2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 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"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 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)"};
99 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)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 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."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 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."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 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"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 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"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 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)"};
144 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"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 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"};
151 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"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 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"};
155 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)"};
156 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)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 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)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 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)"};
164 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)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 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"};
167 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."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 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)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 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"};
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 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"};
213 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"};
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 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"};
222 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."};
224 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)"};
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
229 extern qboolean v_flipped_state;
231 static struct r_bloomstate_s
236 int bloomwidth, bloomheight;
238 textype_t texturetype;
239 int viewfbo; // used to check if r_viewfbo cvar has changed
241 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
245 int screentexturewidth, screentextureheight;
246 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
248 int bloomtexturewidth, bloomtextureheight;
249 rtexture_t *texture_bloom;
251 // arrays for rendering the screen passes
252 float screentexcoord2f[8];
253 float bloomtexcoord2f[8];
254 float offsettexcoord2f[8];
256 r_viewport_t viewport;
260 r_waterstate_t r_waterstate;
262 /// shadow volume bsp struct with automatically growing nodes buffer
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
294 typedef struct r_qwskincache_s
296 char name[MAX_QPATH];
297 skinframe_t *skinframe;
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
314 const float r_d3dscreenvertex3f[12] =
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
325 for (i = 0;i < verts;i++)
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
339 for (i = 0;i < verts;i++)
349 // FIXME: move this to client?
352 if (gamemode == GAME_NEHAHRA)
354 Cvar_Set("gl_fogenable", "0");
355 Cvar_Set("gl_fogdensity", "0.2");
356 Cvar_Set("gl_fogred", "0.3");
357 Cvar_Set("gl_foggreen", "0.3");
358 Cvar_Set("gl_fogblue", "0.3");
360 r_refdef.fog_density = 0;
361 r_refdef.fog_red = 0;
362 r_refdef.fog_green = 0;
363 r_refdef.fog_blue = 0;
364 r_refdef.fog_alpha = 1;
365 r_refdef.fog_start = 0;
366 r_refdef.fog_end = 16384;
367 r_refdef.fog_height = 1<<30;
368 r_refdef.fog_fadedepth = 128;
369 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
372 static void R_BuildBlankTextures(void)
374 unsigned char data[4];
375 data[2] = 128; // normal X
376 data[1] = 128; // normal Y
377 data[0] = 255; // normal Z
378 data[3] = 255; // height
379 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 static void R_BuildNoTexture(void)
400 unsigned char pix[16][16][4];
401 // this makes a light grey/dark grey checkerboard texture
402 for (y = 0;y < 16;y++)
404 for (x = 0;x < 16;x++)
406 if ((y < 8) ^ (x < 8))
422 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
425 static void R_BuildWhiteCube(void)
427 unsigned char data[6*1*1*4];
428 memset(data, 255, sizeof(data));
429 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
432 static void R_BuildNormalizationCube(void)
436 vec_t s, t, intensity;
439 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440 for (side = 0;side < 6;side++)
442 for (y = 0;y < NORMSIZE;y++)
444 for (x = 0;x < NORMSIZE;x++)
446 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
482 intensity = 127.0f / sqrt(DotProduct(v, v));
483 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486 data[((side*64+y)*64+x)*4+3] = 255;
490 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
494 static void R_BuildFogTexture(void)
498 unsigned char data1[FOGWIDTH][4];
499 //unsigned char data2[FOGWIDTH][4];
502 r_refdef.fogmasktable_start = r_refdef.fog_start;
503 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504 r_refdef.fogmasktable_range = r_refdef.fogrange;
505 r_refdef.fogmasktable_density = r_refdef.fog_density;
507 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
510 d = (x * r - r_refdef.fogmasktable_start);
511 if(developer_extra.integer)
512 Con_DPrintf("%f ", d);
514 if (r_fog_exp2.integer)
515 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
517 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518 if(developer_extra.integer)
519 Con_DPrintf(" : %f ", alpha);
520 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521 if(developer_extra.integer)
522 Con_DPrintf(" = %f\n", alpha);
523 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
526 for (x = 0;x < FOGWIDTH;x++)
528 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
533 //data2[x][0] = 255 - b;
534 //data2[x][1] = 255 - b;
535 //data2[x][2] = 255 - b;
538 if (r_texture_fogattenuation)
540 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
545 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
550 static void R_BuildFogHeightTexture(void)
552 unsigned char *inpixels;
560 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561 if (r_refdef.fogheighttexturename[0])
562 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
565 r_refdef.fog_height_tablesize = 0;
566 if (r_texture_fogheighttexture)
567 R_FreeTexture(r_texture_fogheighttexture);
568 r_texture_fogheighttexture = NULL;
569 if (r_refdef.fog_height_table2d)
570 Mem_Free(r_refdef.fog_height_table2d);
571 r_refdef.fog_height_table2d = NULL;
572 if (r_refdef.fog_height_table1d)
573 Mem_Free(r_refdef.fog_height_table1d);
574 r_refdef.fog_height_table1d = NULL;
578 r_refdef.fog_height_tablesize = size;
579 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
583 // LordHavoc: now the magic - what is that table2d for? it is a cooked
584 // average fog color table accounting for every fog layer between a point
585 // and the camera. (Note: attenuation is handled separately!)
586 for (y = 0;y < size;y++)
588 for (x = 0;x < size;x++)
594 for (j = x;j <= y;j++)
596 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602 for (j = x;j >= y;j--)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
609 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
615 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
618 //=======================================================================================================================================================
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *vertexfilename;
643 const char *geometryfilename;
644 const char *fragmentfilename;
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
653 {"#define USEDIFFUSE\n", " diffuse"},
654 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655 {"#define USEVIEWTINT\n", " viewtint"},
656 {"#define USECOLORMAPPING\n", " colormapping"},
657 {"#define USESATURATION\n", " saturation"},
658 {"#define USEFOGINSIDE\n", " foginside"},
659 {"#define USEFOGOUTSIDE\n", " fogoutside"},
660 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662 {"#define USEGAMMARAMPS\n", " gammaramps"},
663 {"#define USECUBEFILTER\n", " cubefilter"},
664 {"#define USEGLOW\n", " glow"},
665 {"#define USEBLOOM\n", " bloom"},
666 {"#define USESPECULAR\n", " specular"},
667 {"#define USEPOSTPROCESSING\n", " postprocessing"},
668 {"#define USEREFLECTION\n", " reflection"},
669 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683 {"#define USETRIPPY\n", " trippy"},
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
735 struct r_glsl_permutation_s *hashnext;
737 unsigned int permutation;
739 /// indicates if we have tried compiling this permutation already
741 /// 0 if compilation failed
743 // texture units assigned to each detected uniform
744 int tex_Texture_First;
745 int tex_Texture_Second;
746 int tex_Texture_GammaRamps;
747 int tex_Texture_Normal;
748 int tex_Texture_Color;
749 int tex_Texture_Gloss;
750 int tex_Texture_Glow;
751 int tex_Texture_SecondaryNormal;
752 int tex_Texture_SecondaryColor;
753 int tex_Texture_SecondaryGloss;
754 int tex_Texture_SecondaryGlow;
755 int tex_Texture_Pants;
756 int tex_Texture_Shirt;
757 int tex_Texture_FogHeightTexture;
758 int tex_Texture_FogMask;
759 int tex_Texture_Lightmap;
760 int tex_Texture_Deluxemap;
761 int tex_Texture_Attenuation;
762 int tex_Texture_Cube;
763 int tex_Texture_Refraction;
764 int tex_Texture_Reflection;
765 int tex_Texture_ShadowMap2D;
766 int tex_Texture_CubeProjection;
767 int tex_Texture_ScreenDepth;
768 int tex_Texture_ScreenNormalMap;
769 int tex_Texture_ScreenDiffuse;
770 int tex_Texture_ScreenSpecular;
771 int tex_Texture_ReflectMask;
772 int tex_Texture_ReflectCube;
773 int tex_Texture_BounceGrid;
774 /// locations of detected uniforms in program object, or -1 if not found
775 int loc_Texture_First;
776 int loc_Texture_Second;
777 int loc_Texture_GammaRamps;
778 int loc_Texture_Normal;
779 int loc_Texture_Color;
780 int loc_Texture_Gloss;
781 int loc_Texture_Glow;
782 int loc_Texture_SecondaryNormal;
783 int loc_Texture_SecondaryColor;
784 int loc_Texture_SecondaryGloss;
785 int loc_Texture_SecondaryGlow;
786 int loc_Texture_Pants;
787 int loc_Texture_Shirt;
788 int loc_Texture_FogHeightTexture;
789 int loc_Texture_FogMask;
790 int loc_Texture_Lightmap;
791 int loc_Texture_Deluxemap;
792 int loc_Texture_Attenuation;
793 int loc_Texture_Cube;
794 int loc_Texture_Refraction;
795 int loc_Texture_Reflection;
796 int loc_Texture_ShadowMap2D;
797 int loc_Texture_CubeProjection;
798 int loc_Texture_ScreenDepth;
799 int loc_Texture_ScreenNormalMap;
800 int loc_Texture_ScreenDiffuse;
801 int loc_Texture_ScreenSpecular;
802 int loc_Texture_ReflectMask;
803 int loc_Texture_ReflectCube;
804 int loc_Texture_BounceGrid;
806 int loc_BloomBlur_Parameters;
808 int loc_Color_Ambient;
809 int loc_Color_Diffuse;
810 int loc_Color_Specular;
814 int loc_DeferredColor_Ambient;
815 int loc_DeferredColor_Diffuse;
816 int loc_DeferredColor_Specular;
817 int loc_DeferredMod_Diffuse;
818 int loc_DeferredMod_Specular;
819 int loc_DistortScaleRefractReflect;
822 int loc_FogHeightFade;
824 int loc_FogPlaneViewDist;
825 int loc_FogRangeRecip;
828 int loc_LightPosition;
829 int loc_OffsetMapping_ScaleSteps;
830 int loc_OffsetMapping_LodDistance;
831 int loc_OffsetMapping_Bias;
833 int loc_ReflectColor;
834 int loc_ReflectFactor;
835 int loc_ReflectOffset;
836 int loc_RefractColor;
838 int loc_ScreenCenterRefractReflect;
839 int loc_ScreenScaleRefractReflect;
840 int loc_ScreenToDepth;
841 int loc_ShadowMap_Parameters;
842 int loc_ShadowMap_TextureScale;
843 int loc_SpecularPower;
848 int loc_ViewTintColor;
850 int loc_ModelToLight;
852 int loc_BackgroundTexMatrix;
853 int loc_ModelViewProjectionMatrix;
854 int loc_ModelViewMatrix;
855 int loc_PixelToScreenTexCoord;
856 int loc_ModelToReflectCube;
857 int loc_ShadowMapMatrix;
858 int loc_BloomColorSubtract;
859 int loc_NormalmapScrollBlend;
860 int loc_BounceGridMatrix;
861 int loc_BounceGridIntensity;
863 r_glsl_permutation_t;
865 #define SHADERPERMUTATION_HASHSIZE 256
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
872 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
878 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
881 #define SHADERSTATICPARMS_COUNT 8
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
890 static int r_compileshader_staticparms_save[1];
891 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
895 if (r_glsl_saturation_redcompensate.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897 if (r_glsl_vertextextureblend_usebothalphas.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899 if (r_shadow_glossexact.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901 if (r_glsl_postprocess.integer)
903 if (r_glsl_postprocess_uservec1_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905 if (r_glsl_postprocess_uservec2_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907 if (r_glsl_postprocess_uservec3_enable.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909 if (r_glsl_postprocess_uservec4_enable.integer)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
912 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
921 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
924 shaderstaticparms_count = 0;
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
946 //unsigned int hashdepth = 0;
947 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948 r_glsl_permutation_t *p;
949 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
951 if (p->mode == mode && p->permutation == permutation)
953 //if (hashdepth > 10)
954 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
961 p->permutation = permutation;
962 p->hashnext = r_glsl_permutationhash[mode][hashindex];
963 r_glsl_permutationhash[mode][hashindex] = p;
964 //if (hashdepth > 10)
965 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
972 if (!filename || !filename[0])
974 if (!strcmp(filename, "glsl/default.glsl"))
976 if (!glslshaderstring)
978 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979 if (glslshaderstring)
980 Con_DPrintf("Loading shaders from file %s...\n", filename);
982 glslshaderstring = (char *)builtinshaderstring;
984 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
988 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
991 if (printfromdisknotice)
992 Con_DPrintf("from disk %s... ", filename);
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1002 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003 char *vertexstring, *geometrystring, *fragmentstring;
1004 char permutationname[256];
1005 int vertstrings_count = 0;
1006 int geomstrings_count = 0;
1007 int fragstrings_count = 0;
1008 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1017 permutationname[0] = 0;
1018 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1022 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1024 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025 if(vid.support.gl20shaders130)
1027 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1035 // the first pretext is which type of shader to compile as
1036 // (later these will all be bound together as a program object)
1037 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1041 // the second pretext is the mode (for example a light source)
1042 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1047 // now add all the permutation pretexts
1048 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1050 if (permutation & (1<<i))
1052 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1059 // keep line numbers correct
1060 vertstrings_list[vertstrings_count++] = "\n";
1061 geomstrings_list[geomstrings_count++] = "\n";
1062 fragstrings_list[fragstrings_count++] = "\n";
1067 R_CompileShader_AddStaticParms(mode, permutation);
1068 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069 vertstrings_count += shaderstaticparms_count;
1070 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071 geomstrings_count += shaderstaticparms_count;
1072 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073 fragstrings_count += shaderstaticparms_count;
1075 // now append the shader text itself
1076 vertstrings_list[vertstrings_count++] = vertexstring;
1077 geomstrings_list[geomstrings_count++] = geometrystring;
1078 fragstrings_list[fragstrings_count++] = fragmentstring;
1080 // if any sources were NULL, clear the respective list
1082 vertstrings_count = 0;
1083 if (!geometrystring)
1084 geomstrings_count = 0;
1085 if (!fragmentstring)
1086 fragstrings_count = 0;
1088 // compile the shader program
1089 if (vertstrings_count + geomstrings_count + fragstrings_count)
1090 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1094 qglUseProgram(p->program);CHECKGLERROR
1095 // look up all the uniform variable names we care about, so we don't
1096 // have to look them up every time we set them
1098 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1099 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1100 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1102 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1103 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1104 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1105 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1110 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1111 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1113 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1117 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1118 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1119 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1129 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1131 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1132 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1133 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1134 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1135 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1136 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1137 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1144 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1145 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1146 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1147 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1149 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1150 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1151 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1152 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1156 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1157 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1158 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1159 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1160 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1161 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1164 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1167 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1168 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1169 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1170 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1171 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1172 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1173 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1174 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1175 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185 // initialize the samplers to refer to the texture units we use
1186 p->tex_Texture_First = -1;
1187 p->tex_Texture_Second = -1;
1188 p->tex_Texture_GammaRamps = -1;
1189 p->tex_Texture_Normal = -1;
1190 p->tex_Texture_Color = -1;
1191 p->tex_Texture_Gloss = -1;
1192 p->tex_Texture_Glow = -1;
1193 p->tex_Texture_SecondaryNormal = -1;
1194 p->tex_Texture_SecondaryColor = -1;
1195 p->tex_Texture_SecondaryGloss = -1;
1196 p->tex_Texture_SecondaryGlow = -1;
1197 p->tex_Texture_Pants = -1;
1198 p->tex_Texture_Shirt = -1;
1199 p->tex_Texture_FogHeightTexture = -1;
1200 p->tex_Texture_FogMask = -1;
1201 p->tex_Texture_Lightmap = -1;
1202 p->tex_Texture_Deluxemap = -1;
1203 p->tex_Texture_Attenuation = -1;
1204 p->tex_Texture_Cube = -1;
1205 p->tex_Texture_Refraction = -1;
1206 p->tex_Texture_Reflection = -1;
1207 p->tex_Texture_ShadowMap2D = -1;
1208 p->tex_Texture_CubeProjection = -1;
1209 p->tex_Texture_ScreenDepth = -1;
1210 p->tex_Texture_ScreenNormalMap = -1;
1211 p->tex_Texture_ScreenDiffuse = -1;
1212 p->tex_Texture_ScreenSpecular = -1;
1213 p->tex_Texture_ReflectMask = -1;
1214 p->tex_Texture_ReflectCube = -1;
1215 p->tex_Texture_BounceGrid = -1;
1217 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1218 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1219 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1220 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1221 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1222 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1223 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1228 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1229 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1230 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1232 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1233 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1234 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1235 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1236 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1237 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1238 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1239 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1244 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1245 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1246 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1248 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1251 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1255 Mem_Free(vertexstring);
1257 Mem_Free(geometrystring);
1259 Mem_Free(fragmentstring);
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1264 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265 if (r_glsl_permutation != perm)
1267 r_glsl_permutation = perm;
1268 if (!r_glsl_permutation->program)
1270 if (!r_glsl_permutation->compiled)
1271 R_GLSL_CompilePermutation(perm, mode, permutation);
1272 if (!r_glsl_permutation->program)
1274 // remove features until we find a valid permutation
1276 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1278 // reduce i more quickly whenever it would not remove any bits
1279 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280 if (!(permutation & j))
1283 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284 if (!r_glsl_permutation->compiled)
1285 R_GLSL_CompilePermutation(perm, mode, permutation);
1286 if (r_glsl_permutation->program)
1289 if (i >= SHADERPERMUTATION_COUNT)
1291 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293 qglUseProgram(0);CHECKGLERROR
1294 return; // no bit left to clear, entire mode is broken
1299 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1301 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1317 /// hash lookup data
1318 struct r_hlsl_permutation_s *hashnext;
1320 unsigned int permutation;
1322 /// indicates if we have tried compiling this permutation already
1324 /// NULL if compilation failed
1325 IDirect3DVertexShader9 *vertexshader;
1326 IDirect3DPixelShader9 *pixelshader;
1328 r_hlsl_permutation_t;
1330 typedef enum D3DVSREGISTER_e
1332 D3DVSREGISTER_TexMatrix = 0, // float4x4
1333 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337 D3DVSREGISTER_ModelToLight = 20, // float4x4
1338 D3DVSREGISTER_EyePosition = 24,
1339 D3DVSREGISTER_FogPlane = 25,
1340 D3DVSREGISTER_LightDir = 26,
1341 D3DVSREGISTER_LightPosition = 27,
1345 typedef enum D3DPSREGISTER_e
1347 D3DPSREGISTER_Alpha = 0,
1348 D3DPSREGISTER_BloomBlur_Parameters = 1,
1349 D3DPSREGISTER_ClientTime = 2,
1350 D3DPSREGISTER_Color_Ambient = 3,
1351 D3DPSREGISTER_Color_Diffuse = 4,
1352 D3DPSREGISTER_Color_Specular = 5,
1353 D3DPSREGISTER_Color_Glow = 6,
1354 D3DPSREGISTER_Color_Pants = 7,
1355 D3DPSREGISTER_Color_Shirt = 8,
1356 D3DPSREGISTER_DeferredColor_Ambient = 9,
1357 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358 D3DPSREGISTER_DeferredColor_Specular = 11,
1359 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360 D3DPSREGISTER_DeferredMod_Specular = 13,
1361 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362 D3DPSREGISTER_EyePosition = 15, // unused
1363 D3DPSREGISTER_FogColor = 16,
1364 D3DPSREGISTER_FogHeightFade = 17,
1365 D3DPSREGISTER_FogPlane = 18,
1366 D3DPSREGISTER_FogPlaneViewDist = 19,
1367 D3DPSREGISTER_FogRangeRecip = 20,
1368 D3DPSREGISTER_LightColor = 21,
1369 D3DPSREGISTER_LightDir = 22, // unused
1370 D3DPSREGISTER_LightPosition = 23,
1371 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372 D3DPSREGISTER_PixelSize = 25,
1373 D3DPSREGISTER_ReflectColor = 26,
1374 D3DPSREGISTER_ReflectFactor = 27,
1375 D3DPSREGISTER_ReflectOffset = 28,
1376 D3DPSREGISTER_RefractColor = 29,
1377 D3DPSREGISTER_Saturation = 30,
1378 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380 D3DPSREGISTER_ScreenToDepth = 33,
1381 D3DPSREGISTER_ShadowMap_Parameters = 34,
1382 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383 D3DPSREGISTER_SpecularPower = 36,
1384 D3DPSREGISTER_UserVec1 = 37,
1385 D3DPSREGISTER_UserVec2 = 38,
1386 D3DPSREGISTER_UserVec3 = 39,
1387 D3DPSREGISTER_UserVec4 = 40,
1388 D3DPSREGISTER_ViewTintColor = 41,
1389 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390 D3DPSREGISTER_BloomColorSubtract = 43,
1391 D3DPSREGISTER_ViewToLight = 44, // float4x4
1392 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393 D3DPSREGISTER_NormalmapScrollBlend = 52,
1394 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395 D3DPSREGISTER_OffsetMapping_Bias = 54,
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1409 //unsigned int hashdepth = 0;
1410 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411 r_hlsl_permutation_t *p;
1412 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1414 if (p->mode == mode && p->permutation == permutation)
1416 //if (hashdepth > 10)
1417 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1422 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1424 p->permutation = permutation;
1425 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426 r_hlsl_permutationhash[mode][hashindex] = p;
1427 //if (hashdepth > 10)
1428 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1435 if (!filename || !filename[0])
1437 if (!strcmp(filename, "hlsl/default.hlsl"))
1439 if (!hlslshaderstring)
1441 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442 if (hlslshaderstring)
1443 Con_DPrintf("Loading shaders from file %s...\n", filename);
1445 hlslshaderstring = (char *)builtinhlslshaderstring;
1447 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449 return shaderstring;
1451 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1454 if (printfromdisknotice)
1455 Con_DPrintf("from disk %s... ", filename);
1456 return shaderstring;
1458 return shaderstring;
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1467 DWORD *vsbin = NULL;
1468 DWORD *psbin = NULL;
1469 fs_offset_t vsbinsize;
1470 fs_offset_t psbinsize;
1471 // IDirect3DVertexShader9 *vs = NULL;
1472 // IDirect3DPixelShader9 *ps = NULL;
1473 ID3DXBuffer *vslog = NULL;
1474 ID3DXBuffer *vsbuffer = NULL;
1475 ID3DXConstantTable *vsconstanttable = NULL;
1476 ID3DXBuffer *pslog = NULL;
1477 ID3DXBuffer *psbuffer = NULL;
1478 ID3DXConstantTable *psconstanttable = NULL;
1481 char temp[MAX_INPUTLINE];
1482 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483 qboolean debugshader = gl_paranoid.integer != 0;
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1488 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1491 if ((!vsbin && vertstring) || (!psbin && fragstring))
1493 const char* dllnames_d3dx9 [] =
1517 dllhandle_t d3dx9_dll = NULL;
1518 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521 dllfunction_t d3dx9_dllfuncs[] =
1523 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1524 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1525 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1528 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1530 DWORD shaderflags = 0;
1532 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535 if (vertstring && vertstring[0])
1539 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1545 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1548 vsbinsize = vsbuffer->GetBufferSize();
1549 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551 vsbuffer->Release();
1555 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1560 if (fragstring && fragstring[0])
1564 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1570 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1573 psbinsize = psbuffer->GetBufferSize();
1574 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576 psbuffer->Release();
1580 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1585 Sys_UnloadLibrary(&d3dx9_dll);
1588 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1592 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593 if (FAILED(vsresult))
1594 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596 if (FAILED(psresult))
1597 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1599 // free the shader data
1600 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1607 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608 int vertstring_length = 0;
1609 int geomstring_length = 0;
1610 int fragstring_length = 0;
1612 char *vertexstring, *geometrystring, *fragmentstring;
1613 char *vertstring, *geomstring, *fragstring;
1614 char permutationname[256];
1615 char cachename[256];
1616 int vertstrings_count = 0;
1617 int geomstrings_count = 0;
1618 int fragstrings_count = 0;
1619 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1626 p->vertexshader = NULL;
1627 p->pixelshader = NULL;
1629 permutationname[0] = 0;
1631 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1635 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636 strlcat(cachename, "hlsl/", sizeof(cachename));
1638 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639 vertstrings_count = 0;
1640 geomstrings_count = 0;
1641 fragstrings_count = 0;
1642 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1646 // the first pretext is which type of shader to compile as
1647 // (later these will all be bound together as a program object)
1648 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1652 // the second pretext is the mode (for example a light source)
1653 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657 strlcat(cachename, modeinfo->name, sizeof(cachename));
1659 // now add all the permutation pretexts
1660 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1662 if (permutation & (1<<i))
1664 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1672 // keep line numbers correct
1673 vertstrings_list[vertstrings_count++] = "\n";
1674 geomstrings_list[geomstrings_count++] = "\n";
1675 fragstrings_list[fragstrings_count++] = "\n";
1680 R_CompileShader_AddStaticParms(mode, permutation);
1681 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682 vertstrings_count += shaderstaticparms_count;
1683 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684 geomstrings_count += shaderstaticparms_count;
1685 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686 fragstrings_count += shaderstaticparms_count;
1688 // replace spaces in the cachename with _ characters
1689 for (i = 0;cachename[i];i++)
1690 if (cachename[i] == ' ')
1693 // now append the shader text itself
1694 vertstrings_list[vertstrings_count++] = vertexstring;
1695 geomstrings_list[geomstrings_count++] = geometrystring;
1696 fragstrings_list[fragstrings_count++] = fragmentstring;
1698 // if any sources were NULL, clear the respective list
1700 vertstrings_count = 0;
1701 if (!geometrystring)
1702 geomstrings_count = 0;
1703 if (!fragmentstring)
1704 fragstrings_count = 0;
1706 vertstring_length = 0;
1707 for (i = 0;i < vertstrings_count;i++)
1708 vertstring_length += strlen(vertstrings_list[i]);
1709 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1713 geomstring_length = 0;
1714 for (i = 0;i < geomstrings_count;i++)
1715 geomstring_length += strlen(geomstrings_list[i]);
1716 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1720 fragstring_length = 0;
1721 for (i = 0;i < fragstrings_count;i++)
1722 fragstring_length += strlen(fragstrings_list[i]);
1723 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1727 // try to load the cached shader, or generate one
1728 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1730 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1733 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1737 Mem_Free(vertstring);
1739 Mem_Free(geomstring);
1741 Mem_Free(fragstring);
1743 Mem_Free(vertexstring);
1745 Mem_Free(geometrystring);
1747 Mem_Free(fragmentstring);
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 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);}
1753 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);}
1754 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);}
1755 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);}
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 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);}
1760 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);}
1761 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);}
1762 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);}
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1766 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767 if (r_hlsl_permutation != perm)
1769 r_hlsl_permutation = perm;
1770 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1772 if (!r_hlsl_permutation->compiled)
1773 R_HLSL_CompilePermutation(perm, mode, permutation);
1774 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1776 // remove features until we find a valid permutation
1778 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1780 // reduce i more quickly whenever it would not remove any bits
1781 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782 if (!(permutation & j))
1785 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786 if (!r_hlsl_permutation->compiled)
1787 R_HLSL_CompilePermutation(perm, mode, permutation);
1788 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1791 if (i >= SHADERPERMUTATION_COUNT)
1793 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795 return; // no bit left to clear, entire mode is broken
1799 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1810 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1816 void R_GLSL_Restart_f(void)
1818 unsigned int i, limit;
1819 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820 Mem_Free(glslshaderstring);
1821 glslshaderstring = NULL;
1822 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823 Mem_Free(hlslshaderstring);
1824 hlslshaderstring = NULL;
1825 switch(vid.renderpath)
1827 case RENDERPATH_D3D9:
1830 r_hlsl_permutation_t *p;
1831 r_hlsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1837 if (p->vertexshader)
1838 IDirect3DVertexShader9_Release(p->vertexshader);
1840 IDirect3DPixelShader9_Release(p->pixelshader);
1841 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1844 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1848 case RENDERPATH_D3D10:
1849 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1851 case RENDERPATH_D3D11:
1852 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_GL20:
1855 case RENDERPATH_GLES2:
1857 r_glsl_permutation_t *p;
1858 r_glsl_permutation = NULL;
1859 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860 for (i = 0;i < limit;i++)
1862 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1864 GL_Backend_FreeProgram(p->program);
1865 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1868 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1871 case RENDERPATH_GL11:
1872 case RENDERPATH_GL13:
1873 case RENDERPATH_GLES1:
1875 case RENDERPATH_SOFT:
1880 void R_GLSL_DumpShader_f(void)
1885 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, glslshadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1897 Con_Printf("glsl/default.glsl written\n");
1900 Con_Printf("failed to write to glsl/default.glsl\n");
1902 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1905 FS_Print(file, "/* The engine may define the following macros:\n");
1906 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907 for (i = 0;i < SHADERMODE_COUNT;i++)
1908 FS_Print(file, hlslshadermodeinfo[i].pretext);
1909 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910 FS_Print(file, shaderpermutationinfo[i].pretext);
1911 FS_Print(file, "*/\n");
1912 FS_Print(file, builtinhlslshaderstring);
1914 Con_Printf("hlsl/default.hlsl written\n");
1917 Con_Printf("failed to write to hlsl/default.hlsl\n");
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1922 unsigned int permutation = 0;
1923 if (r_trippy.integer && !notrippy)
1924 permutation |= SHADERPERMUTATION_TRIPPY;
1925 permutation |= SHADERPERMUTATION_VIEWTINT;
1927 permutation |= SHADERPERMUTATION_DIFFUSE;
1929 permutation |= SHADERPERMUTATION_SPECULAR;
1930 if (texturemode == GL_MODULATE)
1931 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932 else if (texturemode == GL_ADD)
1933 permutation |= SHADERPERMUTATION_GLOW;
1934 else if (texturemode == GL_DECAL)
1935 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1939 texturemode = GL_MODULATE;
1940 if (vid.allowalphatocoverage)
1941 GL_AlphaToCoverage(false);
1942 switch (vid.renderpath)
1944 case RENDERPATH_D3D9:
1946 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947 R_Mesh_TexBind(GL20TU_FIRST , first );
1948 R_Mesh_TexBind(GL20TU_SECOND, second);
1949 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_D3D10:
1954 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1956 case RENDERPATH_D3D11:
1957 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1959 case RENDERPATH_GL20:
1960 case RENDERPATH_GLES2:
1961 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1967 case RENDERPATH_GL13:
1968 case RENDERPATH_GLES1:
