956 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8957 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8962 float RSurf_FogPoint(const float *v)
8964 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8965 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8966 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8967 float FogHeightFade = r_refdef.fogheightfade;
8969 unsigned int fogmasktableindex;
8970 if (r_refdef.fogplaneviewabove)
8971 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8973 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8974 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8975 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8978 float RSurf_FogVertex(const float *v)
8980 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8981 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8982 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8983 float FogHeightFade = rsurface.fogheightfade;
8985 unsigned int fogmasktableindex;
8986 if (r_refdef.fogplaneviewabove)
8987 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8989 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8990 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8991 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8994 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8997 for (i = 0;i < numelements;i++)
8998 outelement3i[i] = inelement3i[i] + adjust;
9001 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9002 extern cvar_t gl_vbo;
9003 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9011 int surfacefirsttriangle;
9012 int surfacenumtriangles;
9013 int surfacefirstvertex;
9014 int surfaceendvertex;
9015 int surfacenumvertices;
9016 int batchnumsurfaces = texturenumsurfaces;
9017 int batchnumvertices;
9018 int batchnumtriangles;
9022 qboolean dynamicvertex;
9026 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9029 q3shaderinfo_deform_t *deform;
9030 const msurface_t *surface, *firstsurface;
9031 r_vertexmesh_t *vertexmesh;
9032 if (!texturenumsurfaces)
9034 // find vertex range of this surface batch
9036 firstsurface = texturesurfacelist[0];
9037 firsttriangle = firstsurface->num_firsttriangle;
9038 batchnumvertices = 0;
9039 batchnumtriangles = 0;
9040 firstvertex = endvertex = firstsurface->num_firstvertex;
9041 for (i = 0;i < texturenumsurfaces;i++)
9043 surface = texturesurfacelist[i];
9044 if (surface != firstsurface + i)
9046 surfacefirstvertex = surface->num_firstvertex;
9047 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9048 surfacenumvertices = surface->num_vertices;
9049 surfacenumtriangles = surface->num_triangles;
9050 if (firstvertex > surfacefirstvertex)
9051 firstvertex = surfacefirstvertex;
9052 if (endvertex < surfaceendvertex)
9053 endvertex = surfaceendvertex;
9054 batchnumvertices += surfacenumvertices;
9055 batchnumtriangles += surfacenumtriangles;
9058 r_refdef.stats[r_stat_batch_batches]++;
9060 r_refdef.stats[r_stat_batch_withgaps]++;
9061 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9062 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9063 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9065 // we now know the vertex range used, and if there are any gaps in it
9066 rsurface.batchfirstvertex = firstvertex;
9067 rsurface.batchnumvertices = endvertex - firstvertex;
9068 rsurface.batchfirsttriangle = firsttriangle;
9069 rsurface.batchnumtriangles = batchnumtriangles;
9071 // this variable holds flags for which properties have been updated that
9072 // may require regenerating vertexmesh array...
9075 // check if any dynamic vertex processing must occur
9076 dynamicvertex = false;
9078 // a cvar to force the dynamic vertex path to be taken, for debugging
9079 if (r_batch_debugdynamicvertexpath.integer)
9083 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9084 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9085 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9086 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9088 dynamicvertex = true;
9091 // if there is a chance of animated vertex colors, it's a dynamic batch
9092 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9096 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9097 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9098 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9099 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9101 dynamicvertex = true;
9102 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9105 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9107 switch (deform->deform)
9110 case Q3DEFORM_PROJECTIONSHADOW:
9111 case Q3DEFORM_TEXT0:
9112 case Q3DEFORM_TEXT1:
9113 case Q3DEFORM_TEXT2:
9114 case Q3DEFORM_TEXT3:
9115 case Q3DEFORM_TEXT4:
9116 case Q3DEFORM_TEXT5:
9117 case Q3DEFORM_TEXT6:
9118 case Q3DEFORM_TEXT7:
9121 case Q3DEFORM_AUTOSPRITE:
9124 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9125 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9126 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9127 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9129 dynamicvertex = true;
9130 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9131 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9133 case Q3DEFORM_AUTOSPRITE2:
9136 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9137 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9138 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9139 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9141 dynamicvertex = true;
9142 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9143 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9145 case Q3DEFORM_NORMAL:
9148 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9149 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9150 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9151 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9153 dynamicvertex = true;
9154 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9155 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9158 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9159 break; // if wavefunc is a nop, ignore this transform
9162 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9163 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9164 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9165 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9167 dynamicvertex = true;
9168 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9169 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9171 case Q3DEFORM_BULGE:
9174 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9175 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9176 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9177 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9179 dynamicvertex = true;
9180 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9181 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9184 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9185 break; // if wavefunc is a nop, ignore this transform
9188 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9189 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9190 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9191 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9193 dynamicvertex = true;
9194 batchneed |= BATCHNEED_ARRAY_VERTEX;
9195 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9199 switch(rsurface.texture->tcgen.tcgen)
9202 case Q3TCGEN_TEXTURE:
9204 case Q3TCGEN_LIGHTMAP:
9207 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9208 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9209 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9210 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9212 dynamicvertex = true;
9213 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9214 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9216 case Q3TCGEN_VECTOR:
9219 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9220 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9221 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9222 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9224 dynamicvertex = true;
9225 batchneed |= BATCHNEED_ARRAY_VERTEX;
9226 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9228 case Q3TCGEN_ENVIRONMENT:
9231 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9232 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9233 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9234 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9236 dynamicvertex = true;
9237 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9238 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9241 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9245 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9246 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9247 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9248 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9250 dynamicvertex = true;
9251 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9252 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9255 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9259 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9260 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9261 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9262 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9264 dynamicvertex = true;
9265 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9268 // when the model data has no vertex buffer (dynamic mesh), we need to
9270 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9271 batchneed |= BATCHNEED_NOGAPS;
9273 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9274 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9275 // we ensure this by treating the vertex batch as dynamic...
9276 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9280 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9281 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9282 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9283 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9285 dynamicvertex = true;
9290 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9291 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9292 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9293 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9294 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9295 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9296 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9297 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9300 // if needsupdate, we have to do a dynamic vertex batch for sure
9301 if (needsupdate & batchneed)
9305 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9306 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9307 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9308 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9310 dynamicvertex = true;
9313 // see if we need to build vertexmesh from arrays
9314 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9318 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9319 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9320 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9321 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9323 dynamicvertex = true;
9326 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9327 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9328 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9330 rsurface.batchvertex3f = rsurface.modelvertex3f;
9331 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9332 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9333 rsurface.batchsvector3f = rsurface.modelsvector3f;
9334 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9335 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9336 rsurface.batchtvector3f = rsurface.modeltvector3f;
9337 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9338 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9339 rsurface.batchnormal3f = rsurface.modelnormal3f;
9340 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9341 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9342 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9343 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9344 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9345 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9346 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9347 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9348 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9349 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9350 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9351 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9352 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9353 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9354 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9355 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9356 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9357 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9358 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9359 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9360 rsurface.batchelement3i = rsurface.modelelement3i;
9361 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9362 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9363 rsurface.batchelement3s = rsurface.modelelement3s;
9364 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9365 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9366 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9367 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9368 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9369 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9370 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9372 // if any dynamic vertex processing has to occur in software, we copy the
9373 // entire surface list together before processing to rebase the vertices
9374 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9376 // if any gaps exist and we do not have a static vertex buffer, we have to
9377 // copy the surface list together to avoid wasting upload bandwidth on the
9378 // vertices in the gaps.
9380 // if gaps exist and we have a static vertex buffer, we can choose whether
9381 // to combine the index buffer ranges into one dynamic index buffer or
9382 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9384 // in many cases the batch is reduced to one draw call.
9386 rsurface.batchmultidraw = false;
9387 rsurface.batchmultidrawnumsurfaces = 0;
9388 rsurface.batchmultidrawsurfacelist = NULL;
9392 // static vertex data, just set pointers...
9393 rsurface.batchgeneratedvertex = false;
9394 // if there are gaps, we want to build a combined index buffer,
9395 // otherwise use the original static buffer with an appropriate offset
9398 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9399 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9400 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9401 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9402 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9404 rsurface.batchmultidraw = true;
9405 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9406 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9409 // build a new triangle elements array for this batch
9410 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9411 rsurface.batchfirsttriangle = 0;
9413 for (i = 0;i < texturenumsurfaces;i++)
9415 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9416 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9417 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9418 numtriangles += surfacenumtriangles;
9420 rsurface.batchelement3i_indexbuffer = NULL;
9421 rsurface.batchelement3i_bufferoffset = 0;
9422 rsurface.batchelement3s = NULL;
9423 rsurface.batchelement3s_indexbuffer = NULL;
9424 rsurface.batchelement3s_bufferoffset = 0;
9425 if (endvertex <= 65536)
9427 // make a 16bit (unsigned short) index array if possible
9428 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9429 for (i = 0;i < numtriangles*3;i++)
9430 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9432 // upload buffer data for the copytriangles batch
9433 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9435 if (rsurface.batchelement3s)
9436 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9437 else if (rsurface.batchelement3i)
9438 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9443 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9444 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9445 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9446 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9451 // something needs software processing, do it for real...
9452 // we only directly handle separate array data in this case and then
9453 // generate interleaved data if needed...
