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", "motionblur value scale - 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
55 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
56 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
57 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
58 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
60 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
62 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
63 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"};
64 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
65 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)"};
66 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
68 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"};
69 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
70 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
71 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
72 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
73 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
74 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
75 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"};
76 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
77 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
78 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)"};
79 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
80 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
81 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"};
82 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"};
83 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
84 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"};
85 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"};
86 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"};
87 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
88 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
89 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
90 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
91 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
92 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
93 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
94 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)"};
95 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)"};
96 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
97 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
98 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
99 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
101 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
102 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
103 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
105 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
106 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
107 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
108 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."};
109 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
110 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
111 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
112 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."};
113 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
114 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
115 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
116 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
117 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"};
118 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"};
119 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
120 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
121 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
122 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
123 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
124 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"};
125 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
126 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
128 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
129 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
130 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
131 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
132 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
133 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
134 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
135 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
137 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)"};
138 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"};
140 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
141 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
142 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
144 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"};
145 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"};
146 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
147 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
148 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"};
149 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)"};
150 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)"};
151 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
153 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)"};
154 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
155 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)"};
156 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
157 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)"};
158 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)"};
159 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
160 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
161 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)"};
162 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)"};
163 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)"};
164 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)"};
165 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)"};
166 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)"};
167 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)"};
168 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)"};
170 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)"};
171 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
172 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"};
173 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
174 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
175 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
176 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"};
178 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
179 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
180 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
181 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
183 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
184 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
185 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
186 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
187 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
188 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
189 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
191 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
192 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
193 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
194 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)"};
195 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
196 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
197 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
198 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
199 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
200 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
201 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
203 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"};
205 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"};
207 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
209 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
211 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
212 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"};
214 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."};
216 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)"};
218 extern cvar_t v_glslgamma;
220 extern qboolean v_flipped_state;
222 static struct r_bloomstate_s
227 int bloomwidth, bloomheight;
229 textype_t texturetype;
230 int viewfbo; // used to check if r_viewfbo cvar has changed
232 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
233 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
234 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
236 int screentexturewidth, screentextureheight;
237 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
239 int bloomtexturewidth, bloomtextureheight;
240 rtexture_t *texture_bloom;
242 // arrays for rendering the screen passes
243 float screentexcoord2f[8];
244 float bloomtexcoord2f[8];
245 float offsettexcoord2f[8];
247 r_viewport_t viewport;
251 r_waterstate_t r_waterstate;
253 /// shadow volume bsp struct with automatically growing nodes buffer
256 rtexture_t *r_texture_blanknormalmap;
257 rtexture_t *r_texture_white;
258 rtexture_t *r_texture_grey128;
259 rtexture_t *r_texture_black;
260 rtexture_t *r_texture_notexture;
261 rtexture_t *r_texture_whitecube;
262 rtexture_t *r_texture_normalizationcube;
263 rtexture_t *r_texture_fogattenuation;
264 rtexture_t *r_texture_fogheighttexture;
265 rtexture_t *r_texture_gammaramps;
266 unsigned int r_texture_gammaramps_serial;
267 //rtexture