1969 R_Mesh_TexBind(0, first );
1970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971 R_Mesh_TexBind(1, second);
1973 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1975 case RENDERPATH_GL11:
1976 R_Mesh_TexBind(0, first );
1978 case RENDERPATH_SOFT:
1979 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980 R_Mesh_TexBind(GL20TU_FIRST , first );
1981 R_Mesh_TexBind(GL20TU_SECOND, second);
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1988 unsigned int permutation = 0;
1989 if (r_trippy.integer && !notrippy)
1990 permutation |= SHADERPERMUTATION_TRIPPY;
1991 if (vid.allowalphatocoverage)
1992 GL_AlphaToCoverage(false);
1993 switch (vid.renderpath)
1995 case RENDERPATH_D3D9:
1997 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000 case RENDERPATH_D3D10:
2001 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_D3D11:
2004 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2006 case RENDERPATH_GL20:
2007 case RENDERPATH_GLES2:
2008 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2010 case RENDERPATH_GL13:
2011 case RENDERPATH_GLES1:
2012 R_Mesh_TexBind(0, 0);
2013 R_Mesh_TexBind(1, 0);
2015 case RENDERPATH_GL11:
2016 R_Mesh_TexBind(0, 0);
2018 case RENDERPATH_SOFT:
2019 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2026 int permutation = 0;
2027 if (r_trippy.integer && !notrippy)
2028 permutation |= SHADERPERMUTATION_TRIPPY;
2029 if (vid.allowalphatocoverage)
2030 GL_AlphaToCoverage(false);
2031 switch (vid.renderpath)
2033 case RENDERPATH_D3D9:
2035 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2038 case RENDERPATH_D3D10:
2039 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_D3D11:
2042 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2044 case RENDERPATH_GL20:
2045 case RENDERPATH_GLES2:
2046 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2048 case RENDERPATH_GL13:
2049 case RENDERPATH_GLES1:
2051 case RENDERPATH_GL11:
2053 case RENDERPATH_SOFT:
2054 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2084 #define BLENDFUNC_ALLOWS_COLORMOD 1
2085 #define BLENDFUNC_ALLOWS_FOG 2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2093 // a blendfunc allows colormod if:
2094 // a) it can never keep the destination pixel invariant, or
2095 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096 // this is to prevent unintended side effects from colormod
2098 // a blendfunc allows fog if:
2099 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100 // this is to prevent unintended side effects from fog
2102 // these checks are the output of fogeval.pl
2104 r |= BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2130 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)
2132 // select a permutation of the lighting shader appropriate to this
2133 // combination of texture, entity, light source, and fogging, only use the
2134 // minimum features necessary to avoid wasting rendering time in the
2135 // fragment shader on features that are not being used
2136 unsigned int permutation = 0;
2137 unsigned int mode = 0;
2139 static float dummy_colormod[3] = {1, 1, 1};
2140 float *colormod = rsurface.colormod;
2142 matrix4x4_t tempmatrix;
2143 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144 if (r_trippy.integer && !notrippy)
2145 permutation |= SHADERPERMUTATION_TRIPPY;
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150 if (rsurfacepass == RSURFPASS_BACKGROUND)
2152 // distorted background
2153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2155 mode = SHADERMODE_WATER;
2156 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2158 // this is the right thing to do for wateralpha
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2164 // this is the right thing to do for entity alpha
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2169 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2171 mode = SHADERMODE_REFRACTION;
2172 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 mode = SHADERMODE_GENERIC;
2178 permutation |= SHADERPERMUTATION_DIFFUSE;
2179 GL_BlendFunc(GL_ONE, GL_ZERO);
2180 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182 if (vid.allowalphatocoverage)
2183 GL_AlphaToCoverage(false);
2185 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2187 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2189 switch(rsurface.texture->offsetmapping)
2191 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_OFF: break;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199 // normalmap (deferred prepass), may use alpha test on diffuse
2200 mode = SHADERMODE_DEFERREDGEOMETRY;
2201 GL_BlendFunc(GL_ONE, GL_ZERO);
2202 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203 if (vid.allowalphatocoverage)
2204 GL_AlphaToCoverage(false);
2206 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2208 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2210 switch(rsurface.texture->offsetmapping)
2212 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215 case OFFSETMAPPING_OFF: break;
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2221 mode = SHADERMODE_LIGHTSOURCE;
2222 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223 permutation |= SHADERPERMUTATION_CUBEFILTER;
2224 if (diffusescale > 0)
2225 permutation |= SHADERPERMUTATION_DIFFUSE;
2226 if (specularscale > 0)
2227 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228 if (r_refdef.fogenabled)
2229 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230 if (rsurface.texture->colormapping)
2231 permutation |= SHADERPERMUTATION_COLORMAPPING;
2232 if (r_shadow_usingshadowmap2d)
2234 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235 if(r_shadow_shadowmapvsdct)
2236 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2238 if (r_shadow_shadowmapsampler)
2239 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240 if (r_shadow_shadowmappcf > 1)
2241 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242 else if (r_shadow_shadowmappcf)
2243 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2245 if (rsurface.texture->reflectmasktexture)
2246 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249 if (vid.allowalphatocoverage)
2250 GL_AlphaToCoverage(false);
2252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2254 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2256 switch(rsurface.texture->offsetmapping)
2258 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_OFF: break;
2264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266 // unshaded geometry (fullbright or ambient model lighting)
2267 mode = SHADERMODE_FLATCOLOR;
2268 ambientscale = diffusescale = specularscale = 0;
2269 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270 permutation |= SHADERPERMUTATION_GLOW;
2271 if (r_refdef.fogenabled)
2272 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273 if (rsurface.texture->colormapping)
2274 permutation |= SHADERPERMUTATION_COLORMAPPING;
2275 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2277 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2280 if (r_shadow_shadowmapsampler)
2281 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282 if (r_shadow_shadowmappcf > 1)
2283 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284 else if (r_shadow_shadowmappcf)
2285 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2287 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288 permutation |= SHADERPERMUTATION_REFLECTION;
2289 if (rsurface.texture->reflectmasktexture)
2290 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 // when using alphatocoverage, we don't need alphakill
2294 if (vid.allowalphatocoverage)
2296 if (r_transparent_alphatocoverage.integer)
2298 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2302 GL_AlphaToCoverage(false);
2305 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2307 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2309 switch(rsurface.texture->offsetmapping)
2311 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_OFF: break;
2317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319 // directional model lighting
2320 mode = SHADERMODE_LIGHTDIRECTION;
2321 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322 permutation |= SHADERPERMUTATION_GLOW;
2323 permutation |= SHADERPERMUTATION_DIFFUSE;
2324 if (specularscale > 0)
2325 permutation |= SHADERPERMUTATION_SPECULAR;
2326 if (r_refdef.fogenabled)
2327 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328 if (rsurface.texture->colormapping)
2329 permutation |= SHADERPERMUTATION_COLORMAPPING;
2330 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2332 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2335 if (r_shadow_shadowmapsampler)
2336 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337 if (r_shadow_shadowmappcf > 1)
2338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339 else if (r_shadow_shadowmappcf)
2340 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343 permutation |= SHADERPERMUTATION_REFLECTION;
2344 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2350 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351 if (r_shadow_bouncegriddirectional)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2354 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 // when using alphatocoverage, we don't need alphakill
2357 if (vid.allowalphatocoverage)
2359 if (r_transparent_alphatocoverage.integer)
2361 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2365 GL_AlphaToCoverage(false);
2368 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2370 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2372 switch(rsurface.texture->offsetmapping)
2374 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_OFF: break;
2380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382 // ambient model lighting
2383 mode = SHADERMODE_LIGHTDIRECTION;
2384 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385 permutation |= SHADERPERMUTATION_GLOW;
2386 if (r_refdef.fogenabled)
2387 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388 if (rsurface.texture->colormapping)
2389 permutation |= SHADERPERMUTATION_COLORMAPPING;
2390 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2392 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2395 if (r_shadow_shadowmapsampler)
2396 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397 if (r_shadow_shadowmappcf > 1)
2398 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399 else if (r_shadow_shadowmappcf)
2400 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2443 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444 permutation |= SHADERPERMUTATION_GLOW;
2445 if (r_refdef.fogenabled)
2446 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447 if (rsurface.texture->colormapping)
2448 permutation |= SHADERPERMUTATION_COLORMAPPING;
2449 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2451 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2454 if (r_shadow_shadowmapsampler)
2455 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456 if (r_shadow_shadowmappcf > 1)
2457 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458 else if (r_shadow_shadowmappcf)
2459 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462 permutation |= SHADERPERMUTATION_REFLECTION;
2463 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465 if (rsurface.texture->reflectmasktexture)
2466 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467 if (FAKELIGHT_ENABLED)
2469 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470 mode = SHADERMODE_FAKELIGHT;
2471 permutation |= SHADERPERMUTATION_DIFFUSE;
2472 if (specularscale > 0)
2473 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2477 // deluxemapping (light direction texture)
2478 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2481 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482 permutation |= SHADERPERMUTATION_DIFFUSE;
2483 if (specularscale > 0)
2484 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2486 else if (r_glsl_deluxemapping.integer >= 2)
2488 // fake deluxemapping (uniform light direction in tangentspace)
2489 if (rsurface.uselightmaptexture)
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2492 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493 permutation |= SHADERPERMUTATION_DIFFUSE;
2494 if (specularscale > 0)
2495 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2497 else if (rsurface.uselightmaptexture)
2499 // ordinary lightmapping (q1bsp, q3bsp)
2500 mode = SHADERMODE_LIGHTMAP;
2504 // ordinary vertex coloring (q3bsp)
2505 mode = SHADERMODE_VERTEXCOLOR;
2507 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510 if (r_shadow_bouncegriddirectional)
2511 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2513 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515 // when using alphatocoverage, we don't need alphakill
2516 if (vid.allowalphatocoverage)
2518 if (r_transparent_alphatocoverage.integer)
2520 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2524 GL_AlphaToCoverage(false);
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528 colormod = dummy_colormod;
2529 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533 switch(vid.renderpath)
2535 case RENDERPATH_D3D9:
2537 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541 if (mode == SHADERMODE_LIGHTSOURCE)
2543 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2548 if (mode == SHADERMODE_LIGHTDIRECTION)
2550 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2553 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2559 if (mode == SHADERMODE_LIGHTSOURCE)
2561 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2567 // additive passes are only darkened by fog, not tinted
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2573 if (mode == SHADERMODE_FLATCOLOR)
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2577 else if (mode == SHADERMODE_LIGHTDIRECTION)
2579 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]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581 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);
2582 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591 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);
2592 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2595 // additive passes are only darkened by fog, not tinted
2596 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2599 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600 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);
2601 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608 if (mode == SHADERMODE_WATER)
2609 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2611 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616 if (rsurface.texture->pantstexture)
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620 if (rsurface.texture->shirttexture)
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2623 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2634 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2635 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2636 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2639 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2640 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2641 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2642 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2647 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2649 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2652 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2653 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2656 if (rsurfacepass == RSURFPASS_BACKGROUND)
2658 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2666 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2668 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2670 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2672 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673 if (rsurface.rtlight)
2675 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2676 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2681 case RENDERPATH_D3D10:
2682 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_D3D11:
2685 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2687 case RENDERPATH_GL20:
2688 case RENDERPATH_GLES2:
2689 if (!vid.useinterleavedarrays)
2691 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2702 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2705 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707 if (mode == SHADERMODE_LIGHTSOURCE)
2709 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714 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);
2716 // additive passes are only darkened by fog, not tinted
2717 if (r_glsl_permutation->loc_FogColor >= 0)
2718 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719 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);
2723 if (mode == SHADERMODE_FLATCOLOR)
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2727 else if (mode == SHADERMODE_LIGHTDIRECTION)
2729 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]);
2730 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]);
2731 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);
2732 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734 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]);
2735 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]);
2739 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]);
2740 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]);
2741 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);
2742 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2745 // additive passes are only darkened by fog, not tinted
2746 if (r_glsl_permutation->loc_FogColor >= 0)
2748 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2751 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2753 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);
2754 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756 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]);
2757 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]);
2758 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760 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);
2761 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]);
2763 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766 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]);
2767 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]);
2769 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772 if (r_glsl_permutation->loc_Color_Pants >= 0)
2774 if (rsurface.texture->pantstexture)
2775 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2777 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2779 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2781 if (rsurface.texture->shirttexture)
2782 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2784 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2786 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]);
2787 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2796 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2798 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]);
2799 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800 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);}
2801 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2803 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2804 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2805 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2806 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2807 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2808 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2809 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2811 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2812 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2813 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2814 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2815 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2816 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2817 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);
2818 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2819 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2820 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2823 if (rsurfacepass == RSURFPASS_BACKGROUND)
2825 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);
2826 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);
2827 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);
2831 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);
2833 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2834 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2835 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2836 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2837 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2839 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2840 if (rsurface.rtlight)
2842 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2843 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2846 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2849 case RENDERPATH_GL11:
2850 case RENDERPATH_GL13:
2851 case RENDERPATH_GLES1:
2853 case RENDERPATH_SOFT:
2854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856 R_SetupShader_SetPermutationSoft(mode, permutation);
2857 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858 if (mode == SHADERMODE_LIGHTSOURCE)
2860 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2867 // additive passes are only darkened by fog, not tinted
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2873 if (mode == SHADERMODE_FLATCOLOR)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2877 else if (mode == SHADERMODE_LIGHTDIRECTION)
2879 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]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881 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);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884 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]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891 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);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2895 // additive passes are only darkened by fog, not tinted
2896 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900 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);
2901 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903 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]);
2904 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]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2910 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914 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]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2921 if (rsurface.texture->pantstexture)
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2924 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2926 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2928 if (rsurface.texture->shirttexture)
2929 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2931 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2943 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2945 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2948 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2949 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2950 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2951 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2954 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2955 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2956 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2957 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2958 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2959 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2961 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2962 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2965 if (rsurfacepass == RSURFPASS_BACKGROUND)
2967 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2973 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2975 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2976 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2977 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2978 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2979 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2981 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982 if (rsurface.rtlight)
2984 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2985 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2994 // select a permutation of the lighting shader appropriate to this
2995 // combination of texture, entity, light source, and fogging, only use the
2996 // minimum features necessary to avoid wasting rendering time in the
2997 // fragment shader on features that are not being used
2998 unsigned int permutation = 0;
2999 unsigned int mode = 0;
3000 const float *lightcolorbase = rtlight->currentcolor;
3001 float ambientscale = rtlight->ambientscale;
3002 float diffusescale = rtlight->diffusescale;
3003 float specularscale = rtlight->specularscale;
3004 // this is the location of the light in view space
3005 vec3_t viewlightorigin;
3006 // this transforms from view space (camera) to light space (cubemap)
3007 matrix4x4_t viewtolight;
3008 matrix4x4_t lighttoview;
3009 float viewtolight16f[16];
3010 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3012 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013 if (rtlight->currentcubemap != r_texture_whitecube)
3014 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015 if (diffusescale > 0)
3016 permutation |= SHADERPERMUTATION_DIFFUSE;
3017 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019 if (r_shadow_usingshadowmap2d)
3021 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022 if (r_shadow_shadowmapvsdct)
3023 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3025 if (r_shadow_shadowmapsampler)
3026 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027 if (r_shadow_shadowmappcf > 1)
3028 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029 else if (r_shadow_shadowmappcf)
3030 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3032 if (vid.allowalphatocoverage)
3033 GL_AlphaToCoverage(false);
3034 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038 switch(vid.renderpath)
3040 case RENDERPATH_D3D9:
3042 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050 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);
3051 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3054 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3055 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3056 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3057 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3058 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3059 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_D3D10:
3063 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3065 case RENDERPATH_D3D11:
3066 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3068 case RENDERPATH_GL20:
3069 case RENDERPATH_GLES2:
3070 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3073 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3074 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3075 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076 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]);
3077 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]);
3078 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);
3079 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]);
3080 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3082 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3083 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3084 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3085 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3086 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3087 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3089 case RENDERPATH_GL11:
3090 case RENDERPATH_GL13:
3091 case RENDERPATH_GLES1:
3093 case RENDERPATH_SOFT:
3094 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3097 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3099 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101 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]);
3102 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);
3103 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3106 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3107 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3108 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3109 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3110 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3111 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3116 #define SKINFRAME_HASH 1024
3120 int loadsequence; // incremented each level change
3121 memexpandablearray_t array;
3122 skinframe_t *hash[SKINFRAME_HASH];
3125 r_skinframe_t r_skinframe;
3127 void R_SkinFrame_PrepareForPurge(void)
3129 r_skinframe.loadsequence++;
3130 // wrap it without hitting zero
3131 if (r_skinframe.loadsequence >= 200)
3132 r_skinframe.loadsequence = 1;
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3139 // mark the skinframe as used for the purging code
3140 skinframe->loadsequence = r_skinframe.loadsequence;
3143 void R_SkinFrame_Purge(void)
3147 for (i = 0;i < SKINFRAME_HASH;i++)
3149 for (s = r_skinframe.hash[i];s;s = s->next)
3151 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3153 if (s->merged == s->base)
3155 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156 R_PurgeTexture(s->stain );s->stain = NULL;
3157 R_PurgeTexture(s->merged);s->merged = NULL;
3158 R_PurgeTexture(s->base );s->base = NULL;
3159 R_PurgeTexture(s->pants );s->pants = NULL;
3160 R_PurgeTexture(s->shirt );s->shirt = NULL;
3161 R_PurgeTexture(s->nmap );s->nmap = NULL;
3162 R_PurgeTexture(s->gloss );s->gloss = NULL;
3163 R_PurgeTexture(s->glow );s->glow = NULL;
3164 R_PurgeTexture(s->fog );s->fog = NULL;
3165 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166 s->loadsequence = 0;
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3174 char basename[MAX_QPATH];
3176 Image_StripImageExtension(name, basename, sizeof(basename));
3178 if( last == NULL ) {
3180 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181 item = r_skinframe.hash[hashindex];
3186 // linearly search through the hash bucket
3187 for( ; item ; item = item->next ) {
3188 if( !strcmp( item->basename, basename ) ) {
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3199 char basename[MAX_QPATH];
3201 Image_StripImageExtension(name, basename, sizeof(basename));
3203 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3209 rtexture_t *dyntexture;
3210 // check whether its a dynamic texture
3211 dyntexture = CL_GetDynTexture( basename );
3212 if (!add && !dyntexture)
3214 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215 memset(item, 0, sizeof(*item));
3216 strlcpy(item->basename, basename, sizeof(item->basename));
3217 item->base = dyntexture; // either NULL or dyntexture handle
3218 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219 item->comparewidth = comparewidth;
3220 item->compareheight = compareheight;
3221 item->comparecrc = comparecrc;
3222 item->next = r_skinframe.hash[hashindex];
3223 r_skinframe.hash[hashindex] = item;
3225 else if (textureflags & TEXF_FORCE_RELOAD)
3227 rtexture_t *dyntexture;
3228 // check whether its a dynamic texture
3229 dyntexture = CL_GetDynTexture( basename );
3230 if (!add && !dyntexture)
3232 if (item->merged == item->base)
3233 item->merged = NULL;
3234 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235 R_PurgeTexture(item->stain );item->stain = NULL;
3236 R_PurgeTexture(item->merged);item->merged = NULL;
3237 R_PurgeTexture(item->base );item->base = NULL;
3238 R_PurgeTexture(item->pants );item->pants = NULL;
3239 R_PurgeTexture(item->shirt );item->shirt = NULL;
3240 R_PurgeTexture(item->nmap );item->nmap = NULL;
3241 R_PurgeTexture(item->gloss );item->gloss = NULL;
3242 R_PurgeTexture(item->glow );item->glow = NULL;
3243 R_PurgeTexture(item->fog );item->fog = NULL;
3244 R_PurgeTexture(item->reflect);item->reflect = NULL;
3245 item->loadsequence = 0;
3247 else if( item->base == NULL )
3249 rtexture_t *dyntexture;
3250 // check whether its a dynamic texture
3251 // 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]
3252 dyntexture = CL_GetDynTexture( basename );
3253 item->base = dyntexture; // either NULL or dyntexture handle
3256 R_SkinFrame_MarkUsed(item);
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3262 unsigned long long avgcolor[5], wsum; \
3270 for(pix = 0; pix < cnt; ++pix) \
3273 for(comp = 0; comp < 3; ++comp) \
3275 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3278 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3280 for(comp = 0; comp < 3; ++comp) \
3281 avgcolor[comp] += getpixel * w; \
3284 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285 avgcolor[4] += getpixel; \
3287 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3289 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3299 unsigned char *pixels;
3300 unsigned char *bumppixels;
3301 unsigned char *basepixels = NULL;
3302 int basepixels_width = 0;
3303 int basepixels_height = 0;
3304 skinframe_t *skinframe;
3305 rtexture_t *ddsbase = NULL;
3306 qboolean ddshasalpha = false;
3307 float ddsavgcolor[4];
3308 char basename[MAX_QPATH];
3309 int miplevel = R_PicmipForFlags(textureflags);
3310 int savemiplevel = miplevel;
3313 if (cls.state == ca_dedicated)
3316 // return an existing skinframe if already loaded
3317 // if loading of the first image fails, don't make a new skinframe as it
3318 // would cause all future lookups of this to be missing
3319 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320 if (skinframe && skinframe->base)
3323 Image_StripImageExtension(name, basename, sizeof(basename));
3325 // check for DDS texture file first
3326 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3328 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329 if (basepixels == NULL)
3333 // FIXME handle miplevel
3335 if (developer_loading.integer)
3336 Con_Printf("loading skin \"%s\"\n", name);
3338 // we've got some pixels to store, so really allocate this new texture now
3340 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341 textureflags &= ~TEXF_FORCE_RELOAD;
3342 skinframe->stain = NULL;
3343 skinframe->merged = NULL;
3344 skinframe->base = NULL;
3345 skinframe->pants = NULL;
3346 skinframe->shirt = NULL;
3347 skinframe->nmap = NULL;
3348 skinframe->gloss = NULL;
3349 skinframe->glow = NULL;
3350 skinframe->fog = NULL;
3351 skinframe->reflect = NULL;
3352 skinframe->hasalpha = false;
3356 skinframe->base = ddsbase;
3357 skinframe->hasalpha = ddshasalpha;
3358 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359 if (r_loadfog && skinframe->hasalpha)
3360 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361 //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]);
3365 basepixels_width = image_width;
3366 basepixels_height = image_height;
3367 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);
3368 if (textureflags & TEXF_ALPHA)
3370 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3372 if (basepixels[j] < 255)
3374 skinframe->hasalpha = true;
3378 if (r_loadfog && skinframe->hasalpha)
3380 // has transparent pixels
3381 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382 for (j = 0;j < image_width * image_height * 4;j += 4)
3387 pixels[j+3] = basepixels[j+3];
3389 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3393 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3395 //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]);
3396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3405 mymiplevel = savemiplevel;
3406 if (r_loadnormalmap)
3407 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3410 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3416 // _norm is the name used by tenebrae and has been adopted as standard
3417 if (r_loadnormalmap && skinframe->nmap == NULL)
3419 mymiplevel = savemiplevel;
3420 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3422 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3426 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3432 Mem_Free(bumppixels);
3434 else if (r_shadow_bumpscale_basetexture.value > 0)
3436 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 // _luma is supported only for tenebrae compatibility
3448 // _glow is the preferred name
3449 mymiplevel = savemiplevel;
3450 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3452 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3457 Mem_Free(pixels);pixels = NULL;
3460 mymiplevel = savemiplevel;
3461 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3463 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%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);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3475 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%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);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3487 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%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);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3496 mymiplevel = savemiplevel;
3497 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3499 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%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);
3501 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3509 Mem_Free(basepixels);
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3518 unsigned char *temp1, *temp2;
3519 skinframe_t *skinframe;
3521 if (cls.state == ca_dedicated)
3524 // if already loaded just return it, otherwise make a new skinframe
3525 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526 if (skinframe && skinframe->base)
3528 textureflags &= ~TEXF_FORCE_RELOAD;
3530 skinframe->stain = NULL;
3531 skinframe->merged = NULL;
3532 skinframe->base = NULL;
3533 skinframe->pants = NULL;
3534 skinframe->shirt = NULL;
3535 skinframe->nmap = NULL;
3536 skinframe->gloss = NULL;
3537 skinframe->glow = NULL;
3538 skinframe->fog = NULL;
3539 skinframe->reflect = NULL;
3540 skinframe->hasalpha = false;
3542 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3546 if (developer_loading.integer)
3547 Con_Printf("loading 32bit skin \"%s\"\n", name);
3549 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3551 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552 temp2 = temp1 + width * height * 4;
3553 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3557 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558 if (textureflags & TEXF_ALPHA)