9454 rsurface.batchgeneratedvertex = true;
9455 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9456 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9457 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9458 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9460 // now copy the vertex data into a combined array and make an index array
9461 // (this is what Quake3 does all the time)
9462 // we also apply any skeletal animation here that would have been done in
9463 // the vertex shader, because most of the dynamic vertex animation cases
9464 // need actual vertex positions and normals
9465 //if (dynamicvertex)
9467 rsurface.batchvertexmesh = NULL;
9468 rsurface.batchvertexmesh_vertexbuffer = NULL;
9469 rsurface.batchvertexmesh_bufferoffset = 0;
9470 rsurface.batchvertex3f = NULL;
9471 rsurface.batchvertex3f_vertexbuffer = NULL;
9472 rsurface.batchvertex3f_bufferoffset = 0;
9473 rsurface.batchsvector3f = NULL;
9474 rsurface.batchsvector3f_vertexbuffer = NULL;
9475 rsurface.batchsvector3f_bufferoffset = 0;
9476 rsurface.batchtvector3f = NULL;
9477 rsurface.batchtvector3f_vertexbuffer = NULL;
9478 rsurface.batchtvector3f_bufferoffset = 0;
9479 rsurface.batchnormal3f = NULL;
9480 rsurface.batchnormal3f_vertexbuffer = NULL;
9481 rsurface.batchnormal3f_bufferoffset = 0;
9482 rsurface.batchlightmapcolor4f = NULL;
9483 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9484 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9485 rsurface.batchtexcoordtexture2f = NULL;
9486 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9487 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9488 rsurface.batchtexcoordlightmap2f = NULL;
9489 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9490 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9491 rsurface.batchskeletalindex4ub = NULL;
9492 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9493 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9494 rsurface.batchskeletalweight4ub = NULL;
9495 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9496 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9497 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9498 rsurface.batchelement3i_indexbuffer = NULL;
9499 rsurface.batchelement3i_bufferoffset = 0;
9500 rsurface.batchelement3s = NULL;
9501 rsurface.batchelement3s_indexbuffer = NULL;
9502 rsurface.batchelement3s_bufferoffset = 0;
9503 rsurface.batchskeletaltransform3x4buffer = NULL;
9504 rsurface.batchskeletaltransform3x4offset = 0;
9505 rsurface.batchskeletaltransform3x4size = 0;
9506 // we'll only be setting up certain arrays as needed
9507 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9508 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9509 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9510 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9511 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9512 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9513 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9515 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9516 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9518 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9519 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9520 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9521 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9522 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9523 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9524 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9526 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9527 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9531 for (i = 0;i < texturenumsurfaces;i++)
9533 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9534 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9535 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9536 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9537 // copy only the data requested
9538 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9539 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9540 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9542 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9544 if (rsurface.batchvertex3f)
9545 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9547 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9549 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9551 if (rsurface.modelnormal3f)
9552 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9554 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9556 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9558 if (rsurface.modelsvector3f)
9560 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9561 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9565 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9566 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9569 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9571 if (rsurface.modellightmapcolor4f)
9572 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9574 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9576 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9578 if (rsurface.modeltexcoordtexture2f)
9579 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9581 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9583 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9585 if (rsurface.modeltexcoordlightmap2f)
9586 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9588 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9590 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9592 if (rsurface.modelskeletalindex4ub)
9594 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9595 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9599 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9600 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9601 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9602 for (j = 0;j < surfacenumvertices;j++)
9607 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9608 numvertices += surfacenumvertices;
9609 numtriangles += surfacenumtriangles;
9612 // generate a 16bit index array as well if possible
9613 // (in general, dynamic batches fit)
9614 if (numvertices <= 65536)
9616 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9617 for (i = 0;i < numtriangles*3;i++)
9618 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9621 // since we've copied everything, the batch now starts at 0
9622 rsurface.batchfirstvertex = 0;
9623 rsurface.batchnumvertices = batchnumvertices;
9624 rsurface.batchfirsttriangle = 0;
9625 rsurface.batchnumtriangles = batchnumtriangles;
9628 // apply skeletal animation that would have been done in the vertex shader
9629 if (rsurface.batchskeletaltransform3x4)
9631 const unsigned char *si;
9632 const unsigned char *sw;
9634 const float *b = rsurface.batchskeletaltransform3x4;
9635 float *vp, *vs, *vt, *vn;
9637 float m[3][4], n[3][4];
9638 float tp[3], ts[3], tt[3], tn[3];
9639 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9640 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9641 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9642 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9643 si = rsurface.batchskeletalindex4ub;
9644 sw = rsurface.batchskeletalweight4ub;
9645 vp = rsurface.batchvertex3f;
9646 vs = rsurface.batchsvector3f;
9647 vt = rsurface.batchtvector3f;
9648 vn = rsurface.batchnormal3f;
9649 memset(m[0], 0, sizeof(m));
9650 memset(n[0], 0, sizeof(n));
9651 for (i = 0;i < batchnumvertices;i++)
9653 t[0] = b + si[0]*12;
9656 // common case - only one matrix
9670 else if (sw[2] + sw[3])
9673 t[1] = b + si[1]*12;
9674 t[2] = b + si[2]*12;
9675 t[3] = b + si[3]*12;
9676 w[0] = sw[0] * (1.0f / 255.0f);
9677 w[1] = sw[1] * (1.0f / 255.0f);
9678 w[2] = sw[2] * (1.0f / 255.0f);
9679 w[3] = sw[3] * (1.0f / 255.0f);
9680 // blend the matrices
9681 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9682 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9683 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9684 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9685 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9686 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9687 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9688 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9689 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9690 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9691 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9692 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9697 t[1] = b + si[1]*12;
9698 w[0] = sw[0] * (1.0f / 255.0f);
9699 w[1] = sw[1] * (1.0f / 255.0f);
9700 // blend the matrices
9701 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9702 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9703 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9704 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9705 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9706 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9707 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9708 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9709 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9710 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9711 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9712 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9716 // modify the vertex
9718 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9719 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9720 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9724 // the normal transformation matrix is a set of cross products...
9725 CrossProduct(m[1], m[2], n[0]);
9726 CrossProduct(m[2], m[0], n[1]);
9727 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9729 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9730 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9731 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9732 VectorNormalize(vn);
9737 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9738 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9739 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9740 VectorNormalize(vs);
9743 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9744 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9745 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9746 VectorNormalize(vt);
9751 rsurface.batchskeletaltransform3x4 = NULL;
9752 rsurface.batchskeletalnumtransforms = 0;
9755 // q1bsp surfaces rendered in vertex color mode have to have colors
9756 // calculated based on lightstyles
9757 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9759 // generate color arrays for the surfaces in this list
9764 const unsigned char *lm;
9765 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9766 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9767 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9769 for (i = 0;i < texturenumsurfaces;i++)
9771 surface = texturesurfacelist[i];
9772 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9773 surfacenumvertices = surface->num_vertices;
9774 if (surface->lightmapinfo->samples)
9776 for (j = 0;j < surfacenumvertices;j++)
9778 lm = surface->lightmapinfo->samples + offsets[j];
9779 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9780 VectorScale(lm, scale, c);
9781 if (surface->lightmapinfo->styles[1] != 255)
9783 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9785 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9786 VectorMA(c, scale, lm, c);
9787 if (surface->lightmapinfo->styles[2] != 255)
9790 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9791 VectorMA(c, scale, lm, c);
9792 if (surface->lightmapinfo->styles[3] != 255)
9795 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9796 VectorMA(c, scale, lm, c);
9803 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
9809 for (j = 0;j < surfacenumvertices;j++)
9811 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9818 // if vertices are deformed (sprite flares and things in maps, possibly
9819 // water waves, bulges and other deformations), modify the copied vertices
9821 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9823 switch (deform->deform)
9826 case Q3DEFORM_PROJECTIONSHADOW:
9827 case Q3DEFORM_TEXT0:
9828 case Q3DEFORM_TEXT1:
9829 case Q3DEFORM_TEXT2:
9830 case Q3DEFORM_TEXT3:
9831 case Q3DEFORM_TEXT4:
9832 case Q3DEFORM_TEXT5:
9833 case Q3DEFORM_TEXT6:
9834 case Q3DEFORM_TEXT7:
9837 case Q3DEFORM_AUTOSPRITE:
9838 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9839 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9840 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9841 VectorNormalize(newforward);
9842 VectorNormalize(newright);
9843 VectorNormalize(newup);
9844 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9845 // rsurface.batchvertex3f_vertexbuffer = NULL;
9846 // rsurface.batchvertex3f_bufferoffset = 0;
9847 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9848 // rsurface.batchsvector3f_vertexbuffer = NULL;
9849 // rsurface.batchsvector3f_bufferoffset = 0;
9850 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9851 // rsurface.batchtvector3f_vertexbuffer = NULL;
9852 // rsurface.batchtvector3f_bufferoffset = 0;
9853 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9854 // rsurface.batchnormal3f_vertexbuffer = NULL;
9855 // rsurface.batchnormal3f_bufferoffset = 0;
9856 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9857 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9858 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9859 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9860 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9861 // a single autosprite surface can contain multiple sprites...
9862 for (j = 0;j < batchnumvertices - 3;j += 4)
9864 VectorClear(center);
9865 for (i = 0;i < 4;i++)
9866 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9867 VectorScale(center, 0.25f, center);
9868 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9869 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9870 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9871 for (i = 0;i < 4;i++)
9873 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9874 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9877 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9878 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9879 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9881 case Q3DEFORM_AUTOSPRITE2:
9882 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9883 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9884 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9885 VectorNormalize(newforward);
9886 VectorNormalize(newright);
9887 VectorNormalize(newup);
9888 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9889 // rsurface.batchvertex3f_vertexbuffer = NULL;
9890 // rsurface.batchvertex3f_bufferoffset = 0;
9892 const float *v1, *v2;
9902 memset(shortest, 0, sizeof(shortest));
9903 // a single autosprite surface can contain multiple sprites...