3560 for (i = 3;i < width * height * 4;i += 4)
3562 if (skindata[i] < 255)
3564 skinframe->hasalpha = true;
3568 if (r_loadfog && skinframe->hasalpha)
3570 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571 memcpy(fogpixels, skindata, width * height * 4);
3572 for (i = 0;i < width * height * 4;i += 4)
3573 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575 Mem_Free(fogpixels);
3579 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580 //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]);
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3589 skinframe_t *skinframe;
3591 if (cls.state == ca_dedicated)
3594 // if already loaded just return it, otherwise make a new skinframe
3595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596 if (skinframe && skinframe->base)
3598 textureflags &= ~TEXF_FORCE_RELOAD;
3600 skinframe->stain = NULL;
3601 skinframe->merged = NULL;
3602 skinframe->base = NULL;
3603 skinframe->pants = NULL;
3604 skinframe->shirt = NULL;
3605 skinframe->nmap = NULL;
3606 skinframe->gloss = NULL;
3607 skinframe->glow = NULL;
3608 skinframe->fog = NULL;
3609 skinframe->reflect = NULL;
3610 skinframe->hasalpha = false;
3612 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3616 if (developer_loading.integer)
3617 Con_Printf("loading quake skin \"%s\"\n", name);
3619 // 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)
3620 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621 memcpy(skinframe->qpixels, skindata, width*height);
3622 skinframe->qwidth = width;
3623 skinframe->qheight = height;
3626 for (i = 0;i < width * height;i++)
3627 featuresmask |= palette_featureflags[skindata[i]];
3629 skinframe->hasalpha = false;
3630 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632 skinframe->qgeneratemerged = true;
3633 skinframe->qgeneratebase = skinframe->qhascolormapping;
3634 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3636 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637 //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]);
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3646 unsigned char *skindata;
3648 if (!skinframe->qpixels)
3651 if (!skinframe->qhascolormapping)
3652 colormapped = false;
3656 if (!skinframe->qgeneratebase)
3661 if (!skinframe->qgeneratemerged)
3665 width = skinframe->qwidth;
3666 height = skinframe->qheight;
3667 skindata = skinframe->qpixels;
3669 if (skinframe->qgeneratenmap)
3671 unsigned char *temp1, *temp2;
3672 skinframe->qgeneratenmap = false;
3673 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674 temp2 = temp1 + width * height * 4;
3675 // use either a custom palette or the quake palette
3676 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3682 if (skinframe->qgenerateglow)
3684 skinframe->qgenerateglow = false;
3685 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3690 skinframe->qgeneratebase = false;
3691 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%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);
3692 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3697 skinframe->qgeneratemerged = false;
3698 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);
3701 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3703 Mem_Free(skinframe->qpixels);
3704 skinframe->qpixels = NULL;
3708 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)
3711 skinframe_t *skinframe;
3713 if (cls.state == ca_dedicated)
3716 // if already loaded just return it, otherwise make a new skinframe
3717 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718 if (skinframe && skinframe->base)
3720 textureflags &= ~TEXF_FORCE_RELOAD;
3722 skinframe->stain = NULL;
3723 skinframe->merged = NULL;
3724 skinframe->base = NULL;
3725 skinframe->pants = NULL;
3726 skinframe->shirt = NULL;
3727 skinframe->nmap = NULL;
3728 skinframe->gloss = NULL;
3729 skinframe->glow = NULL;
3730 skinframe->fog = NULL;
3731 skinframe->reflect = NULL;
3732 skinframe->hasalpha = false;
3734 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3738 if (developer_loading.integer)
3739 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3741 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742 if (textureflags & TEXF_ALPHA)
3744 for (i = 0;i < width * height;i++)
3746 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3748 skinframe->hasalpha = true;
3752 if (r_loadfog && skinframe->hasalpha)
3753 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3756 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757 //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]);
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3764 skinframe_t *skinframe;
3766 if (cls.state == ca_dedicated)
3769 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770 skinframe->stain = NULL;
3771 skinframe->merged = NULL;
3772 skinframe->base = NULL;
3773 skinframe->pants = NULL;
3774 skinframe->shirt = NULL;
3775 skinframe->nmap = NULL;
3776 skinframe->gloss = NULL;
3777 skinframe->glow = NULL;
3778 skinframe->fog = NULL;
3779 skinframe->reflect = NULL;
3780 skinframe->hasalpha = false;
3782 skinframe->avgcolor[0] = rand() / RAND_MAX;
3783 skinframe->avgcolor[1] = rand() / RAND_MAX;
3784 skinframe->avgcolor[2] = rand() / RAND_MAX;
3785 skinframe->avgcolor[3] = 1;
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3794 qboolean flipx, flipy, flipdiagonal;
3797 static suffixinfo_t suffix[3][6] =
3800 {"px", false, false, false},
3801 {"nx", false, false, false},
3802 {"py", false, false, false},
3803 {"ny", false, false, false},
3804 {"pz", false, false, false},
3805 {"nz", false, false, false}
3808 {"posx", false, false, false},
3809 {"negx", false, false, false},
3810 {"posy", false, false, false},
3811 {"negy", false, false, false},
3812 {"posz", false, false, false},
3813 {"negz", false, false, false}
3816 {"rt", true, false, true},
3817 {"lf", false, true, true},
3818 {"ft", true, true, false},
3819 {"bk", false, false, false},
3820 {"up", true, false, true},
3821 {"dn", true, false, true}
3825 static int componentorder[4] = {0, 1, 2, 3};
3827 rtexture_t *R_LoadCubemap(const char *basename)
3829 int i, j, cubemapsize;
3830 unsigned char *cubemappixels, *image_buffer;
3831 rtexture_t *cubemaptexture;
3833 // must start 0 so the first loadimagepixels has no requested width/height
3835 cubemappixels = NULL;
3836 cubemaptexture = NULL;
3837 // keep trying different suffix groups (posx, px, rt) until one loads
3838 for (j = 0;j < 3 && !cubemappixels;j++)
3840 // load the 6 images in the suffix group
3841 for (i = 0;i < 6;i++)
3843 // generate an image name based on the base and and suffix
3844 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3846 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3848 // an image loaded, make sure width and height are equal
3849 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3851 // if this is the first image to load successfully, allocate the cubemap memory
3852 if (!cubemappixels && image_width >= 1)
3854 cubemapsize = image_width;
3855 // note this clears to black, so unavailable sides are black
3856 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3858 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3860 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);
3863 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3865 Mem_Free(image_buffer);
3869 // if a cubemap loaded, upload it
3872 if (developer_loading.integer)
3873 Con_Printf("loading cubemap \"%s\"\n", basename);
3875 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);
3876 Mem_Free(cubemappixels);
3880 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881 if (developer_loading.integer)
3883 Con_Printf("(tried tried images ");
3884 for (j = 0;j < 3;j++)
3885 for (i = 0;i < 6;i++)
3886 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887 Con_Print(" and was unable to find any of them).\n");
3890 return cubemaptexture;
3893 rtexture_t *R_GetCubemap(const char *basename)
3896 for (i = 0;i < r_texture_numcubemaps;i++)
3897 if (r_texture_cubemaps[i] != NULL)
3898 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901 return r_texture_whitecube;
3902 r_texture_numcubemaps++;
3903 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906 return r_texture_cubemaps[i]->texture;
3909 void R_FreeCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3915 if (r_texture_cubemaps[i] != NULL)
3917 if (r_texture_cubemaps[i]->texture)
3919 if (developer_loading.integer)
3920 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922 Mem_Free(r_texture_cubemaps[i]);
3923 r_texture_cubemaps[i] = NULL;
3929 void R_FreeCubemaps(void)
3932 for (i = 0;i < r_texture_numcubemaps;i++)
3934 if (developer_loading.integer)
3935 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936 if (r_texture_cubemaps[i] != NULL)
3938 if (r_texture_cubemaps[i]->texture)
3939 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940 Mem_Free(r_texture_cubemaps[i]);
3943 r_texture_numcubemaps = 0;
3946 void R_Main_FreeViewCache(void)
3948 if (r_refdef.viewcache.entityvisible)
3949 Mem_Free(r_refdef.viewcache.entityvisible);
3950 if (r_refdef.viewcache.world_pvsbits)
3951 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952 if (r_refdef.viewcache.world_leafvisible)
3953 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954 if (r_refdef.viewcache.world_surfacevisible)
3955 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3959 void R_Main_ResizeViewCache(void)
3961 int numentities = r_refdef.scene.numentities;
3962 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966 if (r_refdef.viewcache.maxentities < numentities)
3968 r_refdef.viewcache.maxentities = numentities;
3969 if (r_refdef.viewcache.entityvisible)
3970 Mem_Free(r_refdef.viewcache.entityvisible);
3971 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3973 if (r_refdef.viewcache.world_numclusters != numclusters)
3975 r_refdef.viewcache.world_numclusters = numclusters;
3976 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977 if (r_refdef.viewcache.world_pvsbits)
3978 Mem_Free(r_refdef.viewcache.world_pvsbits);
3979 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3981 if (r_refdef.viewcache.world_numleafs != numleafs)
3983 r_refdef.viewcache.world_numleafs = numleafs;
3984 if (r_refdef.viewcache.world_leafvisible)
3985 Mem_Free(r_refdef.viewcache.world_leafvisible);
3986 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3988 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3990 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991 if (r_refdef.viewcache.world_surfacevisible)
3992 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
4000 loadingscreentexture = NULL;
4001 r_texture_blanknormalmap = NULL;
4002 r_texture_white = NULL;
4003 r_texture_grey128 = NULL;
4004 r_texture_black = NULL;
4005 r_texture_whitecube = NULL;
4006 r_texture_normalizationcube = NULL;
4007 r_texture_fogattenuation = NULL;
4008 r_texture_fogheighttexture = NULL;
4009 r_texture_gammaramps = NULL;
4010 r_texture_numcubemaps = 0;
4012 r_loaddds = r_texture_dds_load.integer != 0;
4013 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4015 switch(vid.renderpath)
4017 case RENDERPATH_GL20:
4018 case RENDERPATH_D3D9:
4019 case RENDERPATH_D3D10:
4020 case RENDERPATH_D3D11:
4021 case RENDERPATH_SOFT:
4022 case RENDERPATH_GLES2:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 1);
4025 Cvar_SetValueQuick(&r_glsl, 1);
4026 r_loadnormalmap = true;
4030 case RENDERPATH_GL13:
4031 case RENDERPATH_GLES1:
4032 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033 Cvar_SetValueQuick(&gl_combine, 1);
4034 Cvar_SetValueQuick(&r_glsl, 0);
4035 r_loadnormalmap = false;
4036 r_loadgloss = false;
4039 case RENDERPATH_GL11:
4040 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041 Cvar_SetValueQuick(&gl_combine, 0);
4042 Cvar_SetValueQuick(&r_glsl, 0);
4043 r_loadnormalmap = false;
4044 r_loadgloss = false;
4050 R_FrameData_Reset();
4054 memset(r_queries, 0, sizeof(r_queries));
4056 r_qwskincache = NULL;
4057 r_qwskincache_size = 0;
4059 // due to caching of texture_t references, the collision cache must be reset
4060 Collision_Cache_Reset(true);
4062 // set up r_skinframe loading system for textures
4063 memset(&r_skinframe, 0, sizeof(r_skinframe));
4064 r_skinframe.loadsequence = 1;
4065 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4067 r_main_texturepool = R_AllocTexturePool();
4068 R_BuildBlankTextures();
4070 if (vid.support.arb_texture_cube_map)
4073 R_BuildNormalizationCube();
4075 r_texture_fogattenuation = NULL;
4076 r_texture_fogheighttexture = NULL;
4077 r_texture_gammaramps = NULL;
4078 //r_texture_fogintensity = NULL;
4079 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080 memset(&r_waterstate, 0, sizeof(r_waterstate));
4081 r_glsl_permutation = NULL;
4082 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084 glslshaderstring = NULL;
4086 r_hlsl_permutation = NULL;
4087 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4090 hlslshaderstring = NULL;
4091 memset(&r_svbsp, 0, sizeof (r_svbsp));
4093 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094 r_texture_numcubemaps = 0;
4096 r_refdef.fogmasktable_density = 0;
4099 void gl_main_shutdown(void)
4102 R_FrameData_Reset();
4104 R_Main_FreeViewCache();
4106 switch(vid.renderpath)
4108 case RENDERPATH_GL11:
4109 case RENDERPATH_GL13:
4110 case RENDERPATH_GL20:
4111 case RENDERPATH_GLES1:
4112 case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4115 qglDeleteQueriesARB(r_maxqueries, r_queries);
4118 case RENDERPATH_D3D9:
4119 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4121 case RENDERPATH_D3D10:
4122 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4124 case RENDERPATH_D3D11:
4125 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4127 case RENDERPATH_SOFT:
4133 memset(r_queries, 0, sizeof(r_queries));
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4138 // clear out the r_skinframe state
4139 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140 memset(&r_skinframe, 0, sizeof(r_skinframe));
4143 Mem_Free(r_svbsp.nodes);
4144 memset(&r_svbsp, 0, sizeof (r_svbsp));
4145 R_FreeTexturePool(&r_main_texturepool);
4146 loadingscreentexture = NULL;
4147 r_texture_blanknormalmap = NULL;
4148 r_texture_white = NULL;
4149 r_texture_grey128 = NULL;
4150 r_texture_black = NULL;
4151 r_texture_whitecube = NULL;
4152 r_texture_normalizationcube = NULL;
4153 r_texture_fogattenuation = NULL;
4154 r_texture_fogheighttexture = NULL;
4155 r_texture_gammaramps = NULL;
4156 r_texture_numcubemaps = 0;
4157 //r_texture_fogintensity = NULL;
4158 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159 memset(&r_waterstate, 0, sizeof(r_waterstate));
4162 r_glsl_permutation = NULL;
4163 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165 glslshaderstring = NULL;
4167 r_hlsl_permutation = NULL;
4168 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4171 hlslshaderstring = NULL;
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4177 // FIXME: move this code to client
4178 char *entities, entname[MAX_QPATH];
4180 Mem_Free(r_qwskincache);
4181 r_qwskincache = NULL;
4182 r_qwskincache_size = 0;
4185 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4188 CL_ParseEntityLump(entities);
4192 if (cl.worldmodel->brush.entities)
4193 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4195 R_Main_FreeViewCache();
4197 R_FrameData_Reset();
4200 void GL_Main_Init(void)
4202 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4204 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207 if (gamemode == GAME_NEHAHRA)
4209 Cvar_RegisterVariable (&gl_fogenable);
4210 Cvar_RegisterVariable (&gl_fogdensity);
4211 Cvar_RegisterVariable (&gl_fogred);
4212 Cvar_RegisterVariable (&gl_foggreen);
4213 Cvar_RegisterVariable (&gl_fogblue);
4214 Cvar_RegisterVariable (&gl_fogstart);
4215 Cvar_RegisterVariable (&gl_fogend);
4216 Cvar_RegisterVariable (&gl_skyclip);
4218 Cvar_RegisterVariable(&r_motionblur);
4219 Cvar_RegisterVariable(&r_damageblur);
4220 Cvar_RegisterVariable(&r_motionblur_averaging);
4221 Cvar_RegisterVariable(&r_motionblur_randomize);
4222 Cvar_RegisterVariable(&r_motionblur_minblur);
4223 Cvar_RegisterVariable(&r_motionblur_maxblur);
4224 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232 Cvar_RegisterVariable(&r_equalize_entities_by);
4233 Cvar_RegisterVariable(&r_equalize_entities_to);
4234 Cvar_RegisterVariable(&r_depthfirst);
4235 Cvar_RegisterVariable(&r_useinfinitefarclip);
4236 Cvar_RegisterVariable(&r_farclip_base);
4237 Cvar_RegisterVariable(&r_farclip_world);
4238 Cvar_RegisterVariable(&r_nearclip);
4239 Cvar_RegisterVariable(&r_deformvertexes);
4240 Cvar_RegisterVariable(&r_transparent);
4241 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242 Cvar_RegisterVariable(&r_showoverdraw);
4243 Cvar_RegisterVariable(&r_showbboxes);
4244 Cvar_RegisterVariable(&r_showsurfaces);
4245 Cvar_RegisterVariable(&r_showtris);
4246 Cvar_RegisterVariable(&r_shownormals);
4247 Cvar_RegisterVariable(&r_showlighting);
4248 Cvar_RegisterVariable(&r_showshadowvolumes);
4249 Cvar_RegisterVariable(&r_showcollisionbrushes);
4250 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252 Cvar_RegisterVariable(&r_showdisabledepthtest);
4253 Cvar_RegisterVariable(&r_drawportals);
4254 Cvar_RegisterVariable(&r_drawentities);
4255 Cvar_RegisterVariable(&r_draw2d);
4256 Cvar_RegisterVariable(&r_drawworld);
4257 Cvar_RegisterVariable(&r_cullentities_trace);
4258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262 Cvar_RegisterVariable(&r_sortentities);
4263 Cvar_RegisterVariable(&r_drawviewmodel);
4264 Cvar_RegisterVariable(&r_drawexteriormodel);
4265 Cvar_RegisterVariable(&r_speeds);
4266 Cvar_RegisterVariable(&r_fullbrights);
4267 Cvar_RegisterVariable(&r_wateralpha);
4268 Cvar_RegisterVariable(&r_dynamic);
4269 Cvar_RegisterVariable(&r_fakelight);
4270 Cvar_RegisterVariable(&r_fakelight_intensity);
4271 Cvar_RegisterVariable(&r_fullbright);
4272 Cvar_RegisterVariable(&r_shadows);
4273 Cvar_RegisterVariable(&r_shadows_darken);
4274 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276 Cvar_RegisterVariable(&r_shadows_throwdistance);
4277 Cvar_RegisterVariable(&r_shadows_throwdirection);
4278 Cvar_RegisterVariable(&r_shadows_focus);
4279 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285 Cvar_RegisterVariable(&r_fog_exp2);
4286 Cvar_RegisterVariable(&r_fog_clear);
4287 Cvar_RegisterVariable(&r_drawfog);
4288 Cvar_RegisterVariable(&r_transparentdepthmasking);
4289 Cvar_RegisterVariable(&r_transparent_sortmindist);
4290 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292 Cvar_RegisterVariable(&r_texture_dds_load);
4293 Cvar_RegisterVariable(&r_texture_dds_save);
4294 Cvar_RegisterVariable(&r_textureunits);
4295 Cvar_RegisterVariable(&gl_combine);
4296 Cvar_RegisterVariable(&r_viewfbo);
4297 Cvar_RegisterVariable(&r_viewscale);
4298 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304 Cvar_RegisterVariable(&r_glsl);
4305 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314 Cvar_RegisterVariable(&r_glsl_postprocess);
4315 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4324 Cvar_RegisterVariable(&r_water);
4325 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326 Cvar_RegisterVariable(&r_water_clippingplanebias);
4327 Cvar_RegisterVariable(&r_water_refractdistort);
4328 Cvar_RegisterVariable(&r_water_reflectdistort);
4329 Cvar_RegisterVariable(&r_water_scissormode);
4330 Cvar_RegisterVariable(&r_water_lowquality);
4332 Cvar_RegisterVariable(&r_lerpsprites);
4333 Cvar_RegisterVariable(&r_lerpmodels);
4334 Cvar_RegisterVariable(&r_lerplightstyles);
4335 Cvar_RegisterVariable(&r_waterscroll);
4336 Cvar_RegisterVariable(&r_bloom);
4337 Cvar_RegisterVariable(&r_bloom_colorscale);
4338 Cvar_RegisterVariable(&r_bloom_brighten);
4339 Cvar_RegisterVariable(&r_bloom_blur);
4340 Cvar_RegisterVariable(&r_bloom_resolution);
4341 Cvar_RegisterVariable(&r_bloom_colorexponent);
4342 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343 Cvar_RegisterVariable(&r_hdr);
4344 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345 Cvar_RegisterVariable(&r_hdr_glowintensity);
4346 Cvar_RegisterVariable(&r_hdr_range);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355 Cvar_RegisterVariable(&developer_texturelogging);
4356 Cvar_RegisterVariable(&gl_lightmaps);
4357 Cvar_RegisterVariable(&r_test);
4358 Cvar_RegisterVariable(&r_glsl_saturation);
4359 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361 Cvar_RegisterVariable(&r_framedatasize);
4362 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363 Cvar_SetValue("r_fullbrights", 0);
4364 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4381 void Render_Init(void)
4394 R_LightningBeams_Init();
4404 extern char *ENGINE_EXTENSIONS;
4407 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409 gl_version = (const char *)qglGetString(GL_VERSION);
4410 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4414 if (!gl_platformextensions)
4415 gl_platformextensions = "";
4417 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419 Con_Printf("GL_VERSION: %s\n", gl_version);
4420 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4423 VID_CheckExtensions();
4425 // LordHavoc: report supported extensions
4426 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4428 // clear to black (loading plaque will be seen over this)
4429 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4437 if (r_trippy.integer)
4439 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4441 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4444 p = r_refdef.view.frustum + i;
4449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4489 if (r_trippy.integer)
4491 for (i = 0;i < numplanes;i++)
4498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4534 //==================================================================================
4536 // LordHavoc: this stores temporary data used within the same frame
4538 typedef struct r_framedata_mem_s
4540 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541 size_t size; // how much usable space
4542 size_t current; // how much space in use
4543 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544 size_t wantedsize; // how much space was allocated
4545 unsigned char *data; // start of real data (16byte aligned)
4549 static r_framedata_mem_t *r_framedata_mem;
4551 void R_FrameData_Reset(void)
4553 while (r_framedata_mem)
4555 r_framedata_mem_t *next = r_framedata_mem->purge;
4556 Mem_Free(r_framedata_mem);
4557 r_framedata_mem = next;
4561 void R_FrameData_Resize(void)
4564 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4568 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569 newmem->wantedsize = wantedsize;
4570 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572 newmem->current = 0;
4574 newmem->purge = r_framedata_mem;
4575 r_framedata_mem = newmem;
4579 void R_FrameData_NewFrame(void)
4581 R_FrameData_Resize();
4582 if (!r_framedata_mem)
4584 // if we ran out of space on the last frame, free the old memory now
4585 while (r_framedata_mem->purge)
4587 // repeatedly remove the second item in the list, leaving only head
4588 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589 Mem_Free(r_framedata_mem->purge);
4590 r_framedata_mem->purge = next;
4592 // reset the current mem pointer
4593 r_framedata_mem->current = 0;
4594 r_framedata_mem->mark = 0;
4597 void *R_FrameData_Alloc(size_t size)
4601 // align to 16 byte boundary - the data pointer is already aligned, so we
4602 // only need to ensure the size of every allocation is also aligned
4603 size = (size + 15) & ~15;
4605 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4607 // emergency - we ran out of space, allocate more memory
4608 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609 R_FrameData_Resize();
4612 data = r_framedata_mem->data + r_framedata_mem->current;
4613 r_framedata_mem->current += size;
4615 // count the usage for stats
4616 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4619 return (void *)data;
4622 void *R_FrameData_Store(size_t size, void *data)
4624 void *d = R_FrameData_Alloc(size);
4626 memcpy(d, data, size);
4630 void R_FrameData_SetMark(void)
4632 if (!r_framedata_mem)
4634 r_framedata_mem->mark = r_framedata_mem->current;
4637 void R_FrameData_ReturnToMark(void)
4639 if (!r_framedata_mem)
4641 r_framedata_mem->current = r_framedata_mem->mark;
4644 //==================================================================================
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4649 * Animation cache prevents re-generating mesh data for an animated model
4650 * multiple times in one frame for lighting, shadowing, reflections, etc.
4653 void R_AnimCache_Free(void)
4657 void R_AnimCache_ClearCache(void)
4660 entity_render_t *ent;
4662 for (i = 0;i < r_refdef.scene.numentities;i++)
4664 ent = r_refdef.scene.entities[i];
4665 ent->animcache_vertex3f = NULL;
4666 ent->animcache_normal3f = NULL;
4667 ent->animcache_svector3f = NULL;
4668 ent->animcache_tvector3f = NULL;
4669 ent->animcache_vertexmesh = NULL;
4670 ent->animcache_vertex3fbuffer = NULL;
4671 ent->animcache_vertexmeshbuffer = NULL;
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4679 // check if we need the meshbuffers
4680 if (!vid.useinterleavedarrays)
4683 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685 // TODO: upload vertex3f buffer?
4686 if (ent->animcache_vertexmesh)
4688 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689 for (i = 0;i < numvertices;i++)
4690 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691 if (ent->animcache_svector3f)
4692 for (i = 0;i < numvertices;i++)
4693 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694 if (ent->animcache_tvector3f)
4695 for (i = 0;i < numvertices;i++)
4696 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697 if (ent->animcache_normal3f)
4698 for (i = 0;i < numvertices;i++)
4699 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700 // TODO: upload vertexmeshbuffer?
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4706 dp_model_t *model = ent->model;
4708 // see if it's already cached this frame
4709 if (ent->animcache_vertex3f)
4711 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712 if (wantnormals || wanttangents)
4714 if (ent->animcache_normal3f)
4715 wantnormals = false;
4716 if (ent->animcache_svector3f)
4717 wanttangents = false;
4718 if (wantnormals || wanttangents)
4720 numvertices = model->surfmesh.num_vertices;
4722 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4728 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4735 // see if this ent is worth caching
4736 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4738 // get some memory for this entity and generate mesh data
4739 numvertices = model->surfmesh.num_vertices;
4740 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4742 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4745 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4748 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4754 void R_AnimCache_CacheVisibleEntities(void)
4757 qboolean wantnormals = true;
4758 qboolean wanttangents = !r_showsurfaces.integer;
4760 switch(vid.renderpath)
4762 case RENDERPATH_GL20:
4763 case RENDERPATH_D3D9:
4764 case RENDERPATH_D3D10:
4765 case RENDERPATH_D3D11:
4766 case RENDERPATH_GLES2:
4768 case RENDERPATH_GL11:
4769 case RENDERPATH_GL13:
4770 case RENDERPATH_GLES1:
4771 wanttangents = false;
4773 case RENDERPATH_SOFT:
4777 if (r_shownormals.integer)
4778 wanttangents = wantnormals = true;
4780 // TODO: thread this
4781 // NOTE: R_PrepareRTLights() also caches entities
4783 for (i = 0;i < r_refdef.scene.numentities;i++)
4784 if (r_refdef.viewcache.entityvisible[i])
4785 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4788 //==================================================================================
4790 extern cvar_t r_overheadsprites_pushback;
4792 static void R_View_UpdateEntityLighting (void)
4795 entity_render_t *ent;
4796 vec3_t tempdiffusenormal, avg;
4797 vec_t f, fa, fd, fdd;
4798 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4800 for (i = 0;i < r_refdef.scene.numentities;i++)
4802 ent = r_refdef.scene.entities[i];
4804 // skip unseen models and models that updated by CSQC
4805 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4809 if (ent->model && ent->model->brush.num_leafs)
4811 // TODO: use modellight for r_ambient settings on world?
4812 VectorSet(ent->modellight_ambient, 0, 0, 0);
4813 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4818 // fetch the lighting from the worldmodel data
4819 VectorClear(ent->modellight_ambient);
4820 VectorClear(ent->modellight_diffuse);
4821 VectorClear(tempdiffusenormal);
4822 if (ent->flags & RENDER_LIGHT)
4825 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4827 // complete lightning for lit sprites
4828 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4831 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832 org[2] = org[2] + r_overheadsprites_pushback.value;
4833 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4836 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4838 if(ent->flags & RENDER_EQUALIZE)
4840 // first fix up ambient lighting...
4841 if(r_equalize_entities_minambient.value > 0)
4843 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4846 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847 if(fa < r_equalize_entities_minambient.value * fd)
4850 // fa'/fd' = minambient
4851 // fa'+0.25*fd' = fa+0.25*fd
4853 // fa' = fd' * minambient
4854 // fd'*(0.25+minambient) = fa+0.25*fd
4856 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4859 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860 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
4861 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4867 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4869 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4874 // adjust brightness and saturation to target
4875 avg[0] = avg[1] = avg[2] = fa / f;
4876 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877 avg[0] = avg[1] = avg[2] = fd / f;
4878 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4884 VectorSet(ent->modellight_ambient, 1, 1, 1);
4886 // move the light direction into modelspace coordinates for lighting code
4887 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888 if(VectorLength2(ent->modellight_lightdir) == 0)
4889 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890 VectorNormalize(ent->modellight_lightdir);
4894 #define MAX_LINEOFSIGHTTRACES 64
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4899 vec3_t boxmins, boxmaxs;
4902 dp_model_t *model = r_refdef.scene.worldmodel;
4904 if (!model || !model->brush.TraceLineOfSight)
4907 // expand the box a little
4908 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4915 // return true if eye is inside enlarged box
4916 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4920 VectorCopy(eye, start);
4921 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922 if (model->brush.TraceLineOfSight(model, start, end))
4925 // try various random positions
4926 for (i = 0;i < numsamples;i++)
4928 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929 if (model->brush.TraceLineOfSight(model, start, end))
4937 static void R_View_UpdateEntityVisible (void)
4942 entity_render_t *ent;
4944 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4947 : RENDER_EXTERIORMODEL;
4948 if (!r_drawviewmodel.integer)
4949 renderimask |= RENDER_VIEWMODEL;
4950 if (!r_drawexteriormodel.integer)
4951 renderimask |= RENDER_EXTERIORMODEL;
4952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4954 // worldmodel can check visibility
4955 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 ent = r_refdef.scene.entities[i];
4959 if (!(ent->flags & renderimask))
4960 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)))
4961 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))
4962 r_refdef.viewcache.entityvisible[i] = true;
4967 // no worldmodel or it can't check visibility
4968 for (i = 0;i < r_refdef.scene.numentities;i++)
4970 ent = r_refdef.scene.entities[i];
4971 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));
4974 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4977 for (i = 0;i < r_refdef.scene.numentities;i++)
4979 if (!r_refdef.viewcache.entityvisible[i])
4981 ent = r_refdef.scene.entities[i];
4982 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4984 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4986 continue; // temp entities do pvs only
4987 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988 ent->last_trace_visibility = realtime;
4989 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990 r_refdef.viewcache.entityvisible[i] = 0;
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
5000 entity_render_t *ent;
5003 for (i = 0;i < r_refdef.scene.numentities;i++)
5005 if (!r_refdef.viewcache.entityvisible[i])
5007 ent = r_refdef.scene.entities[i];
5008 if (!ent->model || !ent->model->DrawSky)
5010 ent->model->DrawSky(ent);
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5020 entity_render_t *ent;
5022 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (!r_refdef.viewcache.entityvisible[i])
5026 ent = r_refdef.scene.entities[i];
5027 r_refdef.stats.entities++;
5029 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5032 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033 Con_Printf("R_DrawModels\n");
5034 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]);
5035 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);
5036 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);
5039 if (ent->model && ent->model->Draw != NULL)
5040 ent->model->Draw(ent);
5046 static void R_DrawModelsDepth(void)
5049 entity_render_t *ent;
5051 for (i = 0;i < r_refdef.scene.numentities;i++)
5053 if (!r_refdef.viewcache.entityvisible[i])
5055 ent = r_refdef.scene.entities[i];
5056 if (ent->model && ent->model->DrawDepth != NULL)
5057 ent->model->DrawDepth(ent);
5061 static void R_DrawModelsDebug(void)
5064 entity_render_t *ent;
5066 for (i = 0;i < r_refdef.scene.numentities;i++)
5068 if (!r_refdef.viewcache.entityvisible[i])
5070 ent = r_refdef.scene.entities[i];
5071 if (ent->model && ent->model->DrawDebug != NULL)
5072 ent->model->DrawDebug(ent);
5076 static void R_DrawModelsAddWaterPlanes(void)
5079 entity_render_t *ent;
5081 for (i = 0;i < r_refdef.scene.numentities;i++)
5083 if (!r_refdef.viewcache.entityvisible[i])
5085 ent = r_refdef.scene.entities[i];
5086 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087 ent->model->DrawAddWaterPlanes(ent);
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5093 if (r_hdr_irisadaptation.integer)
5097 vec3_t diffusenormal;
5101 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103 brightness = max(0.0000001f, brightness);
5104 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106 current = r_hdr_irisadaptation_value.value;
5108 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109 else if (current > goal)
5110 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5114 else if (r_hdr_irisadaptation_value.value != 1.0f)
5115 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5118 static void R_View_SetFrustum(const int *scissor)
5121 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122 vec3_t forward, left, up, origin, v;
5126 // flipped x coordinates (because x points left here)
5127 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5130 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131 switch(vid.renderpath)
5133 case RENDERPATH_D3D9:
5134 case RENDERPATH_D3D10:
5135 case RENDERPATH_D3D11:
5136 // non-flipped y coordinates
5137 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5140 case RENDERPATH_SOFT:
5141 case RENDERPATH_GL11:
5142 case RENDERPATH_GL13:
5143 case RENDERPATH_GL20:
5144 case RENDERPATH_GLES1:
5145 case RENDERPATH_GLES2:
5146 // non-flipped y coordinates
5147 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5153 // we can't trust r_refdef.view.forward and friends in reflected scenes
5154 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5157 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5172 zNear = r_refdef.nearclip;
5173 nudge = 1.0 - 1.0 / (1<<23);
5174 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5187 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190 r_refdef.view.frustum[0].dist = m[15] - m[12];
5192 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195 r_refdef.view.frustum[1].dist = m[15] + m[12];
5197 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200 r_refdef.view.frustum[2].dist = m[15] - m[13];
5202 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205 r_refdef.view.frustum[3].dist = m[15] + m[13];
5207 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210 r_refdef.view.frustum[4].dist = m[15] - m[14];
5212 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215 r_refdef.view.frustum[5].dist = m[15] + m[14];
5218 if (r_refdef.view.useperspective)
5220 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221 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]);
5222 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]);
5223 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]);
5224 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]);
5226 // then the normals from the corners relative to origin
5227 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5232 // in a NORMAL view, forward cross left == up
5233 // in a REFLECTED view, forward cross left == down
5234 // so our cross products above need to be adjusted for a left handed coordinate system
5235 CrossProduct(forward, left, v);
5236 if(DotProduct(v, up) < 0)
5238 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5244 // Leaving those out was a mistake, those were in the old code, and they
5245 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246 // I couldn't reproduce it after adding those normalizations. --blub
5247 VectorNormalize(r_refdef.view.frustum[0].normal);
5248 VectorNormalize(r_refdef.view.frustum[1].normal);
5249 VectorNormalize(r_refdef.view.frustum[2].normal);
5250 VectorNormalize(r_refdef.view.frustum[3].normal);
5252 // make the corners absolute
5253 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5259 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5269 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5280 r_refdef.view.numfrustumplanes = 5;
5282 if (r_refdef.view.useclipplane)
5284 r_refdef.view.numfrustumplanes = 6;
5285 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5288 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289 PlaneClassify(r_refdef.view.frustum + i);
5291 // LordHavoc: note to all quake engine coders, Quake had a special case
5292 // for 90 degrees which assumed a square view (wrong), so I removed it,
5293 // Quake2 has it disabled as well.