9904 for (j = 0;j < batchnumvertices - 3;j += 4)
9906 VectorClear(center);
9907 for (i = 0;i < 4;i++)
9908 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9909 VectorScale(center, 0.25f, center);
9910 // find the two shortest edges, then use them to define the
9911 // axis vectors for rotating around the central axis
9912 for (i = 0;i < 6;i++)
9914 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9915 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9916 l = VectorDistance2(v1, v2);
9917 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9919 l += (1.0f / 1024.0f);
9920 if (shortest[0].length2 > l || i == 0)
9922 shortest[1] = shortest[0];
9923 shortest[0].length2 = l;
9924 shortest[0].v1 = v1;
9925 shortest[0].v2 = v2;
9927 else if (shortest[1].length2 > l || i == 1)
9929 shortest[1].length2 = l;
9930 shortest[1].v1 = v1;
9931 shortest[1].v2 = v2;
9934 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9935 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9936 // this calculates the right vector from the shortest edge
9937 // and the up vector from the edge midpoints
9938 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9939 VectorNormalize(right);
9940 VectorSubtract(end, start, up);
9941 VectorNormalize(up);
9942 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9943 VectorSubtract(rsurface.localvieworigin, center, forward);
9944 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9945 VectorNegate(forward, forward);
9946 VectorReflect(forward, 0, up, forward);
9947 VectorNormalize(forward);
9948 CrossProduct(up, forward, newright);
9949 VectorNormalize(newright);
9950 // rotate the quad around the up axis vector, this is made
9951 // especially easy by the fact we know the quad is flat,
9952 // so we only have to subtract the center position and
9953 // measure distance along the right vector, and then
9954 // multiply that by the newright vector and add back the
9956 // we also need to subtract the old position to undo the
9957 // displacement from the center, which we do with a
9958 // DotProduct, the subtraction/addition of center is also
9959 // optimized into DotProducts here
9960 l = DotProduct(right, center);
9961 for (i = 0;i < 4;i++)
9963 v1 = rsurface.batchvertex3f + 3*(j+i);
9964 f = DotProduct(right, v1) - l;
9965 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9969 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9971 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9972 // rsurface.batchnormal3f_vertexbuffer = NULL;
9973 // rsurface.batchnormal3f_bufferoffset = 0;
9974 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9976 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9978 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9979 // rsurface.batchsvector3f_vertexbuffer = NULL;
9980 // rsurface.batchsvector3f_bufferoffset = 0;
9981 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9982 // rsurface.batchtvector3f_vertexbuffer = NULL;
9983 // rsurface.batchtvector3f_bufferoffset = 0;
9984 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9987 case Q3DEFORM_NORMAL:
9988 // deform the normals to make reflections wavey
9989 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9990 rsurface.batchnormal3f_vertexbuffer = NULL;
9991 rsurface.batchnormal3f_bufferoffset = 0;
9992 for (j = 0;j < batchnumvertices;j++)
9995 float *normal = rsurface.batchnormal3f + 3*j;
9996 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9997 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9998 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9999 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10000 VectorNormalize(normal);
10002 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10004 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10005 // rsurface.batchsvector3f_vertexbuffer = NULL;
10006 // rsurface.batchsvector3f_bufferoffset = 0;
10007 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10008 // rsurface.batchtvector3f_vertexbuffer = NULL;
10009 // rsurface.batchtvector3f_bufferoffset = 0;
10010 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10013 case Q3DEFORM_WAVE:
10014 // deform vertex array to make wavey water and flags and such
10015 waveparms[0] = deform->waveparms[0];
10016 waveparms[1] = deform->waveparms[1];
10017 waveparms[2] = deform->waveparms[2];
10018 waveparms[3] = deform->waveparms[3];
10019 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10020 break; // if wavefunc is a nop, don't make a dynamic vertex array
10021 // this is how a divisor of vertex influence on deformation
10022 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10023 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10024 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10025 // rsurface.batchvertex3f_vertexbuffer = NULL;
10026 // rsurface.batchvertex3f_bufferoffset = 0;
10027 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10028 // rsurface.batchnormal3f_vertexbuffer = NULL;
10029 // rsurface.batchnormal3f_bufferoffset = 0;
10030 for (j = 0;j < batchnumvertices;j++)
10032 // if the wavefunc depends on time, evaluate it per-vertex
10035 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10036 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10038 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10040 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10041 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10042 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10044 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10045 // rsurface.batchsvector3f_vertexbuffer = NULL;
10046 // rsurface.batchsvector3f_bufferoffset = 0;
10047 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10048 // rsurface.batchtvector3f_vertexbuffer = NULL;
10049 // rsurface.batchtvector3f_bufferoffset = 0;
10050 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10053 case Q3DEFORM_BULGE:
10054 // deform vertex array to make the surface have moving bulges
10055 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10056 // rsurface.batchvertex3f_vertexbuffer = NULL;
10057 // rsurface.batchvertex3f_bufferoffset = 0;
10058 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10059 // rsurface.batchnormal3f_vertexbuffer = NULL;
10060 // rsurface.batchnormal3f_bufferoffset = 0;
10061 for (j = 0;j < batchnumvertices;j++)
10063 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10064 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10066 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10067 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10068 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10070 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10071 // rsurface.batchsvector3f_vertexbuffer = NULL;
10072 // rsurface.batchsvector3f_bufferoffset = 0;
10073 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10074 // rsurface.batchtvector3f_vertexbuffer = NULL;
10075 // rsurface.batchtvector3f_bufferoffset = 0;
10076 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10079 case Q3DEFORM_MOVE:
10080 // deform vertex array
10081 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10082 break; // if wavefunc is a nop, don't make a dynamic vertex array
10083 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10084 VectorScale(deform->parms, scale, waveparms);
10085 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10086 // rsurface.batchvertex3f_vertexbuffer = NULL;
10087 // rsurface.batchvertex3f_bufferoffset = 0;
10088 for (j = 0;j < batchnumvertices;j++)
10089 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10094 if (rsurface.batchtexcoordtexture2f)
10096 // generate texcoords based on the chosen texcoord source
10097 switch(rsurface.texture->tcgen.tcgen)
10100 case Q3TCGEN_TEXTURE:
10102 case Q3TCGEN_LIGHTMAP:
10103 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10104 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10105 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10106 if (rsurface.batchtexcoordlightmap2f)
10107 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10109 case Q3TCGEN_VECTOR:
10110 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10111 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10112 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10113 for (j = 0;j < batchnumvertices;j++)
10115 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10116 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10119 case Q3TCGEN_ENVIRONMENT:
10120 // make environment reflections using a spheremap
10121 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10122 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10123 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10124 for (j = 0;j < batchnumvertices;j++)
10126 // identical to Q3A's method, but executed in worldspace so
10127 // carried models can be shiny too
10129 float viewer[3], d, reflected[3], worldreflected[3];
10131 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10132 // VectorNormalize(viewer);
10134 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10136 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10137 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10138 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10139 // note: this is proportinal to viewer, so we can normalize later
10141 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10142 VectorNormalize(worldreflected);
10144 // note: this sphere map only uses world x and z!
10145 // so positive and negative y will LOOK THE SAME.
10146 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10147 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10151 // the only tcmod that needs software vertex processing is turbulent, so
10152 // check for it here and apply the changes if needed
10153 // and we only support that as the first one
10154 // (handling a mixture of turbulent and other tcmods would be problematic
10155 // without punting it entirely to a software path)
10156 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10158 amplitude = rsurface.texture->tcmods[0].parms[1];
10159 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10160 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10161 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10162 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10163 for (j = 0;j < batchnumvertices;j++)
10165 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10166 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10171 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10173 // convert the modified arrays to vertex structs
10174 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10175 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10176 // rsurface.batchvertexmesh_bufferoffset = 0;
10177 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10178 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10179 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10180 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10181 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10182 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10183 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10185 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10187 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10188 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10191 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10192 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10193 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10194 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10195 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10196 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10197 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10198 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10199 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10200 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10202 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10204 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10205 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10210 // upload buffer data for the dynamic batch
10211 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10213 if (rsurface.batchvertexmesh)
10214 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10217 if (rsurface.batchvertex3f)
10218 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10219 if (rsurface.batchsvector3f)
10220 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10221 if (rsurface.batchtvector3f)
10222 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10223 if (rsurface.batchnormal3f)
10224 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10225 if (rsurface.batchlightmapcolor4f)
10226 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10227 if (rsurface.batchtexcoordtexture2f)
10228 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10229 if (rsurface.batchtexcoordlightmap2f)
10230 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10231 if (rsurface.batchskeletalindex4ub)
10232 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10233 if (rsurface.batchskeletalweight4ub)
10234 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10236 if (rsurface.batchelement3s)
10237 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10238 else if (rsurface.batchelement3i)
10239 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10243 void RSurf_DrawBatch(void)
10245 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10246 // through the pipeline, killing it earlier in the pipeline would have
10247 // per-surface overhead rather than per-batch overhead, so it's best to
10248 // reject it here, before it hits glDraw.