5295 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298 //PlaneClassify(&frustum[0]);
5300 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303 //PlaneClassify(&frustum[1]);
5305 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308 //PlaneClassify(&frustum[2]);
5310 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313 //PlaneClassify(&frustum[3]);
5316 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318 //PlaneClassify(&frustum[4]);
5321 void R_View_UpdateWithScissor(const int *myscissor)
5323 R_Main_ResizeViewCache();
5324 R_View_SetFrustum(myscissor);
5325 R_View_WorldVisibility(r_refdef.view.useclipplane);
5326 R_View_UpdateEntityVisible();
5327 R_View_UpdateEntityLighting();
5330 void R_View_Update(void)
5332 R_Main_ResizeViewCache();
5333 R_View_SetFrustum(NULL);
5334 R_View_WorldVisibility(r_refdef.view.useclipplane);
5335 R_View_UpdateEntityVisible();
5336 R_View_UpdateEntityLighting();
5339 float viewscalefpsadjusted = 1.0f;
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5343 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344 scale = bound(0.03125f, scale, 1.0f);
5345 *outwidth = (int)ceil(width * scale);
5346 *outheight = (int)ceil(height * scale);
5349 void R_Mesh_SetMainRenderTargets(void)
5351 if (r_bloomstate.fbo_framebuffer)
5352 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5354 R_Mesh_ResetRenderTargets();
5357 void R_SetupView(qboolean allowwaterclippingplane)
5359 const float *customclipplane = NULL;
5361 int scaledwidth, scaledheight;
5362 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5364 // LordHavoc: couldn't figure out how to make this approach the
5365 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368 dist = r_refdef.view.clipplane.dist;
5369 plane[0] = r_refdef.view.clipplane.normal[0];
5370 plane[1] = r_refdef.view.clipplane.normal[1];
5371 plane[2] = r_refdef.view.clipplane.normal[2];
5373 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5376 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377 if (!r_refdef.view.useperspective)
5378 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5379 else if (vid.stencil && r_useinfinitefarclip.integer)
5380 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5382 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383 R_Mesh_SetMainRenderTargets();
5384 R_SetViewport(&r_refdef.view.viewport);
5385 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5387 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388 float screenplane[4];
5389 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5399 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5401 gl_modelmatrixchanged = false;
5402 gl_modelmatrix = *matrix;
5403 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5408 switch(vid.renderpath)
5410 case RENDERPATH_D3D9:
5412 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5416 case RENDERPATH_D3D10:
5417 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5419 case RENDERPATH_D3D11:
5420 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5422 case RENDERPATH_GL11:
5423 case RENDERPATH_GL13:
5424 case RENDERPATH_GLES1:
5425 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5427 case RENDERPATH_SOFT:
5428 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5431 case RENDERPATH_GL20:
5432 case RENDERPATH_GLES2:
5433 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5440 void R_ResetViewRendering2D(void)
5442 r_viewport_t viewport;
5445 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5447 R_Mesh_ResetRenderTargets();
5448 R_SetViewport(&viewport);
5449 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450 GL_Color(1, 1, 1, 1);
5451 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452 GL_BlendFunc(GL_ONE, GL_ZERO);
5453 GL_ScissorTest(false);
5454 GL_DepthMask(false);
5455 GL_DepthRange(0, 1);
5456 GL_DepthTest(false);
5457 GL_DepthFunc(GL_LEQUAL);
5458 R_EntityMatrix(&identitymatrix);
5459 R_Mesh_ResetTextureState();
5460 GL_PolygonOffset(0, 0);
5461 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462 switch(vid.renderpath)
5464 case RENDERPATH_GL11:
5465 case RENDERPATH_GL13:
5466 case RENDERPATH_GL20:
5467 case RENDERPATH_GLES1:
5468 case RENDERPATH_GLES2:
5469 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5471 case RENDERPATH_D3D9:
5472 case RENDERPATH_D3D10:
5473 case RENDERPATH_D3D11:
5474 case RENDERPATH_SOFT:
5477 GL_CullFace(GL_NONE);
5480 void R_ResetViewRendering3D(void)
5485 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486 GL_Color(1, 1, 1, 1);
5487 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488 GL_BlendFunc(GL_ONE, GL_ZERO);
5489 GL_ScissorTest(true);
5491 GL_DepthRange(0, 1);
5493 GL_DepthFunc(GL_LEQUAL);
5494 R_EntityMatrix(&identitymatrix);
5495 R_Mesh_ResetTextureState();
5496 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498 switch(vid.renderpath)
5500 case RENDERPATH_GL11:
5501 case RENDERPATH_GL13:
5502 case RENDERPATH_GL20:
5503 case RENDERPATH_GLES1:
5504 case RENDERPATH_GLES2:
5505 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5507 case RENDERPATH_D3D9:
5508 case RENDERPATH_D3D10:
5509 case RENDERPATH_D3D11:
5510 case RENDERPATH_SOFT:
5513 GL_CullFace(r_refdef.view.cullface_back);
5518 R_RenderView_UpdateViewVectors
5521 static void R_RenderView_UpdateViewVectors(void)
5523 // break apart the view matrix into vectors for various purposes
5524 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528 // make an inverted copy of the view matrix for tracking sprites
5529 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5535 static void R_Water_StartFrame(void)
5538 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539 r_waterstate_waterplane_t *p;
5541 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5544 switch(vid.renderpath)
5546 case RENDERPATH_GL20:
5547 case RENDERPATH_D3D9:
5548 case RENDERPATH_D3D10:
5549 case RENDERPATH_D3D11:
5550 case RENDERPATH_SOFT:
5551 case RENDERPATH_GLES2:
5553 case RENDERPATH_GL11:
5554 case RENDERPATH_GL13:
5555 case RENDERPATH_GLES1:
5559 // set waterwidth and waterheight to the water resolution that will be
5560 // used (often less than the screen resolution for faster rendering)
5561 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5563 // calculate desired texture sizes
5564 // can't use water if the card does not support the texture size
5565 if (!r_water.integer || r_showsurfaces.integer)
5566 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567 else if (vid.support.arb_texture_non_power_of_two)
5569 texturewidth = waterwidth;
5570 textureheight = waterheight;
5571 camerawidth = waterwidth;
5572 cameraheight = waterheight;
5576 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5577 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5578 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5579 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5582 // allocate textures as needed
5583 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5585 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5588 if (p->texture_refraction)
5589 R_FreeTexture(p->texture_refraction);
5590 p->texture_refraction = NULL;
5591 if (p->texture_reflection)
5592 R_FreeTexture(p->texture_reflection);
5593 p->texture_reflection = NULL;
5594 if (p->texture_camera)
5595 R_FreeTexture(p->texture_camera);
5596 p->texture_camera = NULL;
5598 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599 r_waterstate.texturewidth = texturewidth;
5600 r_waterstate.textureheight = textureheight;
5601 r_waterstate.camerawidth = camerawidth;
5602 r_waterstate.cameraheight = cameraheight;
5605 if (r_waterstate.texturewidth)
5607 int scaledwidth, scaledheight;
5609 r_waterstate.enabled = true;
5611 // when doing a reduced render (HDR) we want to use a smaller area
5612 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5616 // set up variables that will be used in shader setup
5617 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5623 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624 r_waterstate.numwaterplanes = 0;
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5629 int planeindex, bestplaneindex, vertexindex;
5630 vec3_t mins, maxs, normal, center, v, n;
5631 vec_t planescore, bestplanescore;
5633 r_waterstate_waterplane_t *p;
5634 texture_t *t = R_GetCurrentTexture(surface->texture);
5636 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5637 if (!rsurface.modelnormal3f)
5640 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5641 // average the vertex normals, find the surface bounds (after deformvertexes)
5642 VectorClear(normal);
5643 VectorCopy(rsurface.batchvertex3f, mins);
5644 VectorCopy(rsurface.batchvertex3f, maxs);
5645 for (vertexindex = 0;vertexindex < rsurface.batchnumvertices;vertexindex++)
5647 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5648 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5649 VectorAdd(normal, n, normal);
5650 mins[0] = min(mins[0], v[0]);
5651 mins[1] = min(mins[1], v[1]);
5652 mins[2] = min(mins[2], v[2]);
5653 maxs[0] = max(maxs[0], v[0]);
5654 maxs[1] = max(maxs[1], v[1]);
5655 maxs[2] = max(maxs[2], v[2]);
5657 VectorNormalize(normal);
5658 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5660 VectorCopy(normal, plane.normal);
5661 VectorNormalize(plane.normal);
5662 plane.dist = DotProduct(center, plane.normal);
5663 PlaneClassify(&plane);
5664 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5666 // skip backfaces (except if nocullface is set)
5667 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5669 VectorNegate(plane.normal, plane.normal);
5671 PlaneClassify(&plane);
5675 // find a matching plane if there is one
5676 bestplaneindex = -1;
5677 bestplanescore = 1048576.0f;
5678 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5680 if(p->camera_entity == t->camera_entity)
5682 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5683 if (bestplaneindex < 0 || bestplanescore > planescore)
5685 bestplaneindex = planeindex;
5686 bestplanescore = planescore;
5690 planeindex = bestplaneindex;
5691 p = r_waterstate.waterplanes + planeindex;
5693 // if this surface does not fit any known plane rendered this frame, add one
5694 if ((planeindex < 0 || bestplanescore > 0.001f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5696 // store the new plane
5697 planeindex = r_waterstate.numwaterplanes;
5698 p = r_waterstate.waterplanes + planeindex;
5699 r_waterstate.numwaterplanes++;
5701 // clear materialflags and pvs
5702 p->materialflags = 0;
5703 p->pvsvalid = false;
5704 p->camera_entity = t->camera_entity;
5705 VectorCopy(mins, p->mins);
5706 VectorCopy(maxs, p->maxs);
5710 // merge mins/maxs when we're adding this surface to the plane
5711 p->mins[0] = min(p->mins[0], mins[0]);
5712 p->mins[1] = min(p->mins[1], mins[1]);
5713 p->mins[2] = min(p->mins[2], mins[2]);
5714 p->maxs[0] = max(p->maxs[0], maxs[0]);
5715 p->maxs[1] = max(p->maxs[1], maxs[1]);
5716 p->maxs[2] = max(p->maxs[2], maxs[2]);
5718 // merge this surface's materialflags into the waterplane
5719 p->materialflags |= t->currentmaterialflags;
5720 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5722 // merge this surface's PVS into the waterplane
5723 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5724 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5726 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5732 extern cvar_t r_drawparticles;
5733 extern cvar_t r_drawdecals;
5735 static void R_Water_ProcessPlanes(void)
5738 r_refdef_view_t originalview;
5739 r_refdef_view_t myview;
5740 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;
5741 r_waterstate_waterplane_t *p;
5744 originalview = r_refdef.view;
5746 // lowquality hack, temporarily shut down some cvars and restore afterwards
5747 qualityreduction = r_water_lowquality.integer;
5748 if (qualityreduction > 0)
5750 if (qualityreduction >= 1)
5752 old_r_shadows = r_shadows.integer;
5753 old_r_worldrtlight = r_shadow_realtime_world.integer;
5754 old_r_dlight = r_shadow_realtime_dlight.integer;
5755 Cvar_SetValueQuick(&r_shadows, 0);
5756 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5757 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5759 if (qualityreduction >= 2)
5761 old_r_dynamic = r_dynamic.integer;
5762 old_r_particles = r_drawparticles.integer;
5763 old_r_decals = r_drawdecals.integer;
5764 Cvar_SetValueQuick(&r_dynamic, 0);
5765 Cvar_SetValueQuick(&r_drawparticles, 0);
5766 Cvar_SetValueQuick(&r_drawdecals, 0);
5770 // make sure enough textures are allocated
5771 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5773 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5775 if (!p->texture_refraction)
5776 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5777 if (!p->texture_refraction)
5780 else if (p->materialflags & MATERIALFLAG_CAMERA)
5782 if (!p->texture_camera)
5783 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5784 if (!p->texture_camera)
5788 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5790 if (!p->texture_reflection)
5791 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5792 if (!p->texture_reflection)
5798 r_refdef.view = originalview;
5799 r_refdef.view.showdebug = false;
5800 r_refdef.view.width = r_waterstate.waterwidth;
5801 r_refdef.view.height = r_waterstate.waterheight;
5802 r_refdef.view.useclipplane = true;
5803 myview = r_refdef.view;
5804 r_waterstate.renderingscene = true;
5805 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5807 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5809 r_refdef.view = myview;
5810 if(r_water_scissormode.integer)
5813 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5814 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5817 // render reflected scene and copy into texture
5818 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5819 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5820 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5821 r_refdef.view.clipplane = p->plane;
5822 // reverse the cullface settings for this render
5823 r_refdef.view.cullface_front = GL_FRONT;
5824 r_refdef.view.cullface_back = GL_BACK;
5825 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5827 r_refdef.view.usecustompvs = true;
5829 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5831 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5834 R_ResetViewRendering3D();
5835 R_ClearScreen(r_refdef.fogenabled);
5836 if(r_water_scissormode.integer & 2)
5837 R_View_UpdateWithScissor(myscissor);
5840 if(r_water_scissormode.integer & 1)
5841 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5844 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);
5847 // render the normal view scene and copy into texture
5848 // (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)
5849 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5851 r_refdef.view = myview;
5852 if(r_water_scissormode.integer)
5855 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5859 r_waterstate.renderingrefraction = true;
5861 r_refdef.view.clipplane = p->plane;
5862 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5865 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5867 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5869 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870 R_RenderView_UpdateViewVectors();
5871 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5873 r_refdef.view.usecustompvs = true;
5874 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);
5878 PlaneClassify(&r_refdef.view.clipplane);
5880 R_ResetViewRendering3D();
5881 R_ClearScreen(r_refdef.fogenabled);
5882 if(r_water_scissormode.integer & 2)
5883 R_View_UpdateWithScissor(myscissor);
5886 if(r_water_scissormode.integer & 1)
5887 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5890 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);
5891 r_waterstate.renderingrefraction = false;
5893 else if (p->materialflags & MATERIALFLAG_CAMERA)
5895 r_refdef.view = myview;
5897 r_refdef.view.clipplane = p->plane;
5898 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5899 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5901 r_refdef.view.width = r_waterstate.camerawidth;
5902 r_refdef.view.height = r_waterstate.cameraheight;
5903 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5904 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906 if(p->camera_entity)
5908 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5909 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5912 // note: all of the view is used for displaying... so
5913 // there is no use in scissoring
5915 // reverse the cullface settings for this render
5916 r_refdef.view.cullface_front = GL_FRONT;
5917 r_refdef.view.cullface_back = GL_BACK;
5918 // also reverse the view matrix
5919 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
5920 R_RenderView_UpdateViewVectors();
5921 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5923 r_refdef.view.usecustompvs = true;
5924 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);
5927 // camera needs no clipplane
5928 r_refdef.view.useclipplane = false;
5930 PlaneClassify(&r_refdef.view.clipplane);
5932 R_ResetViewRendering3D();
5933 R_ClearScreen(r_refdef.fogenabled);
5937 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);
5938 r_waterstate.renderingrefraction = false;
5942 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5943 r_waterstate.renderingscene = false;
5944 r_refdef.view = originalview;
5945 R_ResetViewRendering3D();
5946 R_ClearScreen(r_refdef.fogenabled);
5950 r_refdef.view = originalview;
5951 r_waterstate.renderingscene = false;
5952 Cvar_SetValueQuick(&r_water, 0);
5953 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5955 // lowquality hack, restore cvars
5956 if (qualityreduction > 0)
5958 if (qualityreduction >= 1)
5960 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5961 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5962 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5964 if (qualityreduction >= 2)
5966 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5967 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5968 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5973 void R_Bloom_StartFrame(void)
5975 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5976 int viewwidth, viewheight;
5979 if (r_viewscale_fpsscaling.integer)
5981 double actualframetime;
5982 double targetframetime;
5984 actualframetime = r_refdef.lastdrawscreentime;
5985 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5986 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5987 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5988 if (r_viewscale_fpsscaling_stepsize.value > 0)
5989 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5990 viewscalefpsadjusted += adjust;
5991 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5994 viewscalefpsadjusted = 1.0f;
5996 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5998 switch(vid.renderpath)
6000 case RENDERPATH_GL20:
6001 case RENDERPATH_D3D9:
6002 case RENDERPATH_D3D10:
6003 case RENDERPATH_D3D11:
6004 case RENDERPATH_SOFT:
6005 case RENDERPATH_GLES2:
6007 case RENDERPATH_GL11:
6008 case RENDERPATH_GL13:
6009 case RENDERPATH_GLES1:
6013 // set bloomwidth and bloomheight to the bloom resolution that will be
6014 // used (often less than the screen resolution for faster rendering)
6015 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6016 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6017 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6018 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6019 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6021 // calculate desired texture sizes
6022 if (vid.support.arb_texture_non_power_of_two)
6024 screentexturewidth = vid.width;
6025 screentextureheight = vid.height;
6026 bloomtexturewidth = r_bloomstate.bloomwidth;
6027 bloomtextureheight = r_bloomstate.bloomheight;
6031 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6032 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6033 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6034 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6037 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6039 Cvar_SetValueQuick(&r_hdr, 0);
6040 Cvar_SetValueQuick(&r_bloom, 0);
6041 Cvar_SetValueQuick(&r_motionblur, 0);
6042 Cvar_SetValueQuick(&r_damageblur, 0);
6045 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6046 screentexturewidth = screentextureheight = 0;
6047 if (!r_hdr.integer && !r_bloom.integer)
6048 bloomtexturewidth = bloomtextureheight = 0;
6050 textype = TEXTYPE_COLORBUFFER;
6051 switch (vid.renderpath)
6053 case RENDERPATH_GL20:
6054 case RENDERPATH_GLES2:
6055 if (vid.support.ext_framebuffer_object)
6057 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6058 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6061 case RENDERPATH_GL11:
6062 case RENDERPATH_GL13:
6063 case RENDERPATH_GLES1:
6064 case RENDERPATH_D3D9:
6065 case RENDERPATH_D3D10:
6066 case RENDERPATH_D3D11:
6067 case RENDERPATH_SOFT:
6071 // allocate textures as needed
6072 if (r_bloomstate.screentexturewidth != screentexturewidth
6073 || r_bloomstate.screentextureheight != screentextureheight
6074 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6075 || r_bloomstate.bloomtextureheight != bloomtextureheight
6076 || r_bloomstate.texturetype != textype
6077 || r_bloomstate.viewfbo != r_viewfbo.integer)
6079 if (r_bloomstate.texture_bloom)
6080 R_FreeTexture(r_bloomstate.texture_bloom);
6081 r_bloomstate.texture_bloom = NULL;
6082 if (r_bloomstate.texture_screen)
6083 R_FreeTexture(r_bloomstate.texture_screen);
6084 r_bloomstate.texture_screen = NULL;
6085 if (r_bloomstate.fbo_framebuffer)
6086 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6087 r_bloomstate.fbo_framebuffer = 0;
6088 if (r_bloomstate.texture_framebuffercolor)
6089 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6090 r_bloomstate.texture_framebuffercolor = NULL;
6091 if (r_bloomstate.texture_framebufferdepth)
6092 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6093 r_bloomstate.texture_framebufferdepth = NULL;
6094 r_bloomstate.screentexturewidth = screentexturewidth;
6095 r_bloomstate.screentextureheight = screentextureheight;
6096 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6097 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6098 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6100 // FIXME: choose depth bits based on a cvar
6101 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6102 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6103 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6104 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6106 // render depth into one texture and normalmap into the other
6110 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6111 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6112 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6113 if (status != GL_FRAMEBUFFER_COMPLETE)
6114 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6118 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6119 r_bloomstate.bloomtextureheight = bloomtextureheight;
6120 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6121 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6122 r_bloomstate.viewfbo = r_viewfbo.integer;
6123 r_bloomstate.texturetype = textype;
6126 // when doing a reduced render (HDR) we want to use a smaller area
6127 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6128 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6129 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6130 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6131 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6133 // set up a texcoord array for the full resolution screen image
6134 // (we have to keep this around to copy back during final render)
6135 r_bloomstate.screentexcoord2f[0] = 0;
6136 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6137 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6138 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6139 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6140 r_bloomstate.screentexcoord2f[5] = 0;
6141 r_bloomstate.screentexcoord2f[6] = 0;
6142 r_bloomstate.screentexcoord2f[7] = 0;
6144 // set up a texcoord array for the reduced resolution bloom image
6145 // (which will be additive blended over the screen image)
6146 r_bloomstate.bloomtexcoord2f[0] = 0;
6147 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6148 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6149 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6150 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6151 r_bloomstate.bloomtexcoord2f[5] = 0;
6152 r_bloomstate.bloomtexcoord2f[6] = 0;
6153 r_bloomstate.bloomtexcoord2f[7] = 0;
6155 switch(vid.renderpath)
6157 case RENDERPATH_GL11:
6158 case RENDERPATH_GL13:
6159 case RENDERPATH_GL20:
6160 case RENDERPATH_SOFT:
6161 case RENDERPATH_GLES1:
6162 case RENDERPATH_GLES2:
6164 case RENDERPATH_D3D9:
6165 case RENDERPATH_D3D10:
6166 case RENDERPATH_D3D11:
6169 for (i = 0;i < 4;i++)
6171 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6172 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6173 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6174 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6180 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6182 r_bloomstate.enabled = true;
6183 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6186 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6188 if (r_bloomstate.fbo_framebuffer)
6189 r_refdef.view.clear = true;
6192 void R_Bloom_CopyBloomTexture(float colorscale)
6194 r_refdef.stats.bloom++;
6196 // scale down screen texture to the bloom texture size
6198 R_Mesh_SetMainRenderTargets();
6199 R_SetViewport(&r_bloomstate.viewport);
6200 GL_BlendFunc(GL_ONE, GL_ZERO);
6201 GL_Color(colorscale, colorscale, colorscale, 1);
6202 // 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...
6203 switch(vid.renderpath)
6205 case RENDERPATH_GL11:
6206 case RENDERPATH_GL13:
6207 case RENDERPATH_GL20:
6208 case RENDERPATH_GLES1:
6209 case RENDERPATH_GLES2:
6210 case RENDERPATH_SOFT:
6211 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6213 case RENDERPATH_D3D9:
6214 case RENDERPATH_D3D10:
6215 case RENDERPATH_D3D11:
6216 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6219 // TODO: do boxfilter scale-down in shader?
6220 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6221 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6222 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6224 // we now have a bloom image in the framebuffer
6225 // copy it into the bloom image texture for later processing
6226 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6227 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6230 void R_Bloom_CopyHDRTexture(void)
6232 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6233 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6236 void R_Bloom_MakeTexture(void)
6239 float xoffset, yoffset, r, brighten;
6241 r_refdef.stats.bloom++;
6243 R_ResetViewRendering2D();
6245 // we have a bloom image in the framebuffer
6247 R_SetViewport(&r_bloomstate.viewport);
6249 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6252 r = bound(0, r_bloom_colorexponent.value / x, 1);
6253 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6255 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6256 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6257 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6258 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6260 // copy the vertically blurred bloom view to a texture
6261 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6262 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6265 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6266 brighten = r_bloom_brighten.value;
6267 if (r_bloomstate.hdr)
6268 brighten *= r_hdr_range.value;
6269 brighten = sqrt(brighten);
6271 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6272 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6274 for (dir = 0;dir < 2;dir++)
6276 // blend on at multiple vertical offsets to achieve a vertical blur
6277 // TODO: do offset blends using GLSL
6278 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6279 GL_BlendFunc(GL_ONE, GL_ZERO);
6280 for (x = -range;x <= range;x++)
6282 if (!dir){xoffset = 0;yoffset = x;}
6283 else {xoffset = x;yoffset = 0;}
6284 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6285 yoffset /= (float)r_bloomstate.bloomtextureheight;
6286 // compute a texcoord array with the specified x and y offset
6287 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6288 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6289 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6290 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6291 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6292 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6293 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6294 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6295 // this r value looks like a 'dot' particle, fading sharply to
6296 // black at the edges
6297 // (probably not realistic but looks good enough)
6298 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6299 //r = brighten/(range*2+1);
6300 r = brighten / (range * 2 + 1);
6302 r *= (1 - x*x/(float)(range*range));
6303 GL_Color(r, r, r, 1);
6304 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6305 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6306 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6307 GL_BlendFunc(GL_ONE, GL_ONE);
6310 // copy the vertically blurred bloom view to a texture
6311 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6312 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6316 void R_HDR_RenderBloomTexture(void)
6318 int oldwidth, oldheight;
6319 float oldcolorscale;
6320 qboolean oldwaterstate;
6322 oldwaterstate = r_waterstate.enabled;
6323 oldcolorscale = r_refdef.view.colorscale;
6324 oldwidth = r_refdef.view.width;
6325 oldheight = r_refdef.view.height;
6326 r_refdef.view.width = r_bloomstate.bloomwidth;
6327 r_refdef.view.height = r_bloomstate.bloomheight;
6329 if(r_hdr.integer < 2)
6330 r_waterstate.enabled = false;
6332 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6333 // TODO: add exposure compensation features
6334 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6336 r_refdef.view.showdebug = false;
6337 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6339 R_ResetViewRendering3D();
6341 R_ClearScreen(r_refdef.fogenabled);
6342 if (r_timereport_active)
6343 R_TimeReport("HDRclear");
6346 if (r_timereport_active)
6347 R_TimeReport("visibility");
6349 // only do secondary renders with HDR if r_hdr is 2 or higher
6350 r_waterstate.numwaterplanes = 0;
6351 if (r_waterstate.enabled)
6352 R_RenderWaterPlanes();
6354 r_refdef.view.showdebug = true;
6356 r_waterstate.numwaterplanes = 0;
6358 R_ResetViewRendering2D();
6360 R_Bloom_CopyHDRTexture();
6361 R_Bloom_MakeTexture();
6363 // restore the view settings
6364 r_waterstate.enabled = oldwaterstate;
6365 r_refdef.view.width = oldwidth;
6366 r_refdef.view.height = oldheight;
6367 r_refdef.view.colorscale = oldcolorscale;
6369 R_ResetViewRendering3D();
6371 R_ClearScreen(r_refdef.fogenabled);
6372 if (r_timereport_active)
6373 R_TimeReport("viewclear");
6376 static void R_BlendView(void)
6378 unsigned int permutation;
6379 float uservecs[4][4];
6381 switch (vid.renderpath)
6383 case RENDERPATH_GL20:
6384 case RENDERPATH_D3D9:
6385 case RENDERPATH_D3D10:
6386 case RENDERPATH_D3D11:
6387 case RENDERPATH_SOFT:
6388 case RENDERPATH_GLES2:
6390 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6391 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6392 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6393 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6394 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6396 if (r_bloomstate.texture_screen)
6398 // make sure the buffer is available
6399 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6401 R_ResetViewRendering2D();
6402 R_Mesh_SetMainRenderTargets();
6404 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6406 // declare variables
6407 float blur_factor, blur_mouseaccel, blur_velocity;
6408 static float blur_average;
6409 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6411 // set a goal for the factoring
6412 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6413 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6414 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6415 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6416 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6417 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6419 // from the goal, pick an averaged value between goal and last value
6420 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6421 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6423 // enforce minimum amount of blur
6424 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6426 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6428 // calculate values into a standard alpha
6429 cl.motionbluralpha = 1 - exp(-
6431 (r_motionblur.value * blur_factor / 80)
6433 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6436 max(0.0001, cl.time - cl.oldtime) // fps independent
6439 // randomization for the blur value to combat persistent ghosting
6440 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6441 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6444 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6446 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6447 GL_Color(1, 1, 1, cl.motionbluralpha);
6448 switch(vid.renderpath)
6450 case RENDERPATH_GL11:
6451 case RENDERPATH_GL13:
6452 case RENDERPATH_GL20:
6453 case RENDERPATH_GLES1:
6454 case RENDERPATH_GLES2:
6455 case RENDERPATH_SOFT:
6456 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6458 case RENDERPATH_D3D9:
6459 case RENDERPATH_D3D10:
6460 case RENDERPATH_D3D11:
6461 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6464 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6465 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6466 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6469 // updates old view angles for next pass
6470 VectorCopy(cl.viewangles, blur_oldangles);
6473 // copy view into the screen texture
6474 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6475 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6477 else if (!r_bloomstate.texture_bloom)
6479 // we may still have to do view tint...