10249 if (rsurface.batchnumtriangles == 0)
10252 // batch debugging code
10253 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10259 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10260 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10263 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10265 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10267 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10268 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
10275 if (rsurface.batchmultidraw)
10277 // issue multiple draws rather than copying index data
10278 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10279 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10280 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10281 for (i = 0;i < numsurfaces;)
10283 // combine consecutive surfaces as one draw
10284 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10285 if (surfacelist[j] != surfacelist[k] + 1)
10287 firstvertex = surfacelist[i]->num_firstvertex;
10288 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10289 firsttriangle = surfacelist[i]->num_firsttriangle;
10290 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10291 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10297 // there is only one consecutive run of index data (may have been combined)
10298 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10302 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10304 // pick the closest matching water plane
10305 int planeindex, vertexindex, bestplaneindex = -1;
10309 r_waterstate_waterplane_t *p;
10310 qboolean prepared = false;
10312 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10314 if(p->camera_entity != rsurface.texture->camera_entity)
10319 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10321 if(rsurface.batchnumvertices == 0)
10324 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10326 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10327 d += fabs(PlaneDiff(vert, &p->plane));
10329 if (bestd > d || bestplaneindex < 0)
10332 bestplaneindex = planeindex;
10335 return bestplaneindex;
10336 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10337 // this situation though, as it might be better to render single larger
10338 // batches with useless stuff (backface culled for example) than to
10339 // render multiple smaller batches
10342 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10345 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10346 rsurface.passcolor4f_vertexbuffer = 0;
10347 rsurface.passcolor4f_bufferoffset = 0;
10348 for (i = 0;i < rsurface.batchnumvertices;i++)
10349 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10352 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10359 if (rsurface.passcolor4f)
10361 // generate color arrays
10362 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10363 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10364 rsurface.passcolor4f_vertexbuffer = 0;
10365 rsurface.passcolor4f_bufferoffset = 0;
10366 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10368 f = RSurf_FogVertex(v);
10377 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10378 rsurface.passcolor4f_vertexbuffer = 0;
10379 rsurface.passcolor4f_bufferoffset = 0;
10380 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10382 f = RSurf_FogVertex(v);
10391 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10398 if (!rsurface.passcolor4f)
10400 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10401 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10402 rsurface.passcolor4f_vertexbuffer = 0;
10403 rsurface.passcolor4f_bufferoffset = 0;
10404 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10406 f = RSurf_FogVertex(v);
10407 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10408 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10409 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10414 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10419 if (!rsurface.passcolor4f)
10421 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10422 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10423 rsurface.passcolor4f_vertexbuffer = 0;
10424 rsurface.passcolor4f_bufferoffset = 0;
10425 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10434 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10439 if (!rsurface.passcolor4f)
10441 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10442 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10443 rsurface.passcolor4f_vertexbuffer = 0;
10444 rsurface.passcolor4f_bufferoffset = 0;
10445 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10447 c2[0] = c[0] + r_refdef.scene.ambient;
10448 c2[1] = c[1] + r_refdef.scene.ambient;
10449 c2[2] = c[2] + r_refdef.scene.ambient;
10454 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10457 rsurface.passcolor4f = NULL;
10458 rsurface.passcolor4f_vertexbuffer = 0;
10459 rsurface.passcolor4f_bufferoffset = 0;
10460 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10461 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10462 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10463 GL_Color(r, g, b, a);
10464 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10465 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10466 R_Mesh_TexMatrix(0, NULL);
10470 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10472 // TODO: optimize applyfog && applycolor case
10473 // just apply fog if necessary, and tint the fog color array if necessary
10474 rsurface.passcolor4f = NULL;
10475 rsurface.passcolor4f_vertexbuffer = 0;
10476 rsurface.passcolor4f_bufferoffset = 0;
10477 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10478 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10479 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10480 GL_Color(r, g, b, a);
10484 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10487 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10488 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10489 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10490 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10491 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10492 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10493 GL_Color(r, g, b, a);
10497 static void RSurf_DrawBatch_GL11_ClampColor(void)
10502 if (!rsurface.passcolor4f)
10504 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10506 c2[0] = bound(0.0f, c1[0], 1.0f);
10507 c2[1] = bound(0.0f, c1[1], 1.0f);
10508 c2[2] = bound(0.0f, c1[2], 1.0f);
10509 c2[3] = bound(0.0f, c1[3], 1.0f);
10513 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10523 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10524 rsurface.passcolor4f_vertexbuffer = 0;
10525 rsurface.passcolor4f_bufferoffset = 0;
10526 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10528 f = -DotProduct(r_refdef.view.forward, n);
10530 f = f * 0.85 + 0.15; // work around so stuff won't get black
10531 f *= r_refdef.lightmapintensity;
10532 Vector4Set(c, f, f, f, 1);
10536 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10538 RSurf_DrawBatch_GL11_ApplyFakeLight();
10539 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10540 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10541 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10542 GL_Color(r, g, b, a);
10546 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10554 vec3_t ambientcolor;
10555 vec3_t diffusecolor;
10559 VectorCopy(rsurface.modellight_lightdir, lightdir);
10560 f = 0.5f * r_refdef.lightmapintensity;
10561 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10562 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10563 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10564 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10565 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10566 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10568 if (VectorLength2(diffusecolor) > 0)
10570 // q3-style directional shading
10571 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10572 rsurface.passcolor4f_vertexbuffer = 0;
10573 rsurface.passcolor4f_bufferoffset = 0;
10574 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10576 if ((f = DotProduct(n, lightdir)) > 0)
10577 VectorMA(ambientcolor, f, diffusecolor, c);
10579 VectorCopy(ambientcolor, c);
10586 *applycolor = false;
10590 *r = ambientcolor[0];
10591 *g = ambientcolor[1];
10592 *b = ambientcolor[2];
10593 rsurface.passcolor4f = NULL;
10594 rsurface.passcolor4f_vertexbuffer = 0;
10595 rsurface.passcolor4f_bufferoffset = 0;
10599 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10601 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10602 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10603 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10604 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10605 GL_Color(r, g, b, a);
10609 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10617 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10618 rsurface.passcolor4f_vertexbuffer = 0;
10619 rsurface.passcolor4f_bufferoffset = 0;
10621 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10623 f = 1 - RSurf_FogVertex(v);
10631 void RSurf_SetupDepthAndCulling(void)
10633 // submodels are biased to avoid z-fighting with world surfaces that they
10634 // may be exactly overlapping (avoids z-fighting artifacts on certain
10635 // doors and things in Quake maps)
10636 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10637 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10638 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10639 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10642 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10644 // transparent sky would be ridiculous
10645 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10647 R_SetupShader_Generic_NoTexture(false, false);
10648 skyrenderlater = true;
10649 RSurf_SetupDepthAndCulling();
10650 GL_DepthMask(true);
10651 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10652 // skymasking on them, and Quake3 never did sky masking (unlike
10653 // software Quake and software Quake2), so disable the sky masking
10654 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10655 // and skymasking also looks very bad when noclipping outside the
10656 // level, so don't use it then either.
10657 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10659 R_Mesh_ResetTextureState();
10660 if (skyrendermasked)
10662 R_SetupShader_DepthOrShadow(false, false, false);
10663 // depth-only (masking)
10664 GL_ColorMask(0,0,0,0);
10665 // just to make sure that braindead drivers don't draw
10666 // anything despite that colormask...
10667 GL_BlendFunc(GL_ZERO, GL_ONE);
10668 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10669 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10673 R_SetupShader_Generic_NoTexture(false, false);
10675 GL_BlendFunc(GL_ONE, GL_ZERO);
10676 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10677 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10678 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10681 if (skyrendermasked)
10682 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10684 R_Mesh_ResetTextureState();
10685 GL_Color(1, 1, 1, 1);
10688 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10689 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10690 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10692 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10696 // render screenspace normalmap to texture
10697 GL_DepthMask(true);
10698 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10703 // bind lightmap texture
10705 // water/refraction/reflection/camera surfaces have to be handled specially
10706 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10708 int start, end, startplaneindex;
10709 for (start = 0;start < texturenumsurfaces;start = end)
10711 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10712 if(startplaneindex < 0)
10714 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10715 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10719 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10721 // now that we have a batch using the same planeindex, render it
10722 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10724 // render water or distortion background
10725 GL_DepthMask(true);
10726 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10728 // blend surface on top
10729 GL_DepthMask(false);
10730 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10733 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10735 // render surface with reflection texture as input
10736 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10737 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10744 // render surface batch normally
10745 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10746 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10750 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10752 // OpenGL 1.3 path - anything not completely ancient
10753 qboolean applycolor;
10756 const texturelayer_t *layer;
10757 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10758 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10760 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10763 int layertexrgbscale;
10764 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10766 if (layerindex == 0)
10767 GL_AlphaTest(true);
10770 GL_AlphaTest(false);
10771 GL_DepthFunc(GL_EQUAL);
10774 GL_DepthMask(layer->depthmask && writedepth);
10775 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10776 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10778 layertexrgbscale = 4;
10779 VectorScale(layer->color, 0.25f, layercolor);
10781 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10783 layertexrgbscale = 2;
10784 VectorScale(layer->color, 0.5f, layercolor);
10788 layertexrgbscale = 1;
10789 VectorScale(layer->color, 1.0f, layercolor);
10791 layercolor[3] = layer->color[3];
10792 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10793 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10794 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10795 switch (layer->type)
10797 case TEXTURELAYERTYPE_LITTEXTURE:
10798 // single-pass lightmapped texture with 2x rgbscale
10799 R_Mesh_TexBind(0, r_texture_white);
10800 R_Mesh_TexMatrix(0, NULL);
10801 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10802 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10803 R_Mesh_TexBind(1, layer->texture);
10804 R_Mesh_TexMatrix(1, &layer->texmatrix);
10805 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10806 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10807 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10808 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10809 else if (FAKELIGHT_ENABLED)
10810 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10811 else if (rsurface.uselightmaptexture)
10812 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10814 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10816 case TEXTURELAYERTYPE_TEXTURE:
10817 // singletexture unlit texture with transparency support
10818 R_Mesh_TexBind(0, layer->texture);
10819 R_Mesh_TexMatrix(0, &layer->texmatrix);
10820 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10821 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10822 R_Mesh_TexBind(1, 0);
10823 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10824 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10826 case TEXTURELAYERTYPE_FOG:
10827 // singletexture fogging
10828 if (layer->texture)
10830 R_Mesh_TexBind(0, layer->texture);
10831 R_Mesh_TexMatrix(0, &layer->texmatrix);
10832 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10833 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10837 R_Mesh_TexBind(0, 0);
10838 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10840 R_Mesh_TexBind(1, 0);
10841 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10842 // generate a color array for the fog pass
10843 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10844 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10848 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10851 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10853 GL_DepthFunc(GL_LEQUAL);
10854 GL_AlphaTest(false);
10858 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10860 // OpenGL 1.1 - crusty old voodoo path
10863 const texturelayer_t *layer;
10864 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10865 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10867 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10869 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10871 if (layerindex == 0)
10872 GL_AlphaTest(true);
10875 GL_AlphaTest(false);
10876 GL_DepthFunc(GL_EQUAL);
10879 GL_DepthMask(layer->depthmask && writedepth);
10880 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10881 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10882 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10883 switch (layer->type)
10885 case TEXTURELAYERTYPE_LITTEXTURE:
10886 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10888 // two-pass lit texture with 2x rgbscale
10889 // first the lightmap pass
10890 R_Mesh_TexBind(0, r_texture_white);
10891 R_Mesh_TexMatrix(0, NULL);
10892 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10893 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10894 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10895 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10896 else if (FAKELIGHT_ENABLED)
10897 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10898 else if (rsurface.uselightmaptexture)
10899 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10901 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10902 // then apply the texture to it
10903 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10904 R_Mesh_TexBind(0, layer->texture);
10905 R_Mesh_TexMatrix(0, &layer->texmatrix);
10906 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10907 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10908 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10912 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10913 R_Mesh_TexBind(0, layer->texture);
10914 R_Mesh_TexMatrix(0, &layer->texmatrix);
10915 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10916 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10917 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10918 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10919 else if (FAKELIGHT_ENABLED)
10920 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10922 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10925 case TEXTURELAYERTYPE_TEXTURE:
10926 // singletexture unlit texture with transparency support
10927 R_Mesh_TexBind(0, layer->texture);
10928 R_Mesh_TexMatrix(0, &layer->texmatrix);
10929 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10930 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10931 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10933 case TEXTURELAYERTYPE_FOG:
10934 // singletexture fogging
10935 if (layer->texture)
10937 R_Mesh_TexBind(0, layer->texture);
10938 R_Mesh_TexMatrix(0, &layer->texmatrix);
10939 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10940 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10944 R_Mesh_TexBind(0, 0);
10945 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10947 // generate a color array for the fog pass
10948 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10949 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10953 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10956 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10958 GL_DepthFunc(GL_LEQUAL);
10959 GL_AlphaTest(false);
10963 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10967 r_vertexgeneric_t *batchvertex;
10970 // R_Mesh_ResetTextureState();
10971 R_SetupShader_Generic_NoTexture(false, false);
10973 if(rsurface.texture && rsurface.texture->currentskinframe)
10975 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10976 c[3] *= rsurface.texture->currentalpha;
10986 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10988 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10989 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10990 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10993 // brighten it up (as texture value 127 means "unlit")
10994 c[0] *= 2 * r_refdef.view.colorscale;
10995 c[1] *= 2 * r_refdef.view.colorscale;
10996 c[2] *= 2 * r_refdef.view.colorscale;
10998 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10999 c[3] *= r_wateralpha.value;
11001 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11003 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11004 GL_DepthMask(false);
11006 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11008 GL_BlendFunc(GL_ONE, GL_ONE);
11009 GL_DepthMask(false);
11011 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11013 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11014 GL_DepthMask(false);
11016 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11018 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11019 GL_DepthMask(false);
11023 GL_BlendFunc(GL_ONE, GL_ZERO);
11024 GL_DepthMask(writedepth);
11027 if (r_showsurfaces.integer == 3)
11029 rsurface.passcolor4f = NULL;
11031 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11033 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11035 rsurface.passcolor4f = NULL;
11036 rsurface.passcolor4f_vertexbuffer = 0;
11037 rsurface.passcolor4f_bufferoffset = 0;
11039 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11041 qboolean applycolor = true;
11044 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11046 r_refdef.lightmapintensity = 1;
11047 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11048 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11050 else if (FAKELIGHT_ENABLED)
11052 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11054 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11055 RSurf_DrawBatch_GL11_ApplyFakeLight();
11056 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11060 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11062 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11063 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11064 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11067 if(!rsurface.passcolor4f)
11068 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11070 RSurf_DrawBatch_GL11_ApplyAmbient();
11071 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11072 if(r_refdef.fogenabled)
11073 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11074 RSurf_DrawBatch_GL11_ClampColor();
11076 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11077 R_SetupShader_Generic_NoTexture(false, false);
11080 else if (!r_refdef.view.showdebug)
11082 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11083 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11084 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11086 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11087 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11089 R_Mesh_PrepareVertices_Generic_Unlock();
11092 else if (r_showsurfaces.integer == 4)
11094 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11095 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11096 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11098 unsigned char c = (vi << 3) * (1.0f / 256.0f);
11099 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11100 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11102 R_Mesh_PrepareVertices_Generic_Unlock();
11105 else if (r_showsurfaces.integer == 2)
11108 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11109 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11110 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11112 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11113 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11114 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11115 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11116 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11117 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11118 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11120 R_Mesh_PrepareVertices_Generic_Unlock();
11121 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11125 int texturesurfaceindex;
11127 const msurface_t *surface;
11128 float surfacecolor4f[4];
11129 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11130 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11132 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11134 surface = texturesurfacelist[texturesurfaceindex];
11135 k = (int)(((size_t)surface) / sizeof(msurface_t));
11136 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11137 for (j = 0;j < surface->num_vertices;j++)
11139 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11140 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11144 R_Mesh_PrepareVertices_Generic_Unlock();
11149 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11152 RSurf_SetupDepthAndCulling();
11153 if (r_showsurfaces.integer)
11155 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11158 switch (vid.renderpath)
11160 case RENDERPATH_GL20:
11161 case RENDERPATH_D3D9:
11162 case RENDERPATH_D3D10:
11163 case RENDERPATH_D3D11:
11164 case RENDERPATH_SOFT:
11165 case RENDERPATH_GLES2:
11166 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11168 case RENDERPATH_GL13:
11169 case RENDERPATH_GLES1:
11170 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11172 case RENDERPATH_GL11:
11173 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11179 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11182 RSurf_SetupDepthAndCulling();
11183 if (r_showsurfaces.integer)
11185 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11188 switch (vid.renderpath)
11190 case RENDERPATH_GL20:
11191 case RENDERPATH_D3D9:
11192 case RENDERPATH_D3D10:
11193 case RENDERPATH_D3D11:
11194 case RENDERPATH_SOFT:
11195 case RENDERPATH_GLES2:
11196 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11198 case RENDERPATH_GL13:
11199 case RENDERPATH_GLES1:
11200 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11202 case RENDERPATH_GL11:
11203 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11209 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11212 int texturenumsurfaces, endsurface;
11213 texture_t *texture;
11214 const msurface_t *surface;
11215 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11217 // if the model is static it doesn't matter what value we give for
11218 // wantnormals and wanttangents, so this logic uses only rules applicable
11219 // to a model, knowing that they are meaningless otherwise
11220 if (ent == r_refdef.scene.worldentity)
11221 RSurf_ActiveWorldEntity();
11222 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11223 RSurf_ActiveModelEntity(ent, false, false, false);
11226 switch (vid.renderpath)
11228 case RENDERPATH_GL20:
11229 case RENDERPATH_D3D9:
11230 case RENDERPATH_D3D10:
11231 case RENDERPATH_D3D11:
11232 case RENDERPATH_SOFT:
11233 case RENDERPATH_GLES2:
11234 RSurf_ActiveModelEntity(ent, true, true, false);
11236 case RENDERPATH_GL11:
11237 case RENDERPATH_GL13:
11238 case RENDERPATH_GLES1:
11239 RSurf_ActiveModelEntity(ent, true, false, false);
11244 if (r_transparentdepthmasking.integer)
11246 qboolean setup = false;
11247 for (i = 0;i < numsurfaces;i = j)
11250 surface = rsurface.modelsurfaces + surfacelist[i];
11251 texture = surface->texture;
11252 rsurface.texture = R_GetCurrentTexture(texture);
11253 rsurface.lightmaptexture = NULL;
11254 rsurface.deluxemaptexture = NULL;
11255 rsurface.uselightmaptexture = false;
11256 // scan ahead until we find a different texture
11257 endsurface = min(i + 1024, numsurfaces);
11258 texturenumsurfaces = 0;
11259 texturesurfacelist[texturenumsurfaces++] = surface;
11260 for (;j < endsurface;j++)
11262 surface = rsurface.modelsurfaces + surfacelist[j];
11263 if (texture != surface->texture)
11265 texturesurfacelist[texturenumsurfaces++] = surface;
11267 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11269 // render the range of surfaces as depth
11273 GL_ColorMask(0,0,0,0);
11275 GL_DepthTest(true);
11276 GL_BlendFunc(GL_ONE, GL_ZERO);