6480 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6482 // apply a color tint to the whole view
6483 R_ResetViewRendering2D();
6484 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6485 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6486 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6488 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6490 break; // no screen processing, no bloom, skip it
6493 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6495 // render simple bloom effect
6496 // copy the screen and shrink it and darken it for the bloom process
6497 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6498 // make the bloom texture
6499 R_Bloom_MakeTexture();
6502 #if _MSC_VER >= 1400
6503 #define sscanf sscanf_s
6505 memset(uservecs, 0, sizeof(uservecs));
6506 if (r_glsl_postprocess_uservec1_enable.integer)
6507 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6508 if (r_glsl_postprocess_uservec2_enable.integer)
6509 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6510 if (r_glsl_postprocess_uservec3_enable.integer)
6511 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6512 if (r_glsl_postprocess_uservec4_enable.integer)
6513 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6515 R_ResetViewRendering2D();
6516 GL_Color(1, 1, 1, 1);
6517 GL_BlendFunc(GL_ONE, GL_ZERO);
6519 switch(vid.renderpath)
6521 case RENDERPATH_GL20:
6522 case RENDERPATH_GLES2:
6523 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6524 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6525 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6526 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6527 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6528 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]);
6529 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6530 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]);
6531 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]);
6532 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]);
6533 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]);
6534 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6535 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6536 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);
6538 case RENDERPATH_D3D9:
6540 // 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...
6541 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6542 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6543 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6544 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6545 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6546 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6547 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6548 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6549 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6550 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6551 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6552 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6553 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6554 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6557 case RENDERPATH_D3D10:
6558 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6560 case RENDERPATH_D3D11:
6561 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6563 case RENDERPATH_SOFT:
6564 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6565 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6566 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6567 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6568 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6569 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6570 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6571 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6572 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6573 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6574 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6575 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6576 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6577 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6582 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6583 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6585 case RENDERPATH_GL11:
6586 case RENDERPATH_GL13:
6587 case RENDERPATH_GLES1:
6588 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6590 // apply a color tint to the whole view
6591 R_ResetViewRendering2D();
6592 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6593 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6594 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6595 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6596 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6602 matrix4x4_t r_waterscrollmatrix;
6604 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6607 if (gamemode == GAME_NEHAHRA)
6609 if (gl_fogenable.integer)
6611 r_refdef.oldgl_fogenable = true;
6612 r_refdef.fog_density = gl_fogdensity.value;
6613 r_refdef.fog_red = gl_fogred.value;
6614 r_refdef.fog_green = gl_foggreen.value;
6615 r_refdef.fog_blue = gl_fogblue.value;
6616 r_refdef.fog_alpha = 1;
6617 r_refdef.fog_start = 0;
6618 r_refdef.fog_end = gl_skyclip.value;
6619 r_refdef.fog_height = 1<<30;
6620 r_refdef.fog_fadedepth = 128;
6622 else if (r_refdef.oldgl_fogenable)
6624 r_refdef.oldgl_fogenable = false;
6625 r_refdef.fog_density = 0;
6626 r_refdef.fog_red = 0;
6627 r_refdef.fog_green = 0;
6628 r_refdef.fog_blue = 0;
6629 r_refdef.fog_alpha = 0;
6630 r_refdef.fog_start = 0;
6631 r_refdef.fog_end = 0;
6632 r_refdef.fog_height = 1<<30;
6633 r_refdef.fog_fadedepth = 128;
6638 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6639 r_refdef.fog_start = max(0, r_refdef.fog_start);
6640 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6642 if (r_refdef.fog_density && r_drawfog.integer)
6644 r_refdef.fogenabled = true;
6645 // this is the point where the fog reaches 0.9986 alpha, which we
6646 // consider a good enough cutoff point for the texture
6647 // (0.9986 * 256 == 255.6)
6648 if (r_fog_exp2.integer)
6649 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6651 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6652 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6653 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6654 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6655 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6656 R_BuildFogHeightTexture();
6657 // fog color was already set
6658 // update the fog texture
6659 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)
6660 R_BuildFogTexture();
6661 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6662 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6665 r_refdef.fogenabled = false;
6668 if (r_refdef.fog_density)
6670 r_refdef.fogcolor[0] = r_refdef.fog_red;
6671 r_refdef.fogcolor[1] = r_refdef.fog_green;
6672 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6674 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6675 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6676 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6677 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6681 VectorCopy(r_refdef.fogcolor, fogvec);
6682 // color.rgb *= ContrastBoost * SceneBrightness;
6683 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6684 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6685 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6686 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6691 void R_UpdateVariables(void)
6695 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6697 r_refdef.farclip = r_farclip_base.value;
6698 if (r_refdef.scene.worldmodel)
6699 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6700 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6702 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6703 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6704 r_refdef.polygonfactor = 0;
6705 r_refdef.polygonoffset = 0;
6706 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6707 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6709 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6710 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6711 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6712 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6713 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6714 if (FAKELIGHT_ENABLED)
6716 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6718 if (r_showsurfaces.integer)
6720 r_refdef.scene.rtworld = false;
6721 r_refdef.scene.rtworldshadows = false;
6722 r_refdef.scene.rtdlight = false;
6723 r_refdef.scene.rtdlightshadows = false;
6724 r_refdef.lightmapintensity = 0;
6727 switch(vid.renderpath)
6729 case RENDERPATH_GL20:
6730 case RENDERPATH_D3D9:
6731 case RENDERPATH_D3D10:
6732 case RENDERPATH_D3D11:
6733 case RENDERPATH_SOFT:
6734 case RENDERPATH_GLES2:
6735 if(v_glslgamma.integer && !vid_gammatables_trivial)
6737 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6739 // build GLSL gamma texture
6740 #define RAMPWIDTH 256
6741 unsigned short ramp[RAMPWIDTH * 3];
6742 unsigned char rampbgr[RAMPWIDTH][4];
6745 r_texture_gammaramps_serial = vid_gammatables_serial;
6747 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6748 for(i = 0; i < RAMPWIDTH; ++i)
6750 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6751 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6752 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6755 if (r_texture_gammaramps)
6757 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6761 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6767 // remove GLSL gamma texture
6770 case RENDERPATH_GL11:
6771 case RENDERPATH_GL13:
6772 case RENDERPATH_GLES1:
6777 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6778 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6784 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6785 if( scenetype != r_currentscenetype ) {
6786 // store the old scenetype
6787 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6788 r_currentscenetype = scenetype;
6789 // move in the new scene
6790 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6799 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6801 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6802 if( scenetype == r_currentscenetype ) {
6803 return &r_refdef.scene;
6805 return &r_scenes_store[ scenetype ];
6809 int R_SortEntities_Compare(const void *ap, const void *bp)
6811 const entity_render_t *a = *(const entity_render_t **)ap;
6812 const entity_render_t *b = *(const entity_render_t **)bp;
6815 if(a->model < b->model)
6817 if(a->model > b->model)
6821 // TODO possibly calculate the REAL skinnum here first using
6823 if(a->skinnum < b->skinnum)
6825 if(a->skinnum > b->skinnum)
6828 // everything we compared is equal
6831 void R_SortEntities(void)
6833 // below or equal 2 ents, sorting never gains anything
6834 if(r_refdef.scene.numentities <= 2)
6837 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6845 int dpsoftrast_test;
6846 extern void R_Shadow_UpdateBounceGridTexture(void);
6847 extern cvar_t r_shadow_bouncegrid;
6848 void R_RenderView(void)
6850 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6852 dpsoftrast_test = r_test.integer;
6854 if (r_timereport_active)
6855 R_TimeReport("start");
6856 r_textureframe++; // used only by R_GetCurrentTexture
6857 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6859 if(R_CompileShader_CheckStaticParms())
6862 if (!r_drawentities.integer)
6863 r_refdef.scene.numentities = 0;
6864 else if (r_sortentities.integer)
6867 R_AnimCache_ClearCache();
6868 R_FrameData_NewFrame();
6870 /* adjust for stereo display */
6871 if(R_Stereo_Active())
6873 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);
6874 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6877 if (r_refdef.view.isoverlay)
6879 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6880 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6881 R_TimeReport("depthclear");
6883 r_refdef.view.showdebug = false;
6885 r_waterstate.enabled = false;
6886 r_waterstate.numwaterplanes = 0;
6890 r_refdef.view.matrix = originalmatrix;
6896 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6898 r_refdef.view.matrix = originalmatrix;
6899 return; //Host_Error ("R_RenderView: NULL worldmodel");
6902 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6904 R_RenderView_UpdateViewVectors();
6906 R_Shadow_UpdateWorldLightSelection();
6908 R_Bloom_StartFrame();
6909 R_Water_StartFrame();
6912 if (r_timereport_active)
6913 R_TimeReport("viewsetup");
6915 R_ResetViewRendering3D();
6917 if (r_refdef.view.clear || r_refdef.fogenabled)
6919 R_ClearScreen(r_refdef.fogenabled);
6920 if (r_timereport_active)
6921 R_TimeReport("viewclear");
6923 r_refdef.view.clear = true;
6925 // this produces a bloom texture to be used in R_BlendView() later
6926 if (r_bloomstate.hdr)
6928 R_HDR_RenderBloomTexture();
6929 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6930 r_textureframe++; // used only by R_GetCurrentTexture
6933 r_refdef.view.showdebug = true;
6936 if (r_timereport_active)
6937 R_TimeReport("visibility");
6939 R_Shadow_UpdateBounceGridTexture();
6940 if (r_timereport_active && r_shadow_bouncegrid.integer)
6941 R_TimeReport("bouncegrid");
6943 r_waterstate.numwaterplanes = 0;
6944 if (r_waterstate.enabled)
6945 R_RenderWaterPlanes();
6948 r_waterstate.numwaterplanes = 0;
6951 if (r_timereport_active)
6952 R_TimeReport("blendview");
6954 GL_Scissor(0, 0, vid.width, vid.height);
6955 GL_ScissorTest(false);
6957 r_refdef.view.matrix = originalmatrix;
6962 void R_RenderWaterPlanes(void)
6964 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6966 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6967 if (r_timereport_active)
6968 R_TimeReport("waterworld");
6971 // don't let sound skip if going slow
6972 if (r_refdef.scene.extraupdate)
6975 R_DrawModelsAddWaterPlanes();
6976 if (r_timereport_active)
6977 R_TimeReport("watermodels");
6979 if (r_waterstate.numwaterplanes)
6981 R_Water_ProcessPlanes();
6982 if (r_timereport_active)
6983 R_TimeReport("waterscenes");
6987 extern void R_DrawLightningBeams (void);
6988 extern void VM_CL_AddPolygonsToMeshQueue (void);
6989 extern void R_DrawPortals (void);
6990 extern cvar_t cl_locs_show;
6991 static void R_DrawLocs(void);
6992 static void R_DrawEntityBBoxes(void);
6993 static void R_DrawModelDecals(void);
6994 extern void R_DrawModelShadows(void);
6995 extern void R_DrawModelShadowMaps(void);
6996 extern cvar_t cl_decals_newsystem;
6997 extern qboolean r_shadow_usingdeferredprepass;
6998 void R_RenderScene(void)
7000 qboolean shadowmapping = false;
7002 if (r_timereport_active)
7003 R_TimeReport("beginscene");
7005 r_refdef.stats.renders++;
7009 // don't let sound skip if going slow
7010 if (r_refdef.scene.extraupdate)
7013 R_MeshQueue_BeginScene();
7017 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);
7019 if (r_timereport_active)
7020 R_TimeReport("skystartframe");
7022 if (cl.csqc_vidvars.drawworld)
7024 // don't let sound skip if going slow
7025 if (r_refdef.scene.extraupdate)
7028 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7030 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7031 if (r_timereport_active)
7032 R_TimeReport("worldsky");
7035 if (R_DrawBrushModelsSky() && r_timereport_active)
7036 R_TimeReport("bmodelsky");
7038 if (skyrendermasked && skyrenderlater)
7040 // we have to force off the water clipping plane while rendering sky
7044 if (r_timereport_active)
7045 R_TimeReport("sky");
7049 R_AnimCache_CacheVisibleEntities();
7050 if (r_timereport_active)
7051 R_TimeReport("animation");
7053 R_Shadow_PrepareLights();
7054 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7055 R_Shadow_PrepareModelShadows();
7056 if (r_timereport_active)
7057 R_TimeReport("preparelights");
7059 if (R_Shadow_ShadowMappingEnabled())
7060 shadowmapping = true;
7062 if (r_shadow_usingdeferredprepass)
7063 R_Shadow_DrawPrepass();
7065 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7067 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7068 if (r_timereport_active)
7069 R_TimeReport("worlddepth");
7071 if (r_depthfirst.integer >= 2)
7073 R_DrawModelsDepth();
7074 if (r_timereport_active)
7075 R_TimeReport("modeldepth");
7078 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7080 R_DrawModelShadowMaps();
7081 R_ResetViewRendering3D();
7082 // don't let sound skip if going slow
7083 if (r_refdef.scene.extraupdate)
7087 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7089 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7090 if (r_timereport_active)
7091 R_TimeReport("world");
7094 // don't let sound skip if going slow
7095 if (r_refdef.scene.extraupdate)
7099 if (r_timereport_active)
7100 R_TimeReport("models");
7102 // don't let sound skip if going slow
7103 if (r_refdef.scene.extraupdate)
7106 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7108 R_DrawModelShadows();
7109 R_ResetViewRendering3D();
7110 // don't let sound skip if going slow
7111 if (r_refdef.scene.extraupdate)
7115 if (!r_shadow_usingdeferredprepass)
7117 R_Shadow_DrawLights();
7118 if (r_timereport_active)
7119 R_TimeReport("rtlights");
7122 // don't let sound skip if going slow
7123 if (r_refdef.scene.extraupdate)
7126 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7128 R_DrawModelShadows();
7129 R_ResetViewRendering3D();
7130 // don't let sound skip if going slow
7131 if (r_refdef.scene.extraupdate)
7135 if (cl.csqc_vidvars.drawworld)
7137 if (cl_decals_newsystem.integer)
7139 R_DrawModelDecals();
7140 if (r_timereport_active)
7141 R_TimeReport("modeldecals");
7146 if (r_timereport_active)
7147 R_TimeReport("decals");
7151 if (r_timereport_active)
7152 R_TimeReport("particles");
7155 if (r_timereport_active)
7156 R_TimeReport("explosions");
7158 R_DrawLightningBeams();
7159 if (r_timereport_active)
7160 R_TimeReport("lightning");
7163 VM_CL_AddPolygonsToMeshQueue();
7165 if (r_refdef.view.showdebug)
7167 if (cl_locs_show.integer)
7170 if (r_timereport_active)
7171 R_TimeReport("showlocs");
7174 if (r_drawportals.integer)
7177 if (r_timereport_active)
7178 R_TimeReport("portals");
7181 if (r_showbboxes.value > 0)
7183 R_DrawEntityBBoxes();
7184 if (r_timereport_active)
7185 R_TimeReport("bboxes");
7189 if (r_transparent.integer)
7191 R_MeshQueue_RenderTransparent();
7192 if (r_timereport_active)
7193 R_TimeReport("drawtrans");
7196 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))
7198 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7199 if (r_timereport_active)
7200 R_TimeReport("worlddebug");
7201 R_DrawModelsDebug();
7202 if (r_timereport_active)
7203 R_TimeReport("modeldebug");
7206 if (cl.csqc_vidvars.drawworld)
7208 R_Shadow_DrawCoronas();
7209 if (r_timereport_active)
7210 R_TimeReport("coronas");
7215 GL_DepthTest(false);
7216 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7217 GL_Color(1, 1, 1, 1);
7218 qglBegin(GL_POLYGON);
7219 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7220 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7221 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7222 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7224 qglBegin(GL_POLYGON);
7225 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]);
7226 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]);
7227 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]);
7228 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]);
7230 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7234 // don't let sound skip if going slow
7235 if (r_refdef.scene.extraupdate)
7238 R_ResetViewRendering2D();
7241 static const unsigned short bboxelements[36] =
7251 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7254 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7256 RSurf_ActiveWorldEntity();
7258 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7259 GL_DepthMask(false);
7260 GL_DepthRange(0, 1);
7261 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7262 // R_Mesh_ResetTextureState();
7264 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7265 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7266 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7267 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7268 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7269 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7270 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7271 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7272 R_FillColors(color4f, 8, cr, cg, cb, ca);
7273 if (r_refdef.fogenabled)
7275 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7277 f1 = RSurf_FogVertex(v);
7279 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7280 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7281 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7284 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7285 R_Mesh_ResetTextureState();
7286 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7287 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7290 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7294 prvm_edict_t *edict;
7295 prvm_prog_t *prog_save = prog;
7297 // this function draws bounding boxes of server entities
7301 GL_CullFace(GL_NONE);
7302 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7306 for (i = 0;i < numsurfaces;i++)
7308 edict = PRVM_EDICT_NUM(surfacelist[i]);
7309 switch ((int)PRVM_serveredictfloat(edict, solid))
7311 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7312 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7313 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7314 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7315 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7316 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7318 color[3] *= r_showbboxes.value;
7319 color[3] = bound(0, color[3], 1);
7320 GL_DepthTest(!r_showdisabledepthtest.integer);
7321 GL_CullFace(r_refdef.view.cullface_front);
7322 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7328 static void R_DrawEntityBBoxes(void)
7331 prvm_edict_t *edict;
7333 prvm_prog_t *prog_save = prog;
7335 // this function draws bounding boxes of server entities
7341 for (i = 0;i < prog->num_edicts;i++)
7343 edict = PRVM_EDICT_NUM(i);
7344 if (edict->priv.server->free)
7346 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7347 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7349 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7351 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7352 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7358 static const int nomodelelement3i[24] =
7370 static const unsigned short nomodelelement3s[24] =
7382 static const float nomodelvertex3f[6*3] =
7392 static const float nomodelcolor4f[6*4] =
7394 0.0f, 0.0f, 0.5f, 1.0f,
7395 0.0f, 0.0f, 0.5f, 1.0f,
7396 0.0f, 0.5f, 0.0f, 1.0f,
7397 0.0f, 0.5f, 0.0f, 1.0f,
7398 0.5f, 0.0f, 0.0f, 1.0f,
7399 0.5f, 0.0f, 0.0f, 1.0f
7402 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7408 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);
7410 // this is only called once per entity so numsurfaces is always 1, and
7411 // surfacelist is always {0}, so this code does not handle batches
7413 if (rsurface.ent_flags & RENDER_ADDITIVE)
7415 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7416 GL_DepthMask(false);
7418 else if (rsurface.colormod[3] < 1)
7420 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7421 GL_DepthMask(false);
7425 GL_BlendFunc(GL_ONE, GL_ZERO);
7428 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7429 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7430 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7431 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7432 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7433 for (i = 0, c = color4f;i < 6;i++, c += 4)
7435 c[0] *= rsurface.colormod[0];
7436 c[1] *= rsurface.colormod[1];
7437 c[2] *= rsurface.colormod[2];
7438 c[3] *= rsurface.colormod[3];
7440 if (r_refdef.fogenabled)
7442 for (i = 0, c = color4f;i < 6;i++, c += 4)
7444 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7446 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7447 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7448 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7451 // R_Mesh_ResetTextureState();
7452 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7453 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7454 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7457 void R_DrawNoModel(entity_render_t *ent)
7460 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7461 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7462 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7464 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7467 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7469 vec3_t right1, right2, diff, normal;
7471 VectorSubtract (org2, org1, normal);
7473 // calculate 'right' vector for start
7474 VectorSubtract (r_refdef.view.origin, org1, diff);
7475 CrossProduct (normal, diff, right1);
7476 VectorNormalize (right1);
7478 // calculate 'right' vector for end
7479 VectorSubtract (r_refdef.view.origin, org2, diff);
7480 CrossProduct (normal, diff, right2);
7481 VectorNormalize (right2);
7483 vert[ 0] = org1[0] + width * right1[0];
7484 vert[ 1] = org1[1] + width * right1[1];
7485 vert[ 2] = org1[2] + width * right1[2];
7486 vert[ 3] = org1[0] - width * right1[0];
7487 vert[ 4] = org1[1] - width * right1[1];
7488 vert[ 5] = org1[2] - width * right1[2];
7489 vert[ 6] = org2[0] - width * right2[0];
7490 vert[ 7] = org2[1] - width * right2[1];
7491 vert[ 8] = org2[2] - width * right2[2];
7492 vert[ 9] = org2[0] + width * right2[0];
7493 vert[10] = org2[1] + width * right2[1];
7494 vert[11] = org2[2] + width * right2[2];
7497 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)
7499 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7500 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7501 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7502 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7503 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7504 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7505 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7506 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7507 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7508 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7509 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7510 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7513 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7518 VectorSet(v, x, y, z);
7519 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7520 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7522 if (i == mesh->numvertices)
7524 if (mesh->numvertices < mesh->maxvertices)
7526 VectorCopy(v, vertex3f);
7527 mesh->numvertices++;
7529 return mesh->numvertices;
7535 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7539 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7540 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7541 e = mesh->element3i + mesh->numtriangles * 3;
7542 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7544 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7545 if (mesh->numtriangles < mesh->maxtriangles)
7550 mesh->numtriangles++;
7552 element[1] = element[2];
7556 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7560 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7561 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7562 e = mesh->element3i + mesh->numtriangles * 3;
7563 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7565 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7566 if (mesh->numtriangles < mesh->maxtriangles)
7571 mesh->numtriangles++;
7573 element[1] = element[2];
7577 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7578 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7580 int planenum, planenum2;
7583 mplane_t *plane, *plane2;
7585 double temppoints[2][256*3];
7586 // figure out how large a bounding box we need to properly compute this brush
7588 for (w = 0;w < numplanes;w++)
7589 maxdist = max(maxdist, fabs(planes[w].dist));
7590 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7591 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7592 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7596 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7597 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7599 if (planenum2 == planenum)
7601 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);
7604 if (tempnumpoints < 3)
7606 // generate elements forming a triangle fan for this polygon
7607 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7611 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)
7613 texturelayer_t *layer;
7614 layer = t->currentlayers + t->currentnumlayers++;
7616 layer->depthmask = depthmask;
7617 layer->blendfunc1 = blendfunc1;
7618 layer->blendfunc2 = blendfunc2;
7619 layer->texture = texture;
7620 layer->texmatrix = *matrix;
7621 layer->color[0] = r;
7622 layer->color[1] = g;
7623 layer->color[2] = b;
7624 layer->color[3] = a;
7627 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7629 if(parms[0] == 0 && parms[1] == 0)
7631 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7632 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7637 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7640 index = parms[2] + rsurface.shadertime * parms[3];
7641 index -= floor(index);
7642 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7645 case Q3WAVEFUNC_NONE:
7646 case Q3WAVEFUNC_NOISE:
7647 case Q3WAVEFUNC_COUNT:
7650 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7651 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7652 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7653 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7654 case Q3WAVEFUNC_TRIANGLE:
7656 f = index - floor(index);
7669 f = parms[0] + parms[1] * f;
7670 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7671 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7675 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7681 matrix4x4_t matrix, temp;
7682 switch(tcmod->tcmod)
7686 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7687 matrix = r_waterscrollmatrix;
7689 matrix = identitymatrix;
7691 case Q3TCMOD_ENTITYTRANSLATE:
7692 // this is used in Q3 to allow the gamecode to control texcoord
7693 // scrolling on the entity, which is not supported in darkplaces yet.
7694 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7696 case Q3TCMOD_ROTATE:
7697 f = tcmod->parms[0] * rsurface.shadertime;
7698 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7699 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7700 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7703 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7705 case Q3TCMOD_SCROLL:
7706 // extra care is needed because of precision breakdown with large values of time
7707 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7708 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7709 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7711 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7712 w = (int) tcmod->parms[0];
7713 h = (int) tcmod->parms[1];
7714 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7716 idx = (int) floor(f * w * h);
7717 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7719 case Q3TCMOD_STRETCH:
7720 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7721 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7723 case Q3TCMOD_TRANSFORM:
7724 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7725 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7726 VectorSet(tcmat + 6, 0 , 0 , 1);
7727 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7728 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7730 case Q3TCMOD_TURBULENT:
7731 // this is handled in the RSurf_PrepareVertices function
7732 matrix = identitymatrix;
7736 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7739 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7741 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7742 char name[MAX_QPATH];
7743 skinframe_t *skinframe;
7744 unsigned char pixels[296*194];
7745 strlcpy(cache->name, skinname, sizeof(cache->name));
7746 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7747 if (developer_loading.integer)
7748 Con_Printf("loading %s\n", name);
7749 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7750 if (!skinframe || !skinframe->base)
7753 fs_offset_t filesize;
7755 f = FS_LoadFile(name, tempmempool, true, &filesize);
7758 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7759 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7763 cache->skinframe = skinframe;
7766 texture_t *R_GetCurrentTexture(texture_t *t)
7769 const entity_render_t *ent = rsurface.entity;
7770 dp_model_t *model = ent->model;
7771 q3shaderinfo_layer_tcmod_t *tcmod;
7773 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7774 return t->currentframe;
7775 t->update_lastrenderframe = r_textureframe;
7776 t->update_lastrenderentity = (void *)ent;
7778 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7779 t->camera_entity = ent->entitynumber;
7781 t->camera_entity = 0;
7783 // switch to an alternate material if this is a q1bsp animated material
7785 texture_t *texture = t;
7786 int s = rsurface.ent_skinnum;
7787 if ((unsigned int)s >= (unsigned int)model->numskins)
7789 if (model->skinscenes)
7791 if (model->skinscenes[s].framecount > 1)
7792 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7794 s = model->skinscenes[s].firstframe;
7797 t = t + s * model->num_surfaces;
7800 // use an alternate animation if the entity's frame is not 0,
7801 // and only if the texture has an alternate animation
7802 if (rsurface.ent_alttextures && t->anim_total[1])
7803 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7805 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7807 texture->currentframe = t;
7810 // update currentskinframe to be a qw skin or animation frame
7811 if (rsurface.ent_qwskin >= 0)
7813 i = rsurface.ent_qwskin;
7814 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7816 r_qwskincache_size = cl.maxclients;
7818 Mem_Free(r_qwskincache);
7819 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7821 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7822 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7823 t->currentskinframe = r_qwskincache[i].skinframe;
7824 if (t->currentskinframe == NULL)
7825 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7827 else if (t->numskinframes >= 2)
7828 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7829 if (t->backgroundnumskinframes >= 2)
7830 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7832 t->currentmaterialflags = t->basematerialflags;
7833 t->currentalpha = rsurface.colormod[3];
7834 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7835 t->currentalpha *= r_wateralpha.value;
7836 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7837 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7838 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7839 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7840 if (!(rsurface.ent_flags & RENDER_LIGHT))
7841 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7842 else if (FAKELIGHT_ENABLED)
7844 // no modellight if using fakelight for the map
7846 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7848 // pick a model lighting mode
7849 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7850 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7852 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7854 if (rsurface.ent_flags & RENDER_ADDITIVE)
7855 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7856 else if (t->currentalpha < 1)
7857 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7858 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7859 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7860 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7861 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7862 if (t->backgroundnumskinframes)
7863 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7864 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7866 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7867 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7870 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7871 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7873 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7874 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7876 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7877 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7879 // there is no tcmod
7880 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7882 t->currenttexmatrix = r_waterscrollmatrix;
7883 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7885 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7887 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7888 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7891 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7892 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7893 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7894 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7896 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7897 if (t->currentskinframe->qpixels)
7898 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7899 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7900 if (!t->basetexture)
7901 t->basetexture = r_texture_notexture;
7902 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7903 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7904 t->nmaptexture = t->currentskinframe->nmap;
7905 if (!t->nmaptexture)
7906 t->nmaptexture = r_texture_blanknormalmap;
7907 t->glosstexture = r_texture_black;
7908 t->glowtexture = t->currentskinframe->glow;
7909 t->fogtexture = t->currentskinframe->fog;
7910 t->reflectmasktexture = t->currentskinframe->reflect;
7911 if (t->backgroundnumskinframes)
7913 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7914 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7915 t->backgroundglosstexture = r_texture_black;
7916 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7917 if (!t->backgroundnmaptexture)
7918 t->backgroundnmaptexture = r_texture_blanknormalmap;
7922 t->backgroundbasetexture = r_texture_white;
7923 t->backgroundnmaptexture = r_texture_blanknormalmap;
7924 t->backgroundglosstexture = r_texture_black;
7925 t->backgroundglowtexture = NULL;
7927 t->specularpower = r_shadow_glossexponent.value;
7928 // TODO: store reference values for these in the texture?