11277 GL_DepthMask(true);
11278 // R_Mesh_ResetTextureState();
11280 RSurf_SetupDepthAndCulling();
11281 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11282 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11283 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11287 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11290 for (i = 0;i < numsurfaces;i = j)
11293 surface = rsurface.modelsurfaces + surfacelist[i];
11294 texture = surface->texture;
11295 rsurface.texture = R_GetCurrentTexture(texture);
11296 // scan ahead until we find a different texture
11297 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11298 texturenumsurfaces = 0;
11299 texturesurfacelist[texturenumsurfaces++] = surface;
11300 if(FAKELIGHT_ENABLED)
11302 rsurface.lightmaptexture = NULL;
11303 rsurface.deluxemaptexture = NULL;
11304 rsurface.uselightmaptexture = false;
11305 for (;j < endsurface;j++)
11307 surface = rsurface.modelsurfaces + surfacelist[j];
11308 if (texture != surface->texture)
11310 texturesurfacelist[texturenumsurfaces++] = surface;
11315 rsurface.lightmaptexture = surface->lightmaptexture;
11316 rsurface.deluxemaptexture = surface->deluxemaptexture;
11317 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11318 for (;j < endsurface;j++)
11320 surface = rsurface.modelsurfaces + surfacelist[j];
11321 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11323 texturesurfacelist[texturenumsurfaces++] = surface;
11326 // render the range of surfaces
11327 if (ent == r_refdef.scene.worldentity)
11328 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11330 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11332 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11335 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11337 // transparent surfaces get pushed off into the transparent queue
11338 int surfacelistindex;
11339 const msurface_t *surface;
11340 vec3_t tempcenter, center;
11341 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11343 surface = texturesurfacelist[surfacelistindex];
11344 if (r_transparent_sortsurfacesbynearest.integer)
11346 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11347 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11348 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11352 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11353 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11354 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11356 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11357 if (rsurface.entity->transparent_offset) // transparent offset
11359 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11360 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11361 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11363 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11367 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11369 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11371 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11373 RSurf_SetupDepthAndCulling();
11374 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11375 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11376 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11380 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11384 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11387 if (!rsurface.texture->currentnumlayers)
11389 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11390 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11392 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11394 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11395 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11396 else if (!rsurface.texture->currentnumlayers)
11398 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11400 // in the deferred case, transparent surfaces were queued during prepass
11401 if (!r_shadow_usingdeferredprepass)
11402 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11406 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11407 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11412 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11415 texture_t *texture;
11416 R_FrameData_SetMark();
11417 // break the surface list down into batches by texture and use of lightmapping
11418 for (i = 0;i < numsurfaces;i = j)
11421 // texture is the base texture pointer, rsurface.texture is the
11422 // current frame/skin the texture is directing us to use (for example
11423 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11424 // use skin 1 instead)
11425 texture = surfacelist[i]->texture;
11426 rsurface.texture = R_GetCurrentTexture(texture);
11427 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11429 // if this texture is not the kind we want, skip ahead to the next one
11430 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11434 if(FAKELIGHT_ENABLED || depthonly || prepass)
11436 rsurface.lightmaptexture = NULL;
11437 rsurface.deluxemaptexture = NULL;
11438 rsurface.uselightmaptexture = false;
11439 // simply scan ahead until we find a different texture or lightmap state
11440 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11445 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11446 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11447 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11448 // simply scan ahead until we find a different texture or lightmap state
11449 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11452 // render the range of surfaces
11453 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11455 R_FrameData_ReturnToMark();
11458 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11462 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11465 if (!rsurface.texture->currentnumlayers)
11467 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11468 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11470 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11472 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11473 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11474 else if (!rsurface.texture->currentnumlayers)
11476 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11478 // in the deferred case, transparent surfaces were queued during prepass
11479 if (!r_shadow_usingdeferredprepass)
11480 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11484 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11485 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11490 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11493 texture_t *texture;
11494 R_FrameData_SetMark();
11495 // break the surface list down into batches by texture and use of lightmapping
11496 for (i = 0;i < numsurfaces;i = j)
11499 // texture is the base texture pointer, rsurface.texture is the
11500 // current frame/skin the texture is directing us to use (for example
11501 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11502 // use skin 1 instead)
11503 texture = surfacelist[i]->texture;
11504 rsurface.texture = R_GetCurrentTexture(texture);
11505 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11507 // if this texture is not the kind we want, skip ahead to the next one
11508 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11512 if(FAKELIGHT_ENABLED || depthonly || prepass)
11514 rsurface.lightmaptexture = NULL;
11515 rsurface.deluxemaptexture = NULL;
11516 rsurface.uselightmaptexture = false;
11517 // simply scan ahead until we find a different texture or lightmap state
11518 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11523 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11524 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11525 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11526 // simply scan ahead until we find a different texture or lightmap state
11527 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11530 // render the range of surfaces
11531 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11533 R_FrameData_ReturnToMark();
11536 float locboxvertex3f[6*4*3] =
11538 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11539 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11540 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11541 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11542 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11543 1,0,0, 0,0,0, 0,1,0, 1,1,0
11546 unsigned short locboxelements[6*2*3] =
11551 12,13,14, 12,14,15,
11552 16,17,18, 16,18,19,
11556 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11559 cl_locnode_t *loc = (cl_locnode_t *)ent;
11561 float vertex3f[6*4*3];
11563 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11564 GL_DepthMask(false);
11565 GL_DepthRange(0, 1);
11566 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11567 GL_DepthTest(true);
11568 GL_CullFace(GL_NONE);
11569 R_EntityMatrix(&identitymatrix);
11571 // R_Mesh_ResetTextureState();
11573 i = surfacelist[0];
11574 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11575 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11576 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11577 surfacelist[0] < 0 ? 0.5f : 0.125f);
11579 if (VectorCompare(loc->mins, loc->maxs))
11581 VectorSet(size, 2, 2, 2);
11582 VectorMA(loc->mins, -0.5f, size, mins);
11586 VectorCopy(loc->mins, mins);
11587 VectorSubtract(loc->maxs, loc->mins, size);
11590 for (i = 0;i < 6*4*3;)
11591 for (j = 0;j < 3;j++, i++)
11592 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11594 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11595 R_SetupShader_Generic_NoTexture(false, false);
11596 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11599 void R_DrawLocs(void)
11602 cl_locnode_t *loc, *nearestloc;
11604 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11605 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11607 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11608 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11612 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11614 if (decalsystem->decals)
11615 Mem_Free(decalsystem->decals);
11616 memset(decalsystem, 0, sizeof(*decalsystem));
11619 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11622 tridecal_t *decals;
11625 // expand or initialize the system
11626 if (decalsystem->maxdecals <= decalsystem->numdecals)
11628 decalsystem_t old = *decalsystem;
11629 qboolean useshortelements;
11630 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11631 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11632 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11633 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11634 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11635 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11636 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11637 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11638 if (decalsystem->numdecals)
11639 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11641 Mem_Free(old.decals);
11642 for (i = 0;i < decalsystem->maxdecals*3;i++)
11643 decalsystem->element3i[i] = i;
11644 if (useshortelements)
11645 for (i = 0;i < decalsystem->maxdecals*3;i++)
11646 decalsystem->element3s[i] = i;
11649 // grab a decal and search for another free slot for the next one
11650 decals = decalsystem->decals;
11651 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11652 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11654 decalsystem->freedecal = i;
11655 if (decalsystem->numdecals <= i)
11656 decalsystem->numdecals = i + 1;
11658 // initialize the decal
11660 decal->triangleindex = triangleindex;
11661 decal->surfaceindex = surfaceindex;
11662 decal->decalsequence = decalsequence;
11663 decal->color4f[0][0] = c0[0];
11664 decal->color4f[0][1] = c0[1];
11665 decal->color4f[0][2] = c0[2];
11666 decal->color4f[0][3] = 1;
11667 decal->color4f[1][0] = c1[0];
11668 decal->color4f[1][1] = c1[1];
11669 decal->color4f[1][2] = c1[2];
11670 decal->color4f[1][3] = 1;
11671 decal->color4f[2][0] = c2[0];
11672 decal->color4f[2][1] = c2[1];
11673 decal->color4f[2][2] = c2[2];
11674 decal->color4f[2][3] = 1;
11675 decal->vertex3f[0][0] = v0[0];
11676 decal->vertex3f[0][1] = v0[1];
11677 decal->vertex3f[0][2] = v0[2];
11678 decal->vertex3f[1][0] = v1[0];
11679 decal->vertex3f[1][1] = v1[1];
11680 decal->vertex3f[1][2] = v1[2];
11681 decal->vertex3f[2][0] = v2[0];
11682 decal->vertex3f[2][1] = v2[1];
11683 decal->vertex3f[2][2] = v2[2];
11684 decal->texcoord2f[0][0] = t0[0];
11685 decal->texcoord2f[0][1] = t0[1];
11686 decal->texcoord2f[1][0] = t1[0];
11687 decal->texcoord2f[1][1] = t1[1];
11688 decal->texcoord2f[2][0] = t2[0];
11689 decal->texcoord2f[2][1] = t2[1];
11690 TriangleNormal(v0, v1, v2, decal->plane);
11691 VectorNormalize(decal->plane);
11692 decal->plane[3] = DotProduct(v0, decal->plane);
11695 extern cvar_t cl_decals_bias;
11696 extern cvar_t cl_decals_models;
11697 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11698 // baseparms, parms, temps
11699 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11704 const float *vertex3f;
11705 const float *normal3f;
11707 float points[2][9][3];
11714 e = rsurface.modelelement3i + 3*triangleindex;
11716 vertex3f = rsurface.modelvertex3f;
11717 normal3f = rsurface.modelnormal3f;
11721 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11723 index = 3*e[cornerindex];
11724 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11729 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11731 index = 3*e[cornerindex];
11732 VectorCopy(vertex3f + index, v[cornerindex]);
11737 //TriangleNormal(v[0], v[1], v[2], normal);
11738 //if (DotProduct(normal, localnormal) < 0.0f)
11740 // clip by each of the box planes formed from the projection matrix
11741 // if anything survives, we emit the decal
11742 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11745 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11748 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11751 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11754 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11757 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11760 // some part of the triangle survived, so we have to accept it...
11763 // dynamic always uses the original triangle
11765 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11767 index = 3*e[cornerindex];
11768 VectorCopy(vertex3f + index, v[cornerindex]);
11771 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11773 // convert vertex positions to texcoords
11774 Matrix4x4_Transform(projection, v[cornerindex], temp);
11775 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11776 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11777 // calculate distance fade from the projection origin
11778 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11779 f = bound(0.0f, f, 1.0f);
11780 c[cornerindex][0] = r * f;
11781 c[cornerindex][1] = g * f;
11782 c[cornerindex][2] = b * f;
11783 c[cornerindex][3] = 1.0f;
11784 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11787 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
11789 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11790 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11792 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11794 matrix4x4_t projection;
11795 decalsystem_t *decalsystem;
11798 const msurface_t *surface;
11799 const msurface_t *surfaces;
11800 const int *surfacelist;
11801 const texture_t *texture;
11803 int numsurfacelist;
11804 int surfacelistindex;
11807 float localorigin[3];
11808 float localnormal[3];
11809 float localmins[3];
11810 float localmaxs[3];
11813 float planes[6][4];
11816 int bih_triangles_count;
11817 int bih_triangles[256];
11818 int bih_surfaces[256];
11820 decalsystem = &ent->decalsystem;
11821 model = ent->model;
11822 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11824 R_DecalSystem_Reset(&ent->decalsystem);
11828 if (!model->brush.data_leafs && !cl_decals_models.integer)
11830 if (decalsystem->model)
11831 R_DecalSystem_Reset(decalsystem);
11835 if (decalsystem->model != model)
11836 R_DecalSystem_Reset(decalsystem);
11837 decalsystem->model = model;
11839 RSurf_ActiveModelEntity(ent, true, false, false);
11841 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11842 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11843 VectorNormalize(localnormal);
11844 localsize = worldsize*rsurface.inversematrixscale;
11845 localmins[0] = localorigin[0] - localsize;
11846 localmins[1] = localorigin[1] - localsize;
11847 localmins[2] = localorigin[2] - localsize;
11848 localmaxs[0] = localorigin[0] + localsize;
11849 localmaxs[1] = localorigin[1] + localsize;
11850 localmaxs[2] = localorigin[2] + localsize;
11852 //VectorCopy(localnormal, planes[4]);
11853 //VectorVectors(planes[4], planes[2], planes[0]);
11854 AnglesFromVectors(angles, localnormal, NULL, false);
11855 AngleVectors(angles, planes[0], planes[2], planes[4]);
11856 VectorNegate(planes[0], planes[1]);
11857 VectorNegate(planes[2], planes[3]);
11858 VectorNegate(planes[4], planes[5]);
11859 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11860 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11861 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11862 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11863 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11864 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11869 matrix4x4_t forwardprojection;
11870 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11871 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11876 float projectionvector[4][3];
11877 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11878 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11879 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11880 projectionvector[0][0] = planes[0][0] * ilocalsize;
11881 projectionvector[0][1] = planes[1][0] * ilocalsize;
11882 projectionvector[0][2] = planes[2][0] * ilocalsize;
11883 projectionvector[1][0] = planes[0][1] * ilocalsize;
11884 projectionvector[1][1] = planes[1][1] * ilocalsize;
11885 projectionvector[1][2] = planes[2][1] * ilocalsize;
11886 projectionvector[2][0] = planes[0][2] * ilocalsize;
11887 projectionvector[2][1] = planes[1][2] * ilocalsize;
11888 projectionvector[2][2] = planes[2][2] * ilocalsize;
11889 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11890 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11891 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11892 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11896 dynamic = model->surfmesh.isanimated;
11897 numsurfacelist = model->nummodelsurfaces;
11898 surfacelist = model->sortedmodelsurfaces;
11899 surfaces = model->data_surfaces;
11902 bih_triangles_count = -1;
11905 if(model->render_bih.numleafs)
11906 bih = &model->render_bih;
11907 else if(model->collision_bih.numleafs)
11908 bih = &model->collision_bih;
11911 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11912 if(bih_triangles_count == 0)
11914 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11916 if(bih_triangles_count > 0)
11918 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11920 surfaceindex = bih_surfaces[triangleindex];
11921 surface = surfaces + surfaceindex;
11922 texture = surface->texture;
11923 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11925 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11927 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11932 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11934 surfaceindex = surfacelist[surfacelistindex];
11935 surface = surfaces + surfaceindex;
11936 // check cull box first because it rejects more than any other check
11937 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11939 // skip transparent surfaces
11940 texture = surface->texture;
11941 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11943 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11945 numtriangles = surface->num_triangles;
11946 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11947 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11952 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11953 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11955 int renderentityindex;
11956 float worldmins[3];
11957 float worldmaxs[3];
11958 entity_render_t *ent;
11960 if (!cl_decals_newsystem.integer)
11963 worldmins[0] = worldorigin[0] - worldsize;
11964 worldmins[1] = worldorigin[1] - worldsize;
11965 worldmins[2] = worldorigin[2] - worldsize;
11966 worldmaxs[0] = worldorigin[0] + worldsize;
11967 worldmaxs[1] = worldorigin[1] + worldsize;
11968 worldmaxs[2] = worldorigin[2] + worldsize;
11970 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11972 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11974 ent = r_refdef.scene.entities[renderentityindex];
11975 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11978 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11982 typedef struct r_decalsystem_splatqueue_s
11984 vec3_t worldorigin;
11985 vec3_t worldnormal;
11991 r_decalsystem_splatqueue_t;
11993 int r_decalsystem_numqueued = 0;
11994 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11996 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11998 r_decalsystem_splatqueue_t *queue;
12000 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12003 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12004 VectorCopy(worldorigin, queue->worldorigin);
12005 VectorCopy(worldnormal, queue->worldnormal);
12006 Vector4Set(queue->color, r, g, b, a);
12007 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12008 queue->worldsize = worldsize;
12009 queue->decalsequence = cl.decalsequence++;
12012 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12015 r_decalsystem_splatqueue_t *queue;
12017 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12018 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
12019 r_decalsystem_numqueued = 0;
12022 extern cvar_t cl_decals_max;
12023 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12026 decalsystem_t *decalsystem = &ent->decalsystem;
12033 if (!decalsystem->numdecals)
12036 if (r_showsurfaces.integer)
12039 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12041 R_DecalSystem_Reset(decalsystem);
12045 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12046 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12048 if (decalsystem->lastupdatetime)
12049 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12052 decalsystem->lastupdatetime = r_refdef.scene.time;
12053 numdecals = decalsystem->numdecals;
12055 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12057 if (decal->color4f[0][3])
12059 decal->lived += frametime;
12060 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12062 memset(decal, 0, sizeof(*decal));
12063 if (decalsystem->freedecal > i)
12064 decalsystem->freedecal = i;
12068 decal = decalsystem->decals;
12069 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12072 // collapse the array by shuffling the tail decals into the gaps
12075 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12076 decalsystem->freedecal++;
12077 if (decalsystem->freedecal == numdecals)
12079 decal[decalsystem->freedecal] = decal[--numdecals];
12082 decalsystem->numdecals = numdecals;
12084 if (numdecals <= 0)
12086 // if there are no decals left, reset decalsystem
12087 R_DecalSystem_Reset(decalsystem);
12091 extern skinframe_t *decalskinframe;
12092 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12095 decalsystem_t *decalsystem = &ent->decalsystem;
12104 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12107 numdecals = decalsystem->numdecals;
12111 if (r_showsurfaces.integer)
12114 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12116 R_DecalSystem_Reset(decalsystem);
12120 // if the model is static it doesn't matter what value we give for
12121 // wantnormals and wanttangents, so this logic uses only rules applicable
12122 // to a model, knowing that they are meaningless otherwise
12123 if (ent == r_refdef.scene.worldentity)
12124 RSurf_ActiveWorldEntity();
12126 RSurf_ActiveModelEntity(ent, false, false, false);
12128 decalsystem->lastupdatetime = r_refdef.scene.time;
12130 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12132 // update vertex positions for animated models
12133 v3f = decalsystem->vertex3f;
12134 c4f = decalsystem->color4f;
12135 t2f = decalsystem->texcoord2f;
12136 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12138 if (!decal->color4f[0][3])
12141 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12145 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12148 // update color values for fading decals
12149 if (decal->lived >= cl_decals_time.value)
12150 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12154 c4f[ 0] = decal->color4f[0][0] * alpha;
12155 c4f[ 1] = decal->color4f[0][1] * alpha;
12156 c4f[ 2] = decal->color4f[0][2] * alpha;
12158 c4f[ 4] = decal->color4f[1][0] * alpha;
12159 c4f[ 5] = decal->color4f[1][1] * alpha;
12160 c4f[ 6] = decal->color4f[1][2] * alpha;
12162 c4f[ 8] = decal->color4f[2][0] * alpha;
12163 c4f[ 9] = decal->color4f[2][1] * alpha;
12164 c4f[10] = decal->color4f[2][2] * alpha;
12167 t2f[0] = decal->texcoord2f[0][0];
12168 t2f[1] = decal->texcoord2f[0][1];
12169 t2f[2] = decal->texcoord2f[1][0];
12170 t2f[3] = decal->texcoord2f[1][1];
12171 t2f[4] = decal->texcoord2f[2][0];
12172 t2f[5] = decal->texcoord2f[2][1];
12174 // update vertex positions for animated models
12175 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12177 e = rsurface.modelelement3i + 3*decal->triangleindex;
12178 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12179 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12180 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12184 VectorCopy(decal->vertex3f[0], v3f);
12185 VectorCopy(decal->vertex3f[1], v3f + 3);
12186 VectorCopy(decal->vertex3f[2], v3f + 6);
12189 if (r_refdef.fogenabled)
12191 alpha = RSurf_FogVertex(v3f);
12192 VectorScale(c4f, alpha, c4f);
12193 alpha = RSurf_FogVertex(v3f + 3);
12194 VectorScale(c4f + 4, alpha, c4f + 4);
12195 alpha = RSurf_FogVertex(v3f + 6);
12196 VectorScale(c4f + 8, alpha, c4f + 8);
12207 r_refdef.stats[r_stat_drawndecals] += numtris;
12209 // now render the decals all at once
12210 // (this assumes they all use one particle font texture!)