7929 t->specularscale = 0;
7930 if (r_shadow_gloss.integer > 0)
7932 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7934 if (r_shadow_glossintensity.value > 0)
7936 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7937 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7938 t->specularscale = r_shadow_glossintensity.value;
7941 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7943 t->glosstexture = r_texture_white;
7944 t->backgroundglosstexture = r_texture_white;
7945 t->specularscale = r_shadow_gloss2intensity.value;
7946 t->specularpower = r_shadow_gloss2exponent.value;
7949 t->specularscale *= t->specularscalemod;
7950 t->specularpower *= t->specularpowermod;
7951 t->rtlightambient = 0;
7953 // lightmaps mode looks bad with dlights using actual texturing, so turn
7954 // off the colormap and glossmap, but leave the normalmap on as it still
7955 // accurately represents the shading involved
7956 if (gl_lightmaps.integer)
7958 t->basetexture = r_texture_grey128;
7959 t->pantstexture = r_texture_black;
7960 t->shirttexture = r_texture_black;
7961 t->nmaptexture = r_texture_blanknormalmap;
7962 t->glosstexture = r_texture_black;
7963 t->glowtexture = NULL;
7964 t->fogtexture = NULL;
7965 t->reflectmasktexture = NULL;
7966 t->backgroundbasetexture = NULL;
7967 t->backgroundnmaptexture = r_texture_blanknormalmap;
7968 t->backgroundglosstexture = r_texture_black;
7969 t->backgroundglowtexture = NULL;
7970 t->specularscale = 0;
7971 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7974 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7975 VectorClear(t->dlightcolor);
7976 t->currentnumlayers = 0;
7977 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7979 int blendfunc1, blendfunc2;
7981 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7983 blendfunc1 = GL_SRC_ALPHA;
7984 blendfunc2 = GL_ONE;
7986 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7988 blendfunc1 = GL_SRC_ALPHA;
7989 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7991 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7993 blendfunc1 = t->customblendfunc[0];
7994 blendfunc2 = t->customblendfunc[1];
7998 blendfunc1 = GL_ONE;
7999 blendfunc2 = GL_ZERO;
8001 // don't colormod evilblend textures
8002 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8003 VectorSet(t->lightmapcolor, 1, 1, 1);
8004 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8005 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8007 // fullbright is not affected by r_refdef.lightmapintensity
8008 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]);
8009 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8010 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]);
8011 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8012 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]);
8016 vec3_t ambientcolor;
8018 // set the color tint used for lights affecting this surface
8019 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8021 // q3bsp has no lightmap updates, so the lightstylevalue that
8022 // would normally be baked into the lightmap must be
8023 // applied to the color
8024 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8025 if (model->type == mod_brushq3)
8026 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8027 colorscale *= r_refdef.lightmapintensity;
8028 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8029 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8030 // basic lit geometry
8031 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]);
8032 // add pants/shirt if needed
8033 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8034 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]);
8035 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8036 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]);
8037 // now add ambient passes if needed
8038 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8040 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]);
8041 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8042 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]);
8043 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8044 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]);
8047 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8048 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]);
8049 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8051 // if this is opaque use alpha blend which will darken the earlier
8054 // if this is an alpha blended material, all the earlier passes
8055 // were darkened by fog already, so we only need to add the fog
8056 // color ontop through the fog mask texture
8058 // if this is an additive blended material, all the earlier passes
8059 // were darkened by fog already, and we should not add fog color
8060 // (because the background was not darkened, there is no fog color
8061 // that was lost behind it).
8062 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]);
8066 return t->currentframe;
8069 rsurfacestate_t rsurface;
8071 void RSurf_ActiveWorldEntity(void)
8073 dp_model_t *model = r_refdef.scene.worldmodel;
8074 //if (rsurface.entity == r_refdef.scene.worldentity)
8076 rsurface.entity = r_refdef.scene.worldentity;
8077 rsurface.skeleton = NULL;
8078 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8079 rsurface.ent_skinnum = 0;
8080 rsurface.ent_qwskin = -1;
8081 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8082 rsurface.shadertime = r_refdef.scene.time;
8083 rsurface.matrix = identitymatrix;
8084 rsurface.inversematrix = identitymatrix;
8085 rsurface.matrixscale = 1;
8086 rsurface.inversematrixscale = 1;
8087 R_EntityMatrix(&identitymatrix);
8088 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8089 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8090 rsurface.fograngerecip = r_refdef.fograngerecip;
8091 rsurface.fogheightfade = r_refdef.fogheightfade;
8092 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8093 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8094 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8095 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8096 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8097 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8098 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8099 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8100 rsurface.colormod[3] = 1;
8101 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);
8102 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8103 rsurface.frameblend[0].lerp = 1;
8104 rsurface.ent_alttextures = false;
8105 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8106 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8107 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8108 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8109 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8110 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8111 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8112 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8113 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8114 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8115 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8116 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8117 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8118 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8119 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8120 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8121 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8122 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8123 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8124 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8125 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8126 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8127 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8128 rsurface.modelelement3i = model->surfmesh.data_element3i;
8129 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8130 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8131 rsurface.modelelement3s = model->surfmesh.data_element3s;
8132 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8133 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8134 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8135 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8136 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8137 rsurface.modelsurfaces = model->data_surfaces;
8138 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8139 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8140 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8141 rsurface.modelgeneratedvertex = false;
8142 rsurface.batchgeneratedvertex = false;
8143 rsurface.batchfirstvertex = 0;
8144 rsurface.batchnumvertices = 0;
8145 rsurface.batchfirsttriangle = 0;
8146 rsurface.batchnumtriangles = 0;
8147 rsurface.batchvertex3f = NULL;
8148 rsurface.batchvertex3f_vertexbuffer = NULL;
8149 rsurface.batchvertex3f_bufferoffset = 0;
8150 rsurface.batchsvector3f = NULL;
8151 rsurface.batchsvector3f_vertexbuffer = NULL;
8152 rsurface.batchsvector3f_bufferoffset = 0;
8153 rsurface.batchtvector3f = NULL;
8154 rsurface.batchtvector3f_vertexbuffer = NULL;
8155 rsurface.batchtvector3f_bufferoffset = 0;
8156 rsurface.batchnormal3f = NULL;
8157 rsurface.batchnormal3f_vertexbuffer = NULL;
8158 rsurface.batchnormal3f_bufferoffset = 0;
8159 rsurface.batchlightmapcolor4f = NULL;
8160 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8161 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8162 rsurface.batchtexcoordtexture2f = NULL;
8163 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8164 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8165 rsurface.batchtexcoordlightmap2f = NULL;
8166 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8167 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8168 rsurface.batchvertexmesh = NULL;
8169 rsurface.batchvertexmeshbuffer = NULL;
8170 rsurface.batchvertex3fbuffer = NULL;
8171 rsurface.batchelement3i = NULL;
8172 rsurface.batchelement3i_indexbuffer = NULL;
8173 rsurface.batchelement3i_bufferoffset = 0;
8174 rsurface.batchelement3s = NULL;
8175 rsurface.batchelement3s_indexbuffer = NULL;
8176 rsurface.batchelement3s_bufferoffset = 0;
8177 rsurface.passcolor4f = NULL;
8178 rsurface.passcolor4f_vertexbuffer = NULL;
8179 rsurface.passcolor4f_bufferoffset = 0;
8182 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8184 dp_model_t *model = ent->model;
8185 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8187 rsurface.entity = (entity_render_t *)ent;
8188 rsurface.skeleton = ent->skeleton;
8189 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8190 rsurface.ent_skinnum = ent->skinnum;
8191 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;
8192 rsurface.ent_flags = ent->flags;
8193 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8194 rsurface.matrix = ent->matrix;
8195 rsurface.inversematrix = ent->inversematrix;
8196 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8197 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8198 R_EntityMatrix(&rsurface.matrix);
8199 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8200 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8201 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8202 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8203 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8204 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8205 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8206 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8207 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8208 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8209 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8210 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8211 rsurface.colormod[3] = ent->alpha;
8212 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8213 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8214 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8215 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8216 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8217 if (ent->model->brush.submodel && !prepass)
8219 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8220 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8222 if (model->surfmesh.isanimated && model->AnimateVertices)
8224 if (ent->animcache_vertex3f)
8226 rsurface.modelvertex3f = ent->animcache_vertex3f;
8227 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8228 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8229 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8230 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8231 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8232 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8234 else if (wanttangents)
8236 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8237 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8238 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8240 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8241 rsurface.modelvertexmesh = NULL;
8242 rsurface.modelvertexmeshbuffer = NULL;
8243 rsurface.modelvertex3fbuffer = NULL;
8245 else if (wantnormals)
8247 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8248 rsurface.modelsvector3f = NULL;
8249 rsurface.modeltvector3f = NULL;
8250 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8251 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8252 rsurface.modelvertexmesh = NULL;
8253 rsurface.modelvertexmeshbuffer = NULL;
8254 rsurface.modelvertex3fbuffer = NULL;
8258 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8259 rsurface.modelsvector3f = NULL;
8260 rsurface.modeltvector3f = NULL;
8261 rsurface.modelnormal3f = NULL;
8262 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8263 rsurface.modelvertexmesh = NULL;
8264 rsurface.modelvertexmeshbuffer = NULL;
8265 rsurface.modelvertex3fbuffer = NULL;
8267 rsurface.modelvertex3f_vertexbuffer = 0;
8268 rsurface.modelvertex3f_bufferoffset = 0;
8269 rsurface.modelsvector3f_vertexbuffer = 0;
8270 rsurface.modelsvector3f_bufferoffset = 0;
8271 rsurface.modeltvector3f_vertexbuffer = 0;
8272 rsurface.modeltvector3f_bufferoffset = 0;
8273 rsurface.modelnormal3f_vertexbuffer = 0;
8274 rsurface.modelnormal3f_bufferoffset = 0;
8275 rsurface.modelgeneratedvertex = true;
8279 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8280 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8281 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8282 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8283 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8285 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8286 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8287 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8288 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8289 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8290 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8291 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8292 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8293 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8294 rsurface.modelgeneratedvertex = false;
8296 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8297 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8298 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8299 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8300 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8301 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8302 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8303 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8304 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8305 rsurface.modelelement3i = model->surfmesh.data_element3i;
8306 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8307 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8308 rsurface.modelelement3s = model->surfmesh.data_element3s;
8309 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8310 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8311 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8312 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8313 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8314 rsurface.modelsurfaces = model->data_surfaces;
8315 rsurface.batchgeneratedvertex = false;
8316 rsurface.batchfirstvertex = 0;
8317 rsurface.batchnumvertices = 0;
8318 rsurface.batchfirsttriangle = 0;
8319 rsurface.batchnumtriangles = 0;
8320 rsurface.batchvertex3f = NULL;
8321 rsurface.batchvertex3f_vertexbuffer = NULL;
8322 rsurface.batchvertex3f_bufferoffset = 0;
8323 rsurface.batchsvector3f = NULL;
8324 rsurface.batchsvector3f_vertexbuffer = NULL;
8325 rsurface.batchsvector3f_bufferoffset = 0;
8326 rsurface.batchtvector3f = NULL;
8327 rsurface.batchtvector3f_vertexbuffer = NULL;
8328 rsurface.batchtvector3f_bufferoffset = 0;
8329 rsurface.batchnormal3f = NULL;
8330 rsurface.batchnormal3f_vertexbuffer = NULL;
8331 rsurface.batchnormal3f_bufferoffset = 0;
8332 rsurface.batchlightmapcolor4f = NULL;
8333 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8334 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8335 rsurface.batchtexcoordtexture2f = NULL;
8336 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8337 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8338 rsurface.batchtexcoordlightmap2f = NULL;
8339 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8340 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8341 rsurface.batchvertexmesh = NULL;
8342 rsurface.batchvertexmeshbuffer = NULL;
8343 rsurface.batchvertex3fbuffer = NULL;
8344 rsurface.batchelement3i = NULL;
8345 rsurface.batchelement3i_indexbuffer = NULL;
8346 rsurface.batchelement3i_bufferoffset = 0;
8347 rsurface.batchelement3s = NULL;
8348 rsurface.batchelement3s_indexbuffer = NULL;
8349 rsurface.batchelement3s_bufferoffset = 0;
8350 rsurface.passcolor4f = NULL;
8351 rsurface.passcolor4f_vertexbuffer = NULL;
8352 rsurface.passcolor4f_bufferoffset = 0;
8355 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)
8357 rsurface.entity = r_refdef.scene.worldentity;
8358 rsurface.skeleton = NULL;
8359 rsurface.ent_skinnum = 0;
8360 rsurface.ent_qwskin = -1;
8361 rsurface.ent_flags = entflags;
8362 rsurface.shadertime = r_refdef.scene.time - shadertime;
8363 rsurface.modelnumvertices = numvertices;
8364 rsurface.modelnumtriangles = numtriangles;
8365 rsurface.matrix = *matrix;
8366 rsurface.inversematrix = *inversematrix;
8367 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8368 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8369 R_EntityMatrix(&rsurface.matrix);
8370 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8371 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8372 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8373 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8374 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8375 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8376 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8377 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8378 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8379 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8380 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8381 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8382 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);
8383 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8384 rsurface.frameblend[0].lerp = 1;
8385 rsurface.ent_alttextures = false;
8386 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8387 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8390 rsurface.modelvertex3f = (float *)vertex3f;
8391 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8392 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8393 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8395 else if (wantnormals)
8397 rsurface.modelvertex3f = (float *)vertex3f;
8398 rsurface.modelsvector3f = NULL;
8399 rsurface.modeltvector3f = NULL;
8400 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8404 rsurface.modelvertex3f = (float *)vertex3f;
8405 rsurface.modelsvector3f = NULL;
8406 rsurface.modeltvector3f = NULL;
8407 rsurface.modelnormal3f = NULL;
8409 rsurface.modelvertexmesh = NULL;
8410 rsurface.modelvertexmeshbuffer = NULL;
8411 rsurface.modelvertex3fbuffer = NULL;
8412 rsurface.modelvertex3f_vertexbuffer = 0;
8413 rsurface.modelvertex3f_bufferoffset = 0;
8414 rsurface.modelsvector3f_vertexbuffer = 0;
8415 rsurface.modelsvector3f_bufferoffset = 0;
8416 rsurface.modeltvector3f_vertexbuffer = 0;
8417 rsurface.modeltvector3f_bufferoffset = 0;
8418 rsurface.modelnormal3f_vertexbuffer = 0;
8419 rsurface.modelnormal3f_bufferoffset = 0;
8420 rsurface.modelgeneratedvertex = true;
8421 rsurface.modellightmapcolor4f = (float *)color4f;
8422 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8423 rsurface.modellightmapcolor4f_bufferoffset = 0;
8424 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8425 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8426 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8427 rsurface.modeltexcoordlightmap2f = NULL;
8428 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8429 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8430 rsurface.modelelement3i = (int *)element3i;
8431 rsurface.modelelement3i_indexbuffer = NULL;
8432 rsurface.modelelement3i_bufferoffset = 0;
8433 rsurface.modelelement3s = (unsigned short *)element3s;
8434 rsurface.modelelement3s_indexbuffer = NULL;
8435 rsurface.modelelement3s_bufferoffset = 0;
8436 rsurface.modellightmapoffsets = NULL;
8437 rsurface.modelsurfaces = NULL;
8438 rsurface.batchgeneratedvertex = false;
8439 rsurface.batchfirstvertex = 0;
8440 rsurface.batchnumvertices = 0;
8441 rsurface.batchfirsttriangle = 0;
8442 rsurface.batchnumtriangles = 0;
8443 rsurface.batchvertex3f = NULL;
8444 rsurface.batchvertex3f_vertexbuffer = NULL;
8445 rsurface.batchvertex3f_bufferoffset = 0;
8446 rsurface.batchsvector3f = NULL;
8447 rsurface.batchsvector3f_vertexbuffer = NULL;
8448 rsurface.batchsvector3f_bufferoffset = 0;
8449 rsurface.batchtvector3f = NULL;
8450 rsurface.batchtvector3f_vertexbuffer = NULL;
8451 rsurface.batchtvector3f_bufferoffset = 0;
8452 rsurface.batchnormal3f = NULL;
8453 rsurface.batchnormal3f_vertexbuffer = NULL;
8454 rsurface.batchnormal3f_bufferoffset = 0;
8455 rsurface.batchlightmapcolor4f = NULL;
8456 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8457 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8458 rsurface.batchtexcoordtexture2f = NULL;
8459 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8460 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8461 rsurface.batchtexcoordlightmap2f = NULL;
8462 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8463 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8464 rsurface.batchvertexmesh = NULL;
8465 rsurface.batchvertexmeshbuffer = NULL;
8466 rsurface.batchvertex3fbuffer = NULL;
8467 rsurface.batchelement3i = NULL;
8468 rsurface.batchelement3i_indexbuffer = NULL;
8469 rsurface.batchelement3i_bufferoffset = 0;
8470 rsurface.batchelement3s = NULL;
8471 rsurface.batchelement3s_indexbuffer = NULL;
8472 rsurface.batchelement3s_bufferoffset = 0;
8473 rsurface.passcolor4f = NULL;
8474 rsurface.passcolor4f_vertexbuffer = NULL;
8475 rsurface.passcolor4f_bufferoffset = 0;
8477 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8479 if ((wantnormals || wanttangents) && !normal3f)
8481 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8482 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8484 if (wanttangents && !svector3f)
8486 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8487 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8488 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8493 float RSurf_FogPoint(const float *v)
8495 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8496 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8497 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8498 float FogHeightFade = r_refdef.fogheightfade;
8500 unsigned int fogmasktableindex;
8501 if (r_refdef.fogplaneviewabove)
8502 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8504 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8505 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8506 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8509 float RSurf_FogVertex(const float *v)
8511 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8512 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8513 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8514 float FogHeightFade = rsurface.fogheightfade;
8516 unsigned int fogmasktableindex;
8517 if (r_refdef.fogplaneviewabove)
8518 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8520 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8521 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8522 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8525 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8528 for (i = 0;i < numelements;i++)
8529 outelement3i[i] = inelement3i[i] + adjust;
8532 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8533 extern cvar_t gl_vbo;
8534 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8542 int surfacefirsttriangle;
8543 int surfacenumtriangles;
8544 int surfacefirstvertex;
8545 int surfaceendvertex;
8546 int surfacenumvertices;
8547 int batchnumvertices;
8548 int batchnumtriangles;
8552 qboolean dynamicvertex;
8556 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8558 q3shaderinfo_deform_t *deform;
8559 const msurface_t *surface, *firstsurface;
8560 r_vertexmesh_t *vertexmesh;
8561 if (!texturenumsurfaces)
8563 // find vertex range of this surface batch
8565 firstsurface = texturesurfacelist[0];
8566 firsttriangle = firstsurface->num_firsttriangle;
8567 batchnumvertices = 0;
8568 batchnumtriangles = 0;
8569 firstvertex = endvertex = firstsurface->num_firstvertex;
8570 for (i = 0;i < texturenumsurfaces;i++)
8572 surface = texturesurfacelist[i];
8573 if (surface != firstsurface + i)
8575 surfacefirstvertex = surface->num_firstvertex;
8576 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8577 surfacenumvertices = surface->num_vertices;
8578 surfacenumtriangles = surface->num_triangles;
8579 if (firstvertex > surfacefirstvertex)
8580 firstvertex = surfacefirstvertex;
8581 if (endvertex < surfaceendvertex)
8582 endvertex = surfaceendvertex;
8583 batchnumvertices += surfacenumvertices;
8584 batchnumtriangles += surfacenumtriangles;
8587 // we now know the vertex range used, and if there are any gaps in it
8588 rsurface.batchfirstvertex = firstvertex;
8589 rsurface.batchnumvertices = endvertex - firstvertex;
8590 rsurface.batchfirsttriangle = firsttriangle;
8591 rsurface.batchnumtriangles = batchnumtriangles;
8593 // this variable holds flags for which properties have been updated that
8594 // may require regenerating vertexmesh array...
8597 // check if any dynamic vertex processing must occur
8598 dynamicvertex = false;
8600 // if there is a chance of animated vertex colors, it's a dynamic batch
8601 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8603 dynamicvertex = true;
8604 batchneed |= BATCHNEED_NOGAPS;
8605 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8608 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8610 switch (deform->deform)
8613 case Q3DEFORM_PROJECTIONSHADOW:
8614 case Q3DEFORM_TEXT0:
8615 case Q3DEFORM_TEXT1:
8616 case Q3DEFORM_TEXT2:
8617 case Q3DEFORM_TEXT3:
8618 case Q3DEFORM_TEXT4:
8619 case Q3DEFORM_TEXT5:
8620 case Q3DEFORM_TEXT6:
8621 case Q3DEFORM_TEXT7:
8624 case Q3DEFORM_AUTOSPRITE:
8625 dynamicvertex = true;
8626 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8627 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8629 case Q3DEFORM_AUTOSPRITE2:
8630 dynamicvertex = true;
8631 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8632 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8634 case Q3DEFORM_NORMAL:
8635 dynamicvertex = true;
8636 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8637 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8640 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8641 break; // if wavefunc is a nop, ignore this transform
8642 dynamicvertex = true;
8643 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8644 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8646 case Q3DEFORM_BULGE:
8647 dynamicvertex = true;
8648 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8649 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8652 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8653 break; // if wavefunc is a nop, ignore this transform
8654 dynamicvertex = true;
8655 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8656 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8660 switch(rsurface.texture->tcgen.tcgen)
8663 case Q3TCGEN_TEXTURE:
8665 case Q3TCGEN_LIGHTMAP:
8666 dynamicvertex = true;
8667 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8668 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8670 case Q3TCGEN_VECTOR:
8671 dynamicvertex = true;
8672 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8673 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8675 case Q3TCGEN_ENVIRONMENT:
8676 dynamicvertex = true;
8677 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8678 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8681 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8683 dynamicvertex = true;
8684 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8685 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8688 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8690 dynamicvertex = true;
8691 batchneed |= BATCHNEED_NOGAPS;
8692 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8695 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8697 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8698 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8699 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8700 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8701 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8702 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8703 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8706 // when the model data has no vertex buffer (dynamic mesh), we need to
8708 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8709 batchneed |= BATCHNEED_NOGAPS;
8711 // if needsupdate, we have to do a dynamic vertex batch for sure
8712 if (needsupdate & batchneed)
8713 dynamicvertex = true;
8715 // see if we need to build vertexmesh from arrays
8716 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8717 dynamicvertex = true;
8719 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8720 // also some drivers strongly dislike firstvertex
8721 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8722 dynamicvertex = true;
8724 rsurface.batchvertex3f = rsurface.modelvertex3f;
8725 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8726 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8727 rsurface.batchsvector3f = rsurface.modelsvector3f;
8728 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8729 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8730 rsurface.batchtvector3f = rsurface.modeltvector3f;
8731 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8732 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8733 rsurface.batchnormal3f = rsurface.modelnormal3f;
8734 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8735 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8736 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8737 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8738 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8739 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8740 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8741 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8742 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8743 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8744 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8745 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8746 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8747 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8748 rsurface.batchelement3i = rsurface.modelelement3i;
8749 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8750 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8751 rsurface.batchelement3s = rsurface.modelelement3s;
8752 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8753 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8755 // if any dynamic vertex processing has to occur in software, we copy the
8756 // entire surface list together before processing to rebase the vertices
8757 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8759 // if any gaps exist and we do not have a static vertex buffer, we have to
8760 // copy the surface list together to avoid wasting upload bandwidth on the
8761 // vertices in the gaps.
8763 // if gaps exist and we have a static vertex buffer, we still have to
8764 // combine the index buffer ranges into one dynamic index buffer.
8766 // in all cases we end up with data that can be drawn in one call.
8770 // static vertex data, just set pointers...
8771 rsurface.batchgeneratedvertex = false;
8772 // if there are gaps, we want to build a combined index buffer,
8773 // otherwise use the original static buffer with an appropriate offset
8776 // build a new triangle elements array for this batch
8777 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8778 rsurface.batchfirsttriangle = 0;
8780 for (i = 0;i < texturenumsurfaces;i++)
8782 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8783 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8784 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8785 numtriangles += surfacenumtriangles;
8787 rsurface.batchelement3i_indexbuffer = NULL;
8788 rsurface.batchelement3i_bufferoffset = 0;
8789 rsurface.batchelement3s = NULL;
8790 rsurface.batchelement3s_indexbuffer = NULL;
8791 rsurface.batchelement3s_bufferoffset = 0;
8792 if (endvertex <= 65536)
8794 // make a 16bit (unsigned short) index array if possible
8795 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8796 for (i = 0;i < numtriangles*3;i++)
8797 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8803 // something needs software processing, do it for real...
8804 // we only directly handle separate array data in this case and then
8805 // generate interleaved data if needed...
8806 rsurface.batchgeneratedvertex = true;
8808 // now copy the vertex data into a combined array and make an index array
8809 // (this is what Quake3 does all the time)
8810 //if (gaps || rsurface.batchfirstvertex)
8812 rsurface.batchvertex3fbuffer = NULL;
8813 rsurface.batchvertexmesh = NULL;
8814 rsurface.batchvertexmeshbuffer = NULL;
8815 rsurface.batchvertex3f = NULL;
8816 rsurface.batchvertex3f_vertexbuffer = NULL;
8817 rsurface.batchvertex3f_bufferoffset = 0;
8818 rsurface.batchsvector3f = NULL;
8819 rsurface.batchsvector3f_vertexbuffer = NULL;
8820 rsurface.batchsvector3f_bufferoffset = 0;
8821 rsurface.batchtvector3f = NULL;
8822 rsurface.batchtvector3f_vertexbuffer = NULL;
8823 rsurface.batchtvector3f_bufferoffset = 0;
8824 rsurface.batchnormal3f = NULL;
8825 rsurface.batchnormal3f_vertexbuffer = NULL;
8826 rsurface.batchnormal3f_bufferoffset = 0;
8827 rsurface.batchlightmapcolor4f = NULL;
8828 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8829 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8830 rsurface.batchtexcoordtexture2f = NULL;
8831 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8832 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8833 rsurface.batchtexcoordlightmap2f = NULL;
8834 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8835 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8836 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8837 rsurface.batchelement3i_indexbuffer = NULL;
8838 rsurface.batchelement3i_bufferoffset = 0;
8839 rsurface.batchelement3s = NULL;
8840 rsurface.batchelement3s_indexbuffer = NULL;
8841 rsurface.batchelement3s_bufferoffset = 0;
8842 // we'll only be setting up certain arrays as needed
8843 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8844 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8845 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8846 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8847 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8848 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8849 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8851 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8852 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8854 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8855 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8856 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8857 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8858 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8859 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8862 for (i = 0;i < texturenumsurfaces;i++)
8864 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8865 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8866 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8867 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8868 // copy only the data requested
8869 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8870 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8871 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8873 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8875 if (rsurface.batchvertex3f)
8876 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8878 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8880 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8882 if (rsurface.modelnormal3f)
8883 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8885 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8887 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8889 if (rsurface.modelsvector3f)
8891 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8892 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8896 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8897 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8900 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8902 if (rsurface.modellightmapcolor4f)
8903 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8905 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8907 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8909 if (rsurface.modeltexcoordtexture2f)
8910 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8912 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8914 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8916 if (rsurface.modeltexcoordlightmap2f)
8917 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8919 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8922 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8923 numvertices += surfacenumvertices;
8924 numtriangles += surfacenumtriangles;
8927 // generate a 16bit index array as well if possible
8928 // (in general, dynamic batches fit)
8929 if (numvertices <= 65536)
8931 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8932 for (i = 0;i < numtriangles*3;i++)
8933 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8936 // since we've copied everything, the batch now starts at 0
8937 rsurface.batchfirstvertex = 0;
8938 rsurface.batchnumvertices = batchnumvertices;
8939 rsurface.batchfirsttriangle = 0;
8940 rsurface.batchnumtriangles = batchnumtriangles;
8943 // q1bsp surfaces rendered in vertex color mode have to have colors
8944 // calculated based on lightstyles
8945 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8947 // generate color arrays for the surfaces in this list
8952 const unsigned char *lm;
8953 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8954 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8955 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8957 for (i = 0;i < texturenumsurfaces;i++)
8959 surface = texturesurfacelist[i];
8960 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8961 surfacenumvertices = surface->num_vertices;
8962 if (surface->lightmapinfo->samples)
8964 for (j = 0;j < surfacenumvertices;j++)
8966 lm = surface->lightmapinfo->samples + offsets[j];
8967 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8968 VectorScale(lm, scale, c);
8969 if (surface->lightmapinfo->styles[1] != 255)
8971 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8973 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8974 VectorMA(c, scale, lm, c);
8975 if (surface->lightmapinfo->styles[2] != 255)
8978 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8979 VectorMA(c, scale, lm, c);
8980 if (surface->lightmapinfo->styles[3] != 255)
8983 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8984 VectorMA(c, scale, lm, c);
8991 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);
8997 for (j = 0;j < surfacenumvertices;j++)
8999 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9006 // if vertices are deformed (sprite flares and things in maps, possibly
9007 // water waves, bulges and other deformations), modify the copied vertices
9009 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9011 switch (deform->deform)
9014 case Q3DEFORM_PROJECTIONSHADOW:
9015 case Q3DEFORM_TEXT0:
9016 case Q3DEFORM_TEXT1:
9017 case Q3DEFORM_TEXT2:
9018 case Q3DEFORM_TEXT3:
9019 case Q3DEFORM_TEXT4:
9020 case Q3DEFORM_TEXT5:
9021 case Q3DEFORM_TEXT6:
9022 case Q3DEFORM_TEXT7:
9025 case Q3DEFORM_AUTOSPRITE:
9026 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9028 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9029 VectorNormalize(newforward);
9030 VectorNormalize(newright);
9031 VectorNormalize(newup);
9032 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9033 // rsurface.batchvertex3f_vertexbuffer = NULL;
9034 // rsurface.batchvertex3f_bufferoffset = 0;
9035 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9036 // rsurface.batchsvector3f_vertexbuffer = NULL;
9037 // rsurface.batchsvector3f_bufferoffset = 0;
9038 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9039 // rsurface.batchtvector3f_vertexbuffer = NULL;
9040 // rsurface.batchtvector3f_bufferoffset = 0;
9041 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9042 // rsurface.batchnormal3f_vertexbuffer = NULL;
9043 // rsurface.batchnormal3f_bufferoffset = 0;
9044 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9045 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9046 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9047 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9048 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);
9049 // a single autosprite surface can contain multiple sprites...