12211 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12212 // R_Mesh_ResetTextureState();
12213 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12214 GL_DepthMask(false);
12215 GL_DepthRange(0, 1);
12216 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12217 GL_DepthTest(true);
12218 GL_CullFace(GL_NONE);
12219 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12220 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12221 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12225 static void R_DrawModelDecals(void)
12229 // fade faster when there are too many decals
12230 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12231 for (i = 0;i < r_refdef.scene.numentities;i++)
12232 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12234 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12235 for (i = 0;i < r_refdef.scene.numentities;i++)
12236 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12237 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12239 R_DecalSystem_ApplySplatEntitiesQueue();
12241 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12242 for (i = 0;i < r_refdef.scene.numentities;i++)
12243 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12245 r_refdef.stats[r_stat_totaldecals] += numdecals;
12247 if (r_showsurfaces.integer)
12250 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12252 for (i = 0;i < r_refdef.scene.numentities;i++)
12254 if (!r_refdef.viewcache.entityvisible[i])
12256 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12257 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12261 extern cvar_t mod_collision_bih;
12262 static void R_DrawDebugModel(void)
12264 entity_render_t *ent = rsurface.entity;
12265 int i, j, flagsmask;
12266 const msurface_t *surface;
12267 dp_model_t *model = ent->model;
12269 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12272 if (r_showoverdraw.value > 0)
12274 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12275 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12276 R_SetupShader_Generic_NoTexture(false, false);
12277 GL_DepthTest(false);
12278 GL_DepthMask(false);
12279 GL_DepthRange(0, 1);
12280 GL_BlendFunc(GL_ONE, GL_ONE);
12281 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12283 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12285 rsurface.texture = R_GetCurrentTexture(surface->texture);
12286 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12288 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12289 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12290 if (!rsurface.texture->currentlayers->depthmask)
12291 GL_Color(c, 0, 0, 1.0f);
12292 else if (ent == r_refdef.scene.worldentity)
12293 GL_Color(c, c, c, 1.0f);
12295 GL_Color(0, c, 0, 1.0f);
12296 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12300 rsurface.texture = NULL;
12303 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12305 // R_Mesh_ResetTextureState();
12306 R_SetupShader_Generic_NoTexture(false, false);
12307 GL_DepthRange(0, 1);
12308 GL_DepthTest(!r_showdisabledepthtest.integer);
12309 GL_DepthMask(false);
12310 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12312 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12316 qboolean cullbox = false;
12317 const q3mbrush_t *brush;
12318 const bih_t *bih = &model->collision_bih;
12319 const bih_leaf_t *bihleaf;
12320 float vertex3f[3][3];
12321 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12322 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12324 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12326 switch (bihleaf->type)
12329 brush = model->brush.data_brushes + bihleaf->itemindex;
12330 if (brush->colbrushf && brush->colbrushf->numtriangles)
12332 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12333 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12334 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12337 case BIH_COLLISIONTRIANGLE:
12338 triangleindex = bihleaf->itemindex;
12339 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12340 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12341 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12342 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12343 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12344 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12346 case BIH_RENDERTRIANGLE:
12347 triangleindex = bihleaf->itemindex;
12348 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12349 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12350 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12351 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12352 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12353 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12359 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12362 if (r_showtris.integer && qglPolygonMode)
12364 if (r_showdisabledepthtest.integer)
12366 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12367 GL_DepthMask(false);
12371 GL_BlendFunc(GL_ONE, GL_ZERO);
12372 GL_DepthMask(true);
12374 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12375 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12377 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12379 rsurface.texture = R_GetCurrentTexture(surface->texture);
12380 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12382 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12383 if (!rsurface.texture->currentlayers->depthmask)
12384 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12385 else if (ent == r_refdef.scene.worldentity)
12386 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12388 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12389 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12393 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12394 rsurface.texture = NULL;
12397 if (r_shownormals.value != 0 && qglBegin)
12401 if (r_showdisabledepthtest.integer)
12403 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12404 GL_DepthMask(false);
12408 GL_BlendFunc(GL_ONE, GL_ZERO);
12409 GL_DepthMask(true);
12411 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12413 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12415 rsurface.texture = R_GetCurrentTexture(surface->texture);
12416 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12418 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12419 qglBegin(GL_LINES);
12420 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12422 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12424 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12425 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12426 qglVertex3f(v[0], v[1], v[2]);
12427 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12428 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12429 qglVertex3f(v[0], v[1], v[2]);
12432 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12434 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12436 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12437 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12438 qglVertex3f(v[0], v[1], v[2]);
12439 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12440 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12441 qglVertex3f(v[0], v[1], v[2]);
12444 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12446 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12448 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12449 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12450 qglVertex3f(v[0], v[1], v[2]);
12451 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12452 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12453 qglVertex3f(v[0], v[1], v[2]);
12456 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12458 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12460 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12461 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12462 qglVertex3f(v[0], v[1], v[2]);
12463 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12464 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12465 qglVertex3f(v[0], v[1], v[2]);
12472 rsurface.texture = NULL;
12477 int r_maxsurfacelist = 0;
12478 const msurface_t **r_surfacelist = NULL;
12479 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12481 int i, j, endj, flagsmask;
12482 dp_model_t *model = r_refdef.scene.worldmodel;
12483 msurface_t *surfaces;
12484 unsigned char *update;
12485 int numsurfacelist = 0;
12489 if (r_maxsurfacelist < model->num_surfaces)
12491 r_maxsurfacelist = model->num_surfaces;
12493 Mem_Free((msurface_t**)r_surfacelist);
12494 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12497 RSurf_ActiveWorldEntity();
12499 surfaces = model->data_surfaces;
12500 update = model->brushq1.lightmapupdateflags;
12502 // update light styles on this submodel
12503 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12505 model_brush_lightstyleinfo_t *style;
12506 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12508 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12510 int *list = style->surfacelist;
12511 style->value = r_refdef.scene.lightstylevalue[style->style];
12512 for (j = 0;j < style->numsurfaces;j++)
12513 update[list[j]] = true;
12518 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12522 R_DrawDebugModel();
12523 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12527 rsurface.lightmaptexture = NULL;
12528 rsurface.deluxemaptexture = NULL;
12529 rsurface.uselightmaptexture = false;
12530 rsurface.texture = NULL;
12531 rsurface.rtlight = NULL;
12532 numsurfacelist = 0;
12533 // add visible surfaces to draw list
12534 for (i = 0;i < model->nummodelsurfaces;i++)
12536 j = model->sortedmodelsurfaces[i];
12537 if (r_refdef.viewcache.world_surfacevisible[j])
12538 r_surfacelist[numsurfacelist++] = surfaces + j;
12540 // update lightmaps if needed
12541 if (model->brushq1.firstrender)
12543 model->brushq1.firstrender = false;
12544 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12546 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12550 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12551 if (r_refdef.viewcache.world_surfacevisible[j])
12553 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12555 // don't do anything if there were no surfaces
12556 if (!numsurfacelist)
12558 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12561 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12563 // add to stats if desired
12564 if (r_speeds.integer && !skysurfaces && !depthonly)
12566 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12567 for (j = 0;j < numsurfacelist;j++)
12568 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12571 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12574 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12576 int i, j, endj, flagsmask;
12577 dp_model_t *model = ent->model;
12578 msurface_t *surfaces;
12579 unsigned char *update;
12580 int numsurfacelist = 0;
12584 if (r_maxsurfacelist < model->num_surfaces)
12586 r_maxsurfacelist = model->num_surfaces;
12588 Mem_Free((msurface_t **)r_surfacelist);
12589 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12592 // if the model is static it doesn't matter what value we give for
12593 // wantnormals and wanttangents, so this logic uses only rules applicable
12594 // to a model, knowing that they are meaningless otherwise
12595 if (ent == r_refdef.scene.worldentity)
12596 RSurf_ActiveWorldEntity();
12597 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12598 RSurf_ActiveModelEntity(ent, false, false, false);
12600 RSurf_ActiveModelEntity(ent, true, true, true);
12601 else if (depthonly)
12603 switch (vid.renderpath)
12605 case RENDERPATH_GL20:
12606 case RENDERPATH_D3D9:
12607 case RENDERPATH_D3D10:
12608 case RENDERPATH_D3D11:
12609 case RENDERPATH_SOFT:
12610 case RENDERPATH_GLES2:
12611 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12613 case RENDERPATH_GL11:
12614 case RENDERPATH_GL13:
12615 case RENDERPATH_GLES1:
12616 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12622 switch (vid.renderpath)
12624 case RENDERPATH_GL20:
12625 case RENDERPATH_D3D9:
12626 case RENDERPATH_D3D10:
12627 case RENDERPATH_D3D11:
12628 case RENDERPATH_SOFT:
12629 case RENDERPATH_GLES2:
12630 RSurf_ActiveModelEntity(ent, true, true, false);
12632 case RENDERPATH_GL11:
12633 case RENDERPATH_GL13:
12634 case RENDERPATH_GLES1:
12635 RSurf_ActiveModelEntity(ent, true, false, false);
12640 surfaces = model->data_surfaces;
12641 update = model->brushq1.lightmapupdateflags;
12643 // update light styles
12644 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12646 model_brush_lightstyleinfo_t *style;
12647 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12649 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12651 int *list = style->surfacelist;
12652 style->value = r_refdef.scene.lightstylevalue[style->style];
12653 for (j = 0;j < style->numsurfaces;j++)
12654 update[list[j]] = true;
12659 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12663 R_DrawDebugModel();
12664 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12668 rsurface.lightmaptexture = NULL;
12669 rsurface.deluxemaptexture = NULL;
12670 rsurface.uselightmaptexture = false;
12671 rsurface.texture = NULL;
12672 rsurface.rtlight = NULL;
12673 numsurfacelist = 0;
12674 // add visible surfaces to draw list
12675 for (i = 0;i < model->nummodelsurfaces;i++)
12676 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12677 // don't do anything if there were no surfaces
12678 if (!numsurfacelist)
12680 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12683 // update lightmaps if needed
12687 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12692 R_BuildLightMap(ent, surfaces + j);
12697 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12699 // add to stats if desired
12700 if (r_speeds.integer && !skysurfaces && !depthonly)
12702 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12703 for (j = 0;j < numsurfacelist;j++)
12704 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12707 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12710 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12712 static texture_t texture;
12713 static msurface_t surface;
12714 const msurface_t *surfacelist = &surface;
12716 // fake enough texture and surface state to render this geometry
12718 texture.update_lastrenderframe = -1; // regenerate this texture
12719 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12720 texture.currentskinframe = skinframe;
12721 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12722 texture.offsetmapping = OFFSETMAPPING_OFF;
12723 texture.offsetscale = 1;
12724 texture.specularscalemod = 1;
12725 texture.specularpowermod = 1;
12726 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12727 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12728 // JUST GREP FOR "specularscalemod = 1".
12730 surface.texture = &texture;
12731 surface.num_triangles = numtriangles;
12732 surface.num_firsttriangle = firsttriangle;
12733 surface.num_vertices = numvertices;
12734 surface.num_firstvertex = firstvertex;
12737 rsurface.texture = R_GetCurrentTexture(surface.texture);
12738 rsurface.lightmaptexture = NULL;
12739 rsurface.deluxemaptexture = NULL;
12740 rsurface.uselightmaptexture = false;
12741 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12744 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12746 static msurface_t surface;
12747 const msurface_t *surfacelist = &surface;
12749 // fake enough texture and surface state to render this geometry
12750 surface.texture = texture;
12751 surface.num_triangles = numtriangles;
12752 surface.num_firsttriangle = firsttriangle;
12753 surface.num_vertices = numvertices;
12754 surface.num_firstvertex = firstvertex;
12757 rsurface.texture = R_GetCurrentTexture(surface.texture);
12758 rsurface.lightmaptexture = NULL;
12759 rsurface.deluxemaptexture = NULL;
12760 rsurface.uselightmaptexture = false;
12761 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);