9050 for (j = 0;j < batchnumvertices - 3;j += 4)
9052 VectorClear(center);
9053 for (i = 0;i < 4;i++)
9054 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9055 VectorScale(center, 0.25f, center);
9056 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9057 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9058 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9059 for (i = 0;i < 4;i++)
9061 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9062 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9065 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9066 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9067 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);
9069 case Q3DEFORM_AUTOSPRITE2:
9070 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9073 VectorNormalize(newforward);
9074 VectorNormalize(newright);
9075 VectorNormalize(newup);
9076 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9077 // rsurface.batchvertex3f_vertexbuffer = NULL;
9078 // rsurface.batchvertex3f_bufferoffset = 0;
9080 const float *v1, *v2;
9090 memset(shortest, 0, sizeof(shortest));
9091 // a single autosprite surface can contain multiple sprites...
9092 for (j = 0;j < batchnumvertices - 3;j += 4)
9094 VectorClear(center);
9095 for (i = 0;i < 4;i++)
9096 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9097 VectorScale(center, 0.25f, center);
9098 // find the two shortest edges, then use them to define the
9099 // axis vectors for rotating around the central axis
9100 for (i = 0;i < 6;i++)
9102 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9103 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9104 l = VectorDistance2(v1, v2);
9105 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9107 l += (1.0f / 1024.0f);
9108 if (shortest[0].length2 > l || i == 0)
9110 shortest[1] = shortest[0];
9111 shortest[0].length2 = l;
9112 shortest[0].v1 = v1;
9113 shortest[0].v2 = v2;
9115 else if (shortest[1].length2 > l || i == 1)
9117 shortest[1].length2 = l;
9118 shortest[1].v1 = v1;
9119 shortest[1].v2 = v2;
9122 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9123 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9124 // this calculates the right vector from the shortest edge
9125 // and the up vector from the edge midpoints
9126 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9127 VectorNormalize(right);
9128 VectorSubtract(end, start, up);
9129 VectorNormalize(up);
9130 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9131 VectorSubtract(rsurface.localvieworigin, center, forward);
9132 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9133 VectorNegate(forward, forward);
9134 VectorReflect(forward, 0, up, forward);
9135 VectorNormalize(forward);
9136 CrossProduct(up, forward, newright);
9137 VectorNormalize(newright);
9138 // rotate the quad around the up axis vector, this is made
9139 // especially easy by the fact we know the quad is flat,
9140 // so we only have to subtract the center position and
9141 // measure distance along the right vector, and then
9142 // multiply that by the newright vector and add back the
9144 // we also need to subtract the old position to undo the
9145 // displacement from the center, which we do with a
9146 // DotProduct, the subtraction/addition of center is also
9147 // optimized into DotProducts here
9148 l = DotProduct(right, center);
9149 for (i = 0;i < 4;i++)
9151 v1 = rsurface.batchvertex3f + 3*(j+i);
9152 f = DotProduct(right, v1) - l;
9153 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9157 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9159 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9160 // rsurface.batchnormal3f_vertexbuffer = NULL;
9161 // rsurface.batchnormal3f_bufferoffset = 0;
9162 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9164 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9166 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9167 // rsurface.batchsvector3f_vertexbuffer = NULL;
9168 // rsurface.batchsvector3f_bufferoffset = 0;
9169 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9170 // rsurface.batchtvector3f_vertexbuffer = NULL;
9171 // rsurface.batchtvector3f_bufferoffset = 0;
9172 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);
9175 case Q3DEFORM_NORMAL:
9176 // deform the normals to make reflections wavey
9177 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9178 rsurface.batchnormal3f_vertexbuffer = NULL;
9179 rsurface.batchnormal3f_bufferoffset = 0;
9180 for (j = 0;j < batchnumvertices;j++)
9183 float *normal = rsurface.batchnormal3f + 3*j;
9184 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9185 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9186 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9187 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9188 VectorNormalize(normal);
9190 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9192 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9193 // rsurface.batchsvector3f_vertexbuffer = NULL;
9194 // rsurface.batchsvector3f_bufferoffset = 0;
9195 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9196 // rsurface.batchtvector3f_vertexbuffer = NULL;
9197 // rsurface.batchtvector3f_bufferoffset = 0;
9198 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);
9202 // deform vertex array to make wavey water and flags and such
9203 waveparms[0] = deform->waveparms[0];
9204 waveparms[1] = deform->waveparms[1];
9205 waveparms[2] = deform->waveparms[2];
9206 waveparms[3] = deform->waveparms[3];
9207 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9208 break; // if wavefunc is a nop, don't make a dynamic vertex array
9209 // this is how a divisor of vertex influence on deformation
9210 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9211 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9212 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9213 // rsurface.batchvertex3f_vertexbuffer = NULL;
9214 // rsurface.batchvertex3f_bufferoffset = 0;
9215 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9216 // rsurface.batchnormal3f_vertexbuffer = NULL;
9217 // rsurface.batchnormal3f_bufferoffset = 0;
9218 for (j = 0;j < batchnumvertices;j++)
9220 // if the wavefunc depends on time, evaluate it per-vertex
9223 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9224 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9226 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9228 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9229 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9230 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9232 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9233 // rsurface.batchsvector3f_vertexbuffer = NULL;
9234 // rsurface.batchsvector3f_bufferoffset = 0;
9235 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9236 // rsurface.batchtvector3f_vertexbuffer = NULL;
9237 // rsurface.batchtvector3f_bufferoffset = 0;
9238 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);
9241 case Q3DEFORM_BULGE:
9242 // deform vertex array to make the surface have moving bulges
9243 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9244 // rsurface.batchvertex3f_vertexbuffer = NULL;
9245 // rsurface.batchvertex3f_bufferoffset = 0;
9246 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9247 // rsurface.batchnormal3f_vertexbuffer = NULL;
9248 // rsurface.batchnormal3f_bufferoffset = 0;
9249 for (j = 0;j < batchnumvertices;j++)
9251 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9252 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9254 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9255 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9256 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9258 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9259 // rsurface.batchsvector3f_vertexbuffer = NULL;
9260 // rsurface.batchsvector3f_bufferoffset = 0;
9261 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9262 // rsurface.batchtvector3f_vertexbuffer = NULL;
9263 // rsurface.batchtvector3f_bufferoffset = 0;
9264 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);
9268 // deform vertex array
9269 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9270 break; // if wavefunc is a nop, don't make a dynamic vertex array
9271 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9272 VectorScale(deform->parms, scale, waveparms);
9273 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9274 // rsurface.batchvertex3f_vertexbuffer = NULL;
9275 // rsurface.batchvertex3f_bufferoffset = 0;
9276 for (j = 0;j < batchnumvertices;j++)
9277 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9282 // generate texcoords based on the chosen texcoord source
9283 switch(rsurface.texture->tcgen.tcgen)
9286 case Q3TCGEN_TEXTURE:
9288 case Q3TCGEN_LIGHTMAP:
9289 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9290 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9291 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9292 if (rsurface.batchtexcoordlightmap2f)
9293 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9295 case Q3TCGEN_VECTOR:
9296 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9297 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9298 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9299 for (j = 0;j < batchnumvertices;j++)
9301 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9302 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9305 case Q3TCGEN_ENVIRONMENT:
9306 // make environment reflections using a spheremap
9307 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9308 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9309 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9310 for (j = 0;j < batchnumvertices;j++)
9312 // identical to Q3A's method, but executed in worldspace so
9313 // carried models can be shiny too
9315 float viewer[3], d, reflected[3], worldreflected[3];
9317 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9318 // VectorNormalize(viewer);
9320 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9322 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9323 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9324 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9325 // note: this is proportinal to viewer, so we can normalize later
9327 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9328 VectorNormalize(worldreflected);
9330 // note: this sphere map only uses world x and z!
9331 // so positive and negative y will LOOK THE SAME.
9332 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9333 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9337 // the only tcmod that needs software vertex processing is turbulent, so
9338 // check for it here and apply the changes if needed
9339 // and we only support that as the first one
9340 // (handling a mixture of turbulent and other tcmods would be problematic
9341 // without punting it entirely to a software path)
9342 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9344 amplitude = rsurface.texture->tcmods[0].parms[1];
9345 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9346 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9347 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9348 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9349 for (j = 0;j < batchnumvertices;j++)
9351 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);
9352 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9356 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9358 // convert the modified arrays to vertex structs
9359 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9360 // rsurface.batchvertexmeshbuffer = NULL;
9361 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9362 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9363 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9364 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9365 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9366 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9367 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9369 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9371 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9372 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9375 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9376 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9377 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9378 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9379 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9380 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9381 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9382 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9383 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9387 void RSurf_DrawBatch(void)
9389 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9390 // through the pipeline, killing it earlier in the pipeline would have
9391 // per-surface overhead rather than per-batch overhead, so it's best to
9392 // reject it here, before it hits glDraw.
9393 if (rsurface.batchnumtriangles == 0)
9396 // batch debugging code
9397 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9403 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9404 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9407 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9409 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9411 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9412 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);
9419 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);
9422 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9424 // pick the closest matching water plane
9425 int planeindex, vertexindex, bestplaneindex = -1;
9429 r_waterstate_waterplane_t *p;
9430 qboolean prepared = false;
9432 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9434 if(p->camera_entity != rsurface.texture->camera_entity)
9439 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9441 if(rsurface.batchnumvertices == 0)
9444 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9446 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9447 d += fabs(PlaneDiff(vert, &p->plane));
9449 if (bestd > d || bestplaneindex < 0)
9452 bestplaneindex = planeindex;
9455 return bestplaneindex;
9456 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9457 // this situation though, as it might be better to render single larger
9458 // batches with useless stuff (backface culled for example) than to
9459 // render multiple smaller batches
9462 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9465 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9466 rsurface.passcolor4f_vertexbuffer = 0;
9467 rsurface.passcolor4f_bufferoffset = 0;
9468 for (i = 0;i < rsurface.batchnumvertices;i++)
9469 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9472 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9479 if (rsurface.passcolor4f)
9481 // generate color arrays
9482 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9483 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9484 rsurface.passcolor4f_vertexbuffer = 0;
9485 rsurface.passcolor4f_bufferoffset = 0;
9486 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9488 f = RSurf_FogVertex(v);
9497 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9498 rsurface.passcolor4f_vertexbuffer = 0;
9499 rsurface.passcolor4f_bufferoffset = 0;
9500 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9502 f = RSurf_FogVertex(v);
9511 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9518 if (!rsurface.passcolor4f)
9520 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9521 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9522 rsurface.passcolor4f_vertexbuffer = 0;
9523 rsurface.passcolor4f_bufferoffset = 0;
9524 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)
9526 f = RSurf_FogVertex(v);
9527 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9528 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9529 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9534 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9539 if (!rsurface.passcolor4f)
9541 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9542 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9543 rsurface.passcolor4f_vertexbuffer = 0;
9544 rsurface.passcolor4f_bufferoffset = 0;
9545 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9554 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9559 if (!rsurface.passcolor4f)
9561 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9562 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9563 rsurface.passcolor4f_vertexbuffer = 0;
9564 rsurface.passcolor4f_bufferoffset = 0;
9565 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9567 c2[0] = c[0] + r_refdef.scene.ambient;
9568 c2[1] = c[1] + r_refdef.scene.ambient;
9569 c2[2] = c[2] + r_refdef.scene.ambient;
9574 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9577 rsurface.passcolor4f = NULL;
9578 rsurface.passcolor4f_vertexbuffer = 0;
9579 rsurface.passcolor4f_bufferoffset = 0;
9580 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9581 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9582 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9583 GL_Color(r, g, b, a);
9584 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9588 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9590 // TODO: optimize applyfog && applycolor case
9591 // just apply fog if necessary, and tint the fog color array if necessary
9592 rsurface.passcolor4f = NULL;
9593 rsurface.passcolor4f_vertexbuffer = 0;
9594 rsurface.passcolor4f_bufferoffset = 0;
9595 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9596 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9597 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9598 GL_Color(r, g, b, a);
9602 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9605 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9606 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9607 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9608 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9609 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9610 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9611 GL_Color(r, g, b, a);
9615 static void RSurf_DrawBatch_GL11_ClampColor(void)
9620 if (!rsurface.passcolor4f)
9622 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9624 c2[0] = bound(0.0f, c1[0], 1.0f);
9625 c2[1] = bound(0.0f, c1[1], 1.0f);
9626 c2[2] = bound(0.0f, c1[2], 1.0f);
9627 c2[3] = bound(0.0f, c1[3], 1.0f);
9631 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9641 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9642 rsurface.passcolor4f_vertexbuffer = 0;
9643 rsurface.passcolor4f_bufferoffset = 0;
9644 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)
9646 f = -DotProduct(r_refdef.view.forward, n);
9648 f = f * 0.85 + 0.15; // work around so stuff won't get black
9649 f *= r_refdef.lightmapintensity;
9650 Vector4Set(c, f, f, f, 1);
9654 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9656 RSurf_DrawBatch_GL11_ApplyFakeLight();
9657 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9658 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9659 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9660 GL_Color(r, g, b, a);
9664 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9672 vec3_t ambientcolor;
9673 vec3_t diffusecolor;
9677 VectorCopy(rsurface.modellight_lightdir, lightdir);
9678 f = 0.5f * r_refdef.lightmapintensity;
9679 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9680 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9681 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9682 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9683 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9684 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9686 if (VectorLength2(diffusecolor) > 0)
9688 // q3-style directional shading
9689 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9690 rsurface.passcolor4f_vertexbuffer = 0;
9691 rsurface.passcolor4f_bufferoffset = 0;
9692 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)
9694 if ((f = DotProduct(n, lightdir)) > 0)
9695 VectorMA(ambientcolor, f, diffusecolor, c);
9697 VectorCopy(ambientcolor, c);
9704 *applycolor = false;
9708 *r = ambientcolor[0];
9709 *g = ambientcolor[1];
9710 *b = ambientcolor[2];
9711 rsurface.passcolor4f = NULL;
9712 rsurface.passcolor4f_vertexbuffer = 0;
9713 rsurface.passcolor4f_bufferoffset = 0;
9717 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9719 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9720 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9721 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9722 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9723 GL_Color(r, g, b, a);
9727 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9735 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9736 rsurface.passcolor4f_vertexbuffer = 0;
9737 rsurface.passcolor4f_bufferoffset = 0;
9739 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9741 f = 1 - RSurf_FogVertex(v);
9749 void RSurf_SetupDepthAndCulling(void)
9751 // submodels are biased to avoid z-fighting with world surfaces that they
9752 // may be exactly overlapping (avoids z-fighting artifacts on certain
9753 // doors and things in Quake maps)
9754 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9755 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9756 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9757 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9760 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9762 // transparent sky would be ridiculous
9763 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9765 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9766 skyrenderlater = true;
9767 RSurf_SetupDepthAndCulling();
9769 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9770 // skymasking on them, and Quake3 never did sky masking (unlike
9771 // software Quake and software Quake2), so disable the sky masking
9772 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9773 // and skymasking also looks very bad when noclipping outside the
9774 // level, so don't use it then either.
9775 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9777 R_Mesh_ResetTextureState();
9778 if (skyrendermasked)
9780 R_SetupShader_DepthOrShadow(false);
9781 // depth-only (masking)
9782 GL_ColorMask(0,0,0,0);
9783 // just to make sure that braindead drivers don't draw
9784 // anything despite that colormask...
9785 GL_BlendFunc(GL_ZERO, GL_ONE);
9786 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9787 if (rsurface.batchvertex3fbuffer)
9788 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9790 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9794 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9796 GL_BlendFunc(GL_ONE, GL_ZERO);
9797 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9798 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9799 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9802 if (skyrendermasked)
9803 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9805 R_Mesh_ResetTextureState();
9806 GL_Color(1, 1, 1, 1);
9809 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9810 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9811 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9813 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9817 // render screenspace normalmap to texture
9819 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9823 // bind lightmap texture
9825 // water/refraction/reflection/camera surfaces have to be handled specially
9826 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9828 int start, end, startplaneindex;
9829 for (start = 0;start < texturenumsurfaces;start = end)
9831 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9832 if(startplaneindex < 0)
9834 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9835 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9839 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9841 // now that we have a batch using the same planeindex, render it
9842 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9844 // render water or distortion background
9846 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9848 // blend surface on top
9849 GL_DepthMask(false);
9850 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9853 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9855 // render surface with reflection texture as input
9856 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9857 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9864 // render surface batch normally
9865 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9866 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);
9870 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9872 // OpenGL 1.3 path - anything not completely ancient
9873 qboolean applycolor;
9876 const texturelayer_t *layer;
9877 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);
9878 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9880 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9883 int layertexrgbscale;
9884 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9886 if (layerindex == 0)
9890 GL_AlphaTest(false);
9891 GL_DepthFunc(GL_EQUAL);
9894 GL_DepthMask(layer->depthmask && writedepth);
9895 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9896 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9898 layertexrgbscale = 4;
9899 VectorScale(layer->color, 0.25f, layercolor);
9901 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9903 layertexrgbscale = 2;
9904 VectorScale(layer->color, 0.5f, layercolor);
9908 layertexrgbscale = 1;
9909 VectorScale(layer->color, 1.0f, layercolor);
9911 layercolor[3] = layer->color[3];
9912 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9913 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9914 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9915 switch (layer->type)
9917 case TEXTURELAYERTYPE_LITTEXTURE:
9918 // single-pass lightmapped texture with 2x rgbscale
9919 R_Mesh_TexBind(0, r_texture_white);
9920 R_Mesh_TexMatrix(0, NULL);
9921 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9922 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9923 R_Mesh_TexBind(1, layer->texture);
9924 R_Mesh_TexMatrix(1, &layer->texmatrix);
9925 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9926 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9927 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9928 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9929 else if (FAKELIGHT_ENABLED)
9930 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9931 else if (rsurface.uselightmaptexture)
9932 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9934 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9936 case TEXTURELAYERTYPE_TEXTURE:
9937 // singletexture unlit texture with transparency support
9938 R_Mesh_TexBind(0, layer->texture);
9939 R_Mesh_TexMatrix(0, &layer->texmatrix);
9940 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9941 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9942 R_Mesh_TexBind(1, 0);
9943 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9944 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9946 case TEXTURELAYERTYPE_FOG:
9947 // singletexture fogging
9950 R_Mesh_TexBind(0, layer->texture);
9951 R_Mesh_TexMatrix(0, &layer->texmatrix);
9952 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9953 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9957 R_Mesh_TexBind(0, 0);
9958 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9960 R_Mesh_TexBind(1, 0);
9961 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9962 // generate a color array for the fog pass
9963 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9964 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9968 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9971 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9973 GL_DepthFunc(GL_LEQUAL);
9974 GL_AlphaTest(false);
9978 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9980 // OpenGL 1.1 - crusty old voodoo path
9983 const texturelayer_t *layer;
9984 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);
9985 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9987 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9991 if (layerindex == 0)
9995 GL_AlphaTest(false);
9996 GL_DepthFunc(GL_EQUAL);
9999 GL_DepthMask(layer->depthmask && writedepth);
10000 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10001 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10002 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10003 switch (layer->type)
10005 case TEXTURELAYERTYPE_LITTEXTURE:
10006 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10008 // two-pass lit texture with 2x rgbscale
10009 // first the lightmap pass
10010 R_Mesh_TexBind(0, r_texture_white);
10011 R_Mesh_TexMatrix(0, NULL);
10012 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10013 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10014 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10015 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10016 else if (FAKELIGHT_ENABLED)
10017 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10018 else if (rsurface.uselightmaptexture)
10019 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10021 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10022 // then apply the texture to it
10023 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10024 R_Mesh_TexBind(0, layer->texture);
10025 R_Mesh_TexMatrix(0, &layer->texmatrix);
10026 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10027 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10028 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);
10032 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10033 R_Mesh_TexBind(0, layer->texture);
10034 R_Mesh_TexMatrix(0, &layer->texmatrix);
10035 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10036 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10037 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10038 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);
10040 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);
10043 case TEXTURELAYERTYPE_TEXTURE:
10044 // singletexture unlit texture with transparency support
10045 R_Mesh_TexBind(0, layer->texture);
10046 R_Mesh_TexMatrix(0, &layer->texmatrix);
10047 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10048 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10049 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);
10051 case TEXTURELAYERTYPE_FOG:
10052 // singletexture fogging
10053 if (layer->texture)
10055 R_Mesh_TexBind(0, layer->texture);
10056 R_Mesh_TexMatrix(0, &layer->texmatrix);
10057 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10058 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10062 R_Mesh_TexBind(0, 0);
10063 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10065 // generate a color array for the fog pass
10066 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10067 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10071 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10074 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10076 GL_DepthFunc(GL_LEQUAL);
10077 GL_AlphaTest(false);
10081 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10085 r_vertexgeneric_t *batchvertex;
10088 // R_Mesh_ResetTextureState();
10089 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10091 if(rsurface.texture && rsurface.texture->currentskinframe)
10093 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10094 c[3] *= rsurface.texture->currentalpha;
10104 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10106 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10107 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10108 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10111 // brighten it up (as texture value 127 means "unlit")
10112 c[0] *= 2 * r_refdef.view.colorscale;
10113 c[1] *= 2 * r_refdef.view.colorscale;
10114 c[2] *= 2 * r_refdef.view.colorscale;
10116 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10117 c[3] *= r_wateralpha.value;
10119 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10121 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10122 GL_DepthMask(false);
10124 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10126 GL_BlendFunc(GL_ONE, GL_ONE);
10127 GL_DepthMask(false);
10129 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10131 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10132 GL_DepthMask(false);
10134 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10136 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10137 GL_DepthMask(false);
10141 GL_BlendFunc(GL_ONE, GL_ZERO);
10142 GL_DepthMask(writedepth);
10145 if (r_showsurfaces.integer == 3)
10147 rsurface.passcolor4f = NULL;
10149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10151 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10153 rsurface.passcolor4f = NULL;
10154 rsurface.passcolor4f_vertexbuffer = 0;
10155 rsurface.passcolor4f_bufferoffset = 0;
10157 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10159 qboolean applycolor = true;
10162 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10164 r_refdef.lightmapintensity = 1;
10165 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10166 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10168 else if (FAKELIGHT_ENABLED)
10170 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10172 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10173 RSurf_DrawBatch_GL11_ApplyFakeLight();
10174 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10178 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10180 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10181 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10182 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10185 if(!rsurface.passcolor4f)
10186 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10188 RSurf_DrawBatch_GL11_ApplyAmbient();
10189 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10190 if(r_refdef.fogenabled)
10191 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10192 RSurf_DrawBatch_GL11_ClampColor();
10194 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10195 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10198 else if (!r_refdef.view.showdebug)
10200 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10201 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10202 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10204 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10205 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10207 R_Mesh_PrepareVertices_Generic_Unlock();
10210 else if (r_showsurfaces.integer == 4)
10212 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10213 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10214 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10216 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10217 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10218 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10220 R_Mesh_PrepareVertices_Generic_Unlock();
10223 else if (r_showsurfaces.integer == 2)
10226 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10227 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10228 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10230 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10231 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10232 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10233 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10234 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10235 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10236 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10238 R_Mesh_PrepareVertices_Generic_Unlock();
10239 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10243 int texturesurfaceindex;
10245 const msurface_t *surface;
10246 float surfacecolor4f[4];
10247 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10248 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10250 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10252 surface = texturesurfacelist[texturesurfaceindex];
10253 k = (int)(((size_t)surface) / sizeof(msurface_t));
10254 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10255 for (j = 0;j < surface->num_vertices;j++)
10257 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10258 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10262 R_Mesh_PrepareVertices_Generic_Unlock();
10267 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10270 RSurf_SetupDepthAndCulling();
10271 if (r_showsurfaces.integer)
10273 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10276 switch (vid.renderpath)
10278 case RENDERPATH_GL20:
10279 case RENDERPATH_D3D9:
10280 case RENDERPATH_D3D10:
10281 case RENDERPATH_D3D11:
10282 case RENDERPATH_SOFT:
10283 case RENDERPATH_GLES2:
10284 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10286 case RENDERPATH_GL13:
10287 case RENDERPATH_GLES1:
10288 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10290 case RENDERPATH_GL11:
10291 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10297 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10300 RSurf_SetupDepthAndCulling();
10301 if (r_showsurfaces.integer)
10303 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10306 switch (vid.renderpath)
10308 case RENDERPATH_GL20:
10309 case RENDERPATH_D3D9:
10310 case RENDERPATH_D3D10:
10311 case RENDERPATH_D3D11:
10312 case RENDERPATH_SOFT:
10313 case RENDERPATH_GLES2:
10314 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10316 case RENDERPATH_GL13:
10317 case RENDERPATH_GLES1:
10318 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10320 case RENDERPATH_GL11:
10321 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10327 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10330 int texturenumsurfaces, endsurface;
10331 texture_t *texture;
10332 const msurface_t *surface;
10333 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10335 // if the model is static it doesn't matter what value we give for
10336 // wantnormals and wanttangents, so this logic uses only rules applicable
10337 // to a model, knowing that they are meaningless otherwise
10338 if (ent == r_refdef.scene.worldentity)
10339 RSurf_ActiveWorldEntity();
10340 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10341 RSurf_ActiveModelEntity(ent, false, false, false);
10344 switch (vid.renderpath)
10346 case RENDERPATH_GL20:
10347 case RENDERPATH_D3D9:
10348 case RENDERPATH_D3D10:
10349 case RENDERPATH_D3D11:
10350 case RENDERPATH_SOFT:
10351 case RENDERPATH_GLES2:
10352 RSurf_ActiveModelEntity(ent, true, true, false);
10354 case RENDERPATH_GL11:
10355 case RENDERPATH_GL13:
10356 case RENDERPATH_GLES1:
10357 RSurf_ActiveModelEntity(ent, true, false, false);
10362 if (r_transparentdepthmasking.integer)
10364 qboolean setup = false;
10365 for (i = 0;i < numsurfaces;i = j)
10368 surface = rsurface.modelsurfaces + surfacelist[i];
10369 texture = surface->texture;
10370 rsurface.texture = R_GetCurrentTexture(texture);
10371 rsurface.lightmaptexture = NULL;
10372 rsurface.deluxemaptexture = NULL;
10373 rsurface.uselightmaptexture = false;
10374 // scan ahead until we find a different texture
10375 endsurface = min(i + 1024, numsurfaces);
10376 texturenumsurfaces = 0;
10377 texturesurfacelist[texturenumsurfaces++] = surface;
10378 for (;j < endsurface;j++)
10380 surface = rsurface.modelsurfaces + surfacelist[j];
10381 if (texture != surface->texture)
10383 texturesurfacelist[texturenumsurfaces++] = surface;
10385 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10387 // render the range of surfaces as depth
10391 GL_ColorMask(0,0,0,0);
10393 GL_DepthTest(true);
10394 GL_BlendFunc(GL_ONE, GL_ZERO);
10395 GL_DepthMask(true);
10396 // R_Mesh_ResetTextureState();
10397 R_SetupShader_DepthOrShadow(false);
10399 RSurf_SetupDepthAndCulling();
10400 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10401 if (rsurface.batchvertex3fbuffer)
10402 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10404 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10408 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10411 for (i = 0;i < numsurfaces;i = j)
10414 surface = rsurface.modelsurfaces + surfacelist[i];
10415 texture = surface->texture;
10416 rsurface.texture = R_GetCurrentTexture(texture);
10417 // scan ahead until we find a different texture
10418 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10419 texturenumsurfaces = 0;
10420 texturesurfacelist[texturenumsurfaces++] = surface;
10421 if(FAKELIGHT_ENABLED)
10423 rsurface.lightmaptexture = NULL;
10424 rsurface.deluxemaptexture = NULL;
10425 rsurface.uselightmaptexture = false;
10426 for (;j < endsurface;j++)
10428 surface = rsurface.modelsurfaces + surfacelist[j];
10429 if (texture != surface->texture)
10431 texturesurfacelist[texturenumsurfaces++] = surface;
10436 rsurface.lightmaptexture = surface->lightmaptexture;
10437 rsurface.deluxemaptexture = surface->deluxemaptexture;
10438 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10439 for (;j < endsurface;j++)
10441 surface = rsurface.modelsurfaces + surfacelist[j];
10442 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10444 texturesurfacelist[texturenumsurfaces++] = surface;
10447 // render the range of surfaces
10448 if (ent == r_refdef.scene.worldentity)
10449 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10451 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10453 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10456 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10458 // transparent surfaces get pushed off into the transparent queue
10459 int surfacelistindex;
10460 const msurface_t *surface;
10461 vec3_t tempcenter, center;
10462 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10464 surface = texturesurfacelist[surfacelistindex];
10465 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10466 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10467 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10468 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10469 if (queueentity->transparent_offset) // transparent offset
10471 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10472 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10473 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10475 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10479 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10481 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10483 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10485 RSurf_SetupDepthAndCulling();
10486 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10487 if (rsurface.batchvertex3fbuffer)
10488 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10490 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10494 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10496 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10499 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10502 if (!rsurface.texture->currentnumlayers)
10504 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10505 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10507 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10509 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10510 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10511 else if (!rsurface.texture->currentnumlayers)
10513 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10515 // in the deferred case, transparent surfaces were queued during prepass
10516 if (!r_shadow_usingdeferredprepass)
10517 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10521 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10522 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10527 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10530 texture_t *texture;
10531 R_FrameData_SetMark();
10532 // break the surface list down into batches by texture and use of lightmapping
10533 for (i = 0;i < numsurfaces;i = j)
10536 // texture is the base texture pointer, rsurface.texture is the
10537 // current frame/skin the texture is directing us to use (for example
10538 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10539 // use skin 1 instead)
10540 texture = surfacelist[i]->texture;
10541 rsurface.texture = R_GetCurrentTexture(texture);
10542 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10544 // if this texture is not the kind we want, skip ahead to the next one
10545 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10549 if(FAKELIGHT_ENABLED || depthonly || prepass)
10551 rsurface.lightmaptexture = NULL;
10552 rsurface.deluxemaptexture = NULL;
10553 rsurface.uselightmaptexture = false;
10554 // simply scan ahead until we find a different texture or lightmap state
10555 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10560 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10561 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10562 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10563 // simply scan ahead until we find a different texture or lightmap state
10564 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10567 // render the range of surfaces
10568 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10570 R_FrameData_ReturnToMark();
10573 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10577 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10580 if (!rsurface.texture->currentnumlayers)
10582 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10583 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10585 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10587 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10588 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10589 else if (!rsurface.texture->currentnumlayers)
10591 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10593 // in the deferred case, transparent surfaces were queued during prepass
10594 if (!r_shadow_usingdeferredprepass)
10595 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10599 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10600 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10605 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10608 texture_t *texture;
10609 R_FrameData_SetMark();
10610 // break the surface list down into batches by texture and use of lightmapping
10611 for (i = 0;i < numsurfaces;i = j)
10614 // texture is the base texture pointer, rsurface.texture is the
10615 // current frame/skin the texture is directing us to use (for example
10616 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10617 // use skin 1 instead)
10618 texture = surfacelist[i]->texture;
10619 rsurface.texture = R_GetCurrentTexture(texture);
10620 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10622 // if this texture is not the kind we want, skip ahead to the next one
10623 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10627 if(FAKELIGHT_ENABLED || depthonly || prepass)
10629 rsurface.lightmaptexture = NULL;
10630 rsurface.deluxemaptexture = NULL;
10631 rsurface.uselightmaptexture = false;
10632 // simply scan ahead until we find a different texture or lightmap state
10633 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10638 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10639 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10640 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10641 // simply scan ahead until we find a different texture or lightmap state
10642 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10645 // render the range of surfaces
10646 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10648 R_FrameData_ReturnToMark();
10651 float locboxvertex3f[6*4*3] =
10653 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10654 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10655 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10656 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10657 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10658 1,0,0, 0,0,0, 0,1,0, 1,1,0
10661 unsigned short locboxelements[6*2*3] =
10666 12,13,14, 12,14,15,
10667 16,17,18, 16,18,19,
10671 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10674 cl_locnode_t *loc = (cl_locnode_t *)ent;
10676 float vertex3f[6*4*3];
10678 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10679 GL_DepthMask(false);
10680 GL_DepthRange(0, 1);
10681 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10682 GL_DepthTest(true);
10683 GL_CullFace(GL_NONE);
10684 R_EntityMatrix(&identitymatrix);
10686 // R_Mesh_ResetTextureState();
10688 i = surfacelist[0];
10689 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10690 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10691 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10692 surfacelist[0] < 0 ? 0.5f : 0.125f);
10694 if (VectorCompare(loc->mins, loc->maxs))
10696 VectorSet(size, 2, 2, 2);
10697 VectorMA(loc->mins, -0.5f, size, mins);
10701 VectorCopy(loc->mins, mins);
10702 VectorSubtract(loc->maxs, loc->mins, size);
10705 for (i = 0;i < 6*4*3;)
10706 for (j = 0;j < 3;j++, i++)
10707 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10709 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10710 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10711 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10714 void R_DrawLocs(void)
10717 cl_locnode_t *loc, *nearestloc;
10719 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10720 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10722 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10723 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10727 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10729 if (decalsystem->decals)
10730 Mem_Free(decalsystem->decals);
10731 memset(decalsystem, 0, sizeof(*decalsystem));
10734 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)
10737 tridecal_t *decals;
10740 // expand or initialize the system
10741 if (decalsystem->maxdecals <= decalsystem->numdecals)
10743 decalsystem_t old = *decalsystem;
10744 qboolean useshortelements;
10745 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10746 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10747 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)));
10748 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10749 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10750 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10751 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10752 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10753 if (decalsystem->numdecals)
10754 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10756 Mem_Free(old.decals);
10757 for (i = 0;i < decalsystem->maxdecals*3;i++)
10758 decalsystem->element3i[i] = i;
10759 if (useshortelements)
10760 for (i = 0;i < decalsystem->maxdecals*3;i++)
10761 decalsystem->element3s[i] = i;
10764 // grab a decal and search for another free slot for the next one
10765 decals = decalsystem->decals;
10766 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10767 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10769 decalsystem->freedecal = i;
10770 if (decalsystem->numdecals <= i)
10771 decalsystem->numdecals = i + 1;
10773 // initialize the decal
10775 decal->triangleindex = triangleindex;
10776 decal->surfaceindex = surfaceindex;
10777 decal->decalsequence = decalsequence;
10778 decal->color4f[0][0] = c0[0];
10779 decal->color4f[0][1] = c0[1];
10780 decal->color4f[0][2] = c0[2];
10781 decal->color4f[0][3] = 1;
10782 decal->color4f[1][0] = c1[0];
10783 decal->color4f[1][1] = c1[1];
10784 decal->color4f[1][2] = c1[2];
10785 decal->color4f[1][3] = 1;
10786 decal->color4f[2][0] = c2[0];
10787 decal->color4f[2][1] = c2[1];
10788 decal->color4f[2][2] = c2[2];
10789 decal->color4f[2][3] = 1;
10790 decal->vertex3f[0][0] = v0[0];
10791 decal->vertex3f[0][1] = v0[1];
10792 decal->vertex3f[0][2] = v0[2];
10793 decal->vertex3f[1][0] = v1[0];
10794 decal->vertex3f[1][1] = v1[1];
10795 decal->vertex3f[1][2] = v1[2];
10796 decal->vertex3f[2][0] = v2[0];
10797 decal->vertex3f[2][1] = v2[1];
10798 decal->vertex3f[2][2] = v2[2];
10799 decal->texcoord2f[0][0] = t0[0];
10800 decal->texcoord2f[0][1] = t0[1];
10801 decal->texcoord2f[1][0] = t1[0];
10802 decal->texcoord2f[1][1] = t1[1];
10803 decal->texcoord2f[2][0] = t2[0];
10804 decal->texcoord2f[2][1] = t2[1];
10805 TriangleNormal(v0, v1, v2, decal->plane);
10806 VectorNormalize(decal->plane);
10807 decal->plane[3] = DotProduct(v0, decal->plane);
10810 extern cvar_t cl_decals_bias;
10811 extern cvar_t cl_decals_models;
10812 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10813 // baseparms, parms, temps
10814 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)
10819 const float *vertex3f;
10820 const float *normal3f;
10822 float points[2][9][3];
10829 e = rsurface.modelelement3i + 3*triangleindex;
10831 vertex3f = rsurface.modelvertex3f;
10832 normal3f = rsurface.modelnormal3f;
10836 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10838 index = 3*e[cornerindex];
10839 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10844 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10846 index = 3*e[cornerindex];
10847 VectorCopy(vertex3f + index, v[cornerindex]);
10852 //TriangleNormal(v[0], v[1], v[2], normal);
10853 //if (DotProduct(normal, localnormal) < 0.0f)
10855 // clip by each of the box planes formed from the projection matrix
10856 // if anything survives, we emit the decal
10857 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]);
10860 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]);
10863 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]);
10866 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]);
10869 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]);
10872 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]);
10875 // some part of the triangle survived, so we have to accept it...
10878 // dynamic always uses the original triangle
10880 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10882 index = 3*e[cornerindex];
10883 VectorCopy(vertex3f + index, v[cornerindex]);
10886 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10888 // convert vertex positions to texcoords
10889 Matrix4x4_Transform(projection, v[cornerindex], temp);
10890 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10891 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10892 // calculate distance fade from the projection origin
10893 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10894 f = bound(0.0f, f, 1.0f);
10895 c[cornerindex][0] = r * f;
10896 c[cornerindex][1] = g * f;
10897 c[cornerindex][2] = b * f;
10898 c[cornerindex][3] = 1.0f;
10899 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10902 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);
10904 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10905 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);
10907 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)
10909 matrix4x4_t projection;
10910 decalsystem_t *decalsystem;
10913 const msurface_t *surface;
10914 const msurface_t *surfaces;
10915 const int *surfacelist;
10916 const texture_t *texture;
10918 int numsurfacelist;
10919 int surfacelistindex;
10922 float localorigin[3];
10923 float localnormal[3];
10924 float localmins[3];
10925 float localmaxs[3];
10928 float planes[6][4];
10931 int bih_triangles_count;
10932 int bih_triangles[256];
10933 int bih_surfaces[256];
10935 decalsystem = &ent->decalsystem;
10936 model = ent->model;
10937 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10939 R_DecalSystem_Reset(&ent->decalsystem);
10943 if (!model->brush.data_leafs && !cl_decals_models.integer)
10945 if (decalsystem->model)
10946 R_DecalSystem_Reset(decalsystem);
10950 if (decalsystem->model != model)
10951 R_DecalSystem_Reset(decalsystem);
10952 decalsystem->model = model;
10954 RSurf_ActiveModelEntity(ent, true, false, false);
10956 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10957 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10958 VectorNormalize(localnormal);
10959 localsize = worldsize*rsurface.inversematrixscale;
10960 localmins[0] = localorigin[0] - localsize;
10961 localmins[1] = localorigin[1] - localsize;
10962 localmins[2] = localorigin[2] - localsize;
10963 localmaxs[0] = localorigin[0] + localsize;
10964 localmaxs[1] = localorigin[1] + localsize;
10965 localmaxs[2] = localorigin[2] + localsize;
10967 //VectorCopy(localnormal, planes[4]);
10968 //VectorVectors(planes[4], planes[2], planes[0]);
10969 AnglesFromVectors(angles, localnormal, NULL, false);
10970 AngleVectors(angles, planes[0], planes[2], planes[4]);
10971 VectorNegate(planes[0], planes[1]);
10972 VectorNegate(planes[2], planes[3]);
10973 VectorNegate(planes[4], planes[5]);
10974 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10975 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10976 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10977 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10978 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10979 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10984 matrix4x4_t forwardprojection;
10985 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10986 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10991 float projectionvector[4][3];
10992 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10993 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10994 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10995 projectionvector[0][0] = planes[0][0] * ilocalsize;
10996 projectionvector[0][1] = planes[1][0] * ilocalsize;
10997 projectionvector[0][2] = planes[2][0] * ilocalsize;
10998 projectionvector[1][0] = planes[0][1] * ilocalsize;
10999 projectionvector[1][1] = planes[1][1] * ilocalsize;
11000 projectionvector[1][2] = planes[2][1] * ilocalsize;
11001 projectionvector[2][0] = planes[0][2] * ilocalsize;
11002 projectionvector[2][1] = planes[1][2] * ilocalsize;
11003 projectionvector[2][2] = planes[2][2] * ilocalsize;
11004 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11005 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11006 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11007 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11011 dynamic = model->surfmesh.isanimated;
11012 numsurfacelist = model->nummodelsurfaces;
11013 surfacelist = model->sortedmodelsurfaces;
11014 surfaces = model->data_surfaces;
11017 bih_triangles_count = -1;
11020 if(model->render_bih.numleafs)
11021 bih = &model->render_bih;
11022 else if(model->collision_bih.numleafs)
11023 bih = &model->collision_bih;
11026 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11027 if(bih_triangles_count == 0)
11029 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11031 if(bih_triangles_count > 0)
11033 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11035 surfaceindex = bih_surfaces[triangleindex];
11036 surface = surfaces + surfaceindex;
11037 texture = surface->texture;
11038 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11040 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11042 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11047 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11049 surfaceindex = surfacelist[surfacelistindex];
11050 surface = surfaces + surfaceindex;
11051 // check cull box first because it rejects more than any other check
11052 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11054 // skip transparent surfaces
11055 texture = surface->texture;
11056 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11058 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11060 numtriangles = surface->num_triangles;
11061 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11062 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11067 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11068 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)
11070 int renderentityindex;
11071 float worldmins[3];
11072 float worldmaxs[3];
11073 entity_render_t *ent;
11075 if (!cl_decals_newsystem.integer)
11078 worldmins[0] = worldorigin[0] - worldsize;
11079 worldmins[1] = worldorigin[1] - worldsize;
11080 worldmins[2] = worldorigin[2] - worldsize;
11081 worldmaxs[0] = worldorigin[0] + worldsize;
11082 worldmaxs[1] = worldorigin[1] + worldsize;
11083 worldmaxs[2] = worldorigin[2] + worldsize;
11085 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11087 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11089 ent = r_refdef.scene.entities[renderentityindex];
11090 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11093 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11097 typedef struct r_decalsystem_splatqueue_s
11099 vec3_t worldorigin;
11100 vec3_t worldnormal;
11106 r_decalsystem_splatqueue_t;
11108 int r_decalsystem_numqueued = 0;
11109 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11111 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)
11113 r_decalsystem_splatqueue_t *queue;
11115 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11118 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11119 VectorCopy(worldorigin, queue->worldorigin);
11120 VectorCopy(worldnormal, queue->worldnormal);
11121 Vector4Set(queue->color, r, g, b, a);
11122 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11123 queue->worldsize = worldsize;
11124 queue->decalsequence = cl.decalsequence++;
11127 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11130 r_decalsystem_splatqueue_t *queue;
11132 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11133 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);
11134 r_decalsystem_numqueued = 0;
11137 extern cvar_t cl_decals_max;
11138 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11141 decalsystem_t *decalsystem = &ent->decalsystem;
11148 if (!decalsystem->numdecals)
11151 if (r_showsurfaces.integer)
11154 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11156 R_DecalSystem_Reset(decalsystem);
11160 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11161 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11163 if (decalsystem->lastupdatetime)
11164 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11167 decalsystem->lastupdatetime = r_refdef.scene.time;
11168 decal = decalsystem->decals;
11169 numdecals = decalsystem->numdecals;
11171 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11173 if (decal->color4f[0][3])
11175 decal->lived += frametime;
11176 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11178 memset(decal, 0, sizeof(*decal));
11179 if (decalsystem->freedecal > i)
11180 decalsystem->freedecal = i;
11184 decal = decalsystem->decals;
11185 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11188 // collapse the array by shuffling the tail decals into the gaps
11191 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11192 decalsystem->freedecal++;
11193 if (decalsystem->freedecal == numdecals)
11195 decal[decalsystem->freedecal] = decal[--numdecals];
11198 decalsystem->numdecals = numdecals;
11200 if (numdecals <= 0)
11202 // if there are no decals left, reset decalsystem
11203 R_DecalSystem_Reset(decalsystem);
11207 extern skinframe_t *decalskinframe;
11208 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11211 decalsystem_t *decalsystem = &ent->decalsystem;
11220 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11223 numdecals = decalsystem->numdecals;
11227 if (r_showsurfaces.integer)
11230 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11232 R_DecalSystem_Reset(decalsystem);
11236 // if the model is static it doesn't matter what value we give for
11237 // wantnormals and wanttangents, so this logic uses only rules applicable
11238 // to a model, knowing that they are meaningless otherwise
11239 if (ent == r_refdef.scene.worldentity)
11240 RSurf_ActiveWorldEntity();
11242 RSurf_ActiveModelEntity(ent, false, false, false);
11244 decalsystem->lastupdatetime = r_refdef.scene.time;
11245 decal = decalsystem->decals;
11247 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11249 // update vertex positions for animated models
11250 v3f = decalsystem->vertex3f;
11251 c4f = decalsystem->color4f;
11252 t2f = decalsystem->texcoord2f;
11253 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11255 if (!decal->color4f[0][3])
11258 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11262 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11265 // update color values for fading decals
11266 if (decal->lived >= cl_decals_time.value)
11267 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11271 c4f[ 0] = decal->color4f[0][0] * alpha;
11272 c4f[ 1] = decal->color4f[0][1] * alpha;
11273 c4f[ 2] = decal->color4f[0][2] * alpha;
11275 c4f[ 4] = decal->color4f[1][0] * alpha;
11276 c4f[ 5] = decal->color4f[1][1] * alpha;
11277 c4f[ 6] = decal->color4f[1][2] * alpha;
11279 c4f[ 8] = decal->color4f[2][0] * alpha;
11280 c4f[ 9] = decal->color4f[2][1] * alpha;
11281 c4f[10] = decal->color4f[2][2] * alpha;
11284 t2f[0] = decal->texcoord2f[0][0];
11285 t2f[1] = decal->texcoord2f[0][1];
11286 t2f[2] = decal->texcoord2f[1][0];
11287 t2f[3] = decal->texcoord2f[1][1];
11288 t2f[4] = decal->texcoord2f[2][0];
11289 t2f[5] = decal->texcoord2f[2][1];
11291 // update vertex positions for animated models
11292 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11294 e = rsurface.modelelement3i + 3*decal->triangleindex;
11295 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11296 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11297 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11301 VectorCopy(decal->vertex3f[0], v3f);
11302 VectorCopy(decal->vertex3f[1], v3f + 3);
11303 VectorCopy(decal->vertex3f[2], v3f + 6);
11306 if (r_refdef.fogenabled)
11308 alpha = RSurf_FogVertex(v3f);
11309 VectorScale(c4f, alpha, c4f);
11310 alpha = RSurf_FogVertex(v3f + 3);
11311 VectorScale(c4f + 4, alpha, c4f + 4);
11312 alpha = RSurf_FogVertex(v3f + 6);
11313 VectorScale(c4f + 8, alpha, c4f + 8);
11324 r_refdef.stats.drawndecals += numtris;
11326 // now render the decals all at once
11327 // (this assumes they all use one particle font texture!)
11328 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);
11329 // R_Mesh_ResetTextureState();
11330 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11331 GL_DepthMask(false);
11332 GL_DepthRange(0, 1);
11333 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11334 GL_DepthTest(true);
11335 GL_CullFace(GL_NONE);
11336 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11337 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11338 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11342 static void R_DrawModelDecals(void)
11346 // fade faster when there are too many decals
11347 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11348 for (i = 0;i < r_refdef.scene.numentities;i++)
11349 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11351 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11352 for (i = 0;i < r_refdef.scene.numentities;i++)
11353 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11354 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11356 R_DecalSystem_ApplySplatEntitiesQueue();
11358 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11359 for (i = 0;i < r_refdef.scene.numentities;i++)
11360 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11362 r_refdef.stats.totaldecals += numdecals;
11364 if (r_showsurfaces.integer)
11367 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11369 for (i = 0;i < r_refdef.scene.numentities;i++)
11371 if (!r_refdef.viewcache.entityvisible[i])
11373 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11374 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11378 extern cvar_t mod_collision_bih;
11379 void R_DrawDebugModel(void)
11381 entity_render_t *ent = rsurface.entity;
11382 int i, j, k, l, flagsmask;
11383 const msurface_t *surface;
11384 dp_model_t *model = ent->model;
11387 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11390 if (r_showoverdraw.value > 0)
11392 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11393 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11394 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11395 GL_DepthTest(false);
11396 GL_DepthMask(false);
11397 GL_DepthRange(0, 1);
11398 GL_BlendFunc(GL_ONE, GL_ONE);
11399 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11401 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11403 rsurface.texture = R_GetCurrentTexture(surface->texture);
11404 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11406 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11407 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11408 if (!rsurface.texture->currentlayers->depthmask)
11409 GL_Color(c, 0, 0, 1.0f);
11410 else if (ent == r_refdef.scene.worldentity)
11411 GL_Color(c, c, c, 1.0f);
11413 GL_Color(0, c, 0, 1.0f);
11414 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11418 rsurface.texture = NULL;
11421 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11423 // R_Mesh_ResetTextureState();
11424 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11425 GL_DepthRange(0, 1);
11426 GL_DepthTest(!r_showdisabledepthtest.integer);
11427 GL_DepthMask(false);
11428 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11430 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11434 qboolean cullbox = ent == r_refdef.scene.worldentity;
11435 const q3mbrush_t *brush;
11436 const bih_t *bih = &model->collision_bih;
11437 const bih_leaf_t *bihleaf;
11438 float vertex3f[3][3];
11439 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11441 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11443 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11445 switch (bihleaf->type)
11448 brush = model->brush.data_brushes + bihleaf->itemindex;
11449 if (brush->colbrushf && brush->colbrushf->numtriangles)
11451 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);
11452 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11453 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11456 case BIH_COLLISIONTRIANGLE:
11457 triangleindex = bihleaf->itemindex;
11458 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11459 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11460 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11461 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);
11462 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11463 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11465 case BIH_RENDERTRIANGLE:
11466 triangleindex = bihleaf->itemindex;
11467 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11468 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11469 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11470 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);
11471 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11472 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11478 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11481 if (r_showtris.integer && qglPolygonMode)
11483 if (r_showdisabledepthtest.integer)
11485 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11486 GL_DepthMask(false);
11490 GL_BlendFunc(GL_ONE, GL_ZERO);
11491 GL_DepthMask(true);
11493 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11494 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11496 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11498 rsurface.texture = R_GetCurrentTexture(surface->texture);
11499 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11501 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11502 if (!rsurface.texture->currentlayers->depthmask)
11503 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11504 else if (ent == r_refdef.scene.worldentity)
11505 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11507 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11508 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11512 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11513 rsurface.texture = NULL;
11516 if (r_shownormals.value != 0 && qglBegin)
11518 if (r_showdisabledepthtest.integer)
11520 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11521 GL_DepthMask(false);
11525 GL_BlendFunc(GL_ONE, GL_ZERO);
11526 GL_DepthMask(true);
11528 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11530 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11532 rsurface.texture = R_GetCurrentTexture(surface->texture);
11533 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11535 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11536 qglBegin(GL_LINES);
11537 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11539 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11541 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11542 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11543 qglVertex3f(v[0], v[1], v[2]);
11544 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11545 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11546 qglVertex3f(v[0], v[1], v[2]);
11549 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11551 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11553 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11554 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11555 qglVertex3f(v[0], v[1], v[2]);
11556 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11557 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11558 qglVertex3f(v[0], v[1], v[2]);
11561 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11563 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11565 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11566 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11567 qglVertex3f(v[0], v[1], v[2]);
11568 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11569 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11570 qglVertex3f(v[0], v[1], v[2]);
11573 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11575 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11577 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11578 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11579 qglVertex3f(v[0], v[1], v[2]);
11580 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11581 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11582 qglVertex3f(v[0], v[1], v[2]);
11589 rsurface.texture = NULL;
11594 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11595 int r_maxsurfacelist = 0;
11596 const msurface_t **r_surfacelist = NULL;
11597 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11599 int i, j, endj, flagsmask;
11600 dp_model_t *model = r_refdef.scene.worldmodel;
11601 msurface_t *surfaces;
11602 unsigned char *update;
11603 int numsurfacelist = 0;
11607 if (r_maxsurfacelist < model->num_surfaces)
11609 r_maxsurfacelist = model->num_surfaces;
11611 Mem_Free((msurface_t**)r_surfacelist);
11612 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11615 RSurf_ActiveWorldEntity();
11617 surfaces = model->data_surfaces;
11618 update = model->brushq1.lightmapupdateflags;
11620 // update light styles on this submodel
11621 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11623 model_brush_lightstyleinfo_t *style;
11624 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11626 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11628 int *list = style->surfacelist;
11629 style->value = r_refdef.scene.lightstylevalue[style->style];
11630 for (j = 0;j < style->numsurfaces;j++)
11631 update[list[j]] = true;
11636 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11640 R_DrawDebugModel();
11641 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11645 rsurface.lightmaptexture = NULL;
11646 rsurface.deluxemaptexture = NULL;
11647 rsurface.uselightmaptexture = false;
11648 rsurface.texture = NULL;
11649 rsurface.rtlight = NULL;
11650 numsurfacelist = 0;
11651 // add visible surfaces to draw list
11652 for (i = 0;i < model->nummodelsurfaces;i++)
11654 j = model->sortedmodelsurfaces[i];
11655 if (r_refdef.viewcache.world_surfacevisible[j])
11656 r_surfacelist[numsurfacelist++] = surfaces + j;
11658 // update lightmaps if needed
11659 if (model->brushq1.firstrender)
11661 model->brushq1.firstrender = false;
11662 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11664 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11668 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11669 if (r_refdef.viewcache.world_surfacevisible[j])
11671 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11673 // don't do anything if there were no surfaces
11674 if (!numsurfacelist)
11676 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11679 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11681 // add to stats if desired
11682 if (r_speeds.integer && !skysurfaces && !depthonly)
11684 r_refdef.stats.world_surfaces += numsurfacelist;
11685 for (j = 0;j < numsurfacelist;j++)
11686 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11689 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11692 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11694 int i, j, endj, flagsmask;
11695 dp_model_t *model = ent->model;
11696 msurface_t *surfaces;
11697 unsigned char *update;
11698 int numsurfacelist = 0;
11702 if (r_maxsurfacelist < model->num_surfaces)
11704 r_maxsurfacelist = model->num_surfaces;
11706 Mem_Free((msurface_t **)r_surfacelist);
11707 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11710 // if the model is static it doesn't matter what value we give for
11711 // wantnormals and wanttangents, so this logic uses only rules applicable
11712 // to a model, knowing that they are meaningless otherwise
11713 if (ent == r_refdef.scene.worldentity)
11714 RSurf_ActiveWorldEntity();
11715 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11716 RSurf_ActiveModelEntity(ent, false, false, false);
11718 RSurf_ActiveModelEntity(ent, true, true, true);
11719 else if (depthonly)
11721 switch (vid.renderpath)
11723 case RENDERPATH_GL20:
11724 case RENDERPATH_D3D9:
11725 case RENDERPATH_D3D10:
11726 case RENDERPATH_D3D11:
11727 case RENDERPATH_SOFT:
11728 case RENDERPATH_GLES2:
11729 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11731 case RENDERPATH_GL11:
11732 case RENDERPATH_GL13:
11733 case RENDERPATH_GLES1:
11734 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11740 switch (vid.renderpath)
11742 case RENDERPATH_GL20:
11743 case RENDERPATH_D3D9:
11744 case RENDERPATH_D3D10:
11745 case RENDERPATH_D3D11:
11746 case RENDERPATH_SOFT:
11747 case RENDERPATH_GLES2:
11748 RSurf_ActiveModelEntity(ent, true, true, false);
11750 case RENDERPATH_GL11:
11751 case RENDERPATH_GL13:
11752 case RENDERPATH_GLES1:
11753 RSurf_ActiveModelEntity(ent, true, false, false);
11758 surfaces = model->data_surfaces;
11759 update = model->brushq1.lightmapupdateflags;
11761 // update light styles
11762 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11764 model_brush_lightstyleinfo_t *style;
11765 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11767 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11769 int *list = style->surfacelist;
11770 style->value = r_refdef.scene.lightstylevalue[style->style];
11771 for (j = 0;j < style->numsurfaces;j++)
11772 update[list[j]] = true;
11777 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11781 R_DrawDebugModel();
11782 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11786 rsurface.lightmaptexture = NULL;
11787 rsurface.deluxemaptexture = NULL;
11788 rsurface.uselightmaptexture = false;
11789 rsurface.texture = NULL;
11790 rsurface.rtlight = NULL;
11791 numsurfacelist = 0;
11792 // add visible surfaces to draw list
11793 for (i = 0;i < model->nummodelsurfaces;i++)
11794 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11795 // don't do anything if there were no surfaces
11796 if (!numsurfacelist)
11798 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11801 // update lightmaps if needed
11805 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11810 R_BuildLightMap(ent, surfaces + j);
11815 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11817 R_BuildLightMap(ent, surfaces + j);
11818 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11820 // add to stats if desired
11821 if (r_speeds.integer && !skysurfaces && !depthonly)
11823 r_refdef.stats.entities_surfaces += numsurfacelist;
11824 for (j = 0;j < numsurfacelist;j++)
11825 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11828 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11831 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11833 static texture_t texture;
11834 static msurface_t surface;
11835 const msurface_t *surfacelist = &surface;
11837 // fake enough texture and surface state to render this geometry
11839 texture.update_lastrenderframe = -1; // regenerate this texture
11840 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11841 texture.currentskinframe = skinframe;
11842 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11843 texture.offsetmapping = OFFSETMAPPING_OFF;
11844 texture.offsetscale = 1;
11845 texture.specularscalemod = 1;
11846 texture.specularpowermod = 1;
11848 surface.texture = &texture;
11849 surface.num_triangles = numtriangles;
11850 surface.num_firsttriangle = firsttriangle;
11851 surface.num_vertices = numvertices;
11852 surface.num_firstvertex = firstvertex;
11855 rsurface.texture = R_GetCurrentTexture(surface.texture);
11856 rsurface.lightmaptexture = NULL;
11857 rsurface.deluxemaptexture = NULL;
11858 rsurface.uselightmaptexture = false;
11859 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11862 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)
11864 static msurface_t surface;
11865 const msurface_t *surfacelist = &surface;
11867 // fake enough texture and surface state to render this geometry
11868 surface.texture = texture;
11869 surface.num_triangles = numtriangles;
11870 surface.num_firsttriangle = firsttriangle;
11871 surface.num_vertices = numvertices;
11872 surface.num_firstvertex = firstvertex;
11875 rsurface.texture = R_GetCurrentTexture(surface.texture);
11876 rsurface.lightmaptexture = NULL;
11877 rsurface.deluxemaptexture = NULL;
11878 rsurface.uselightmaptexture = false;
11879 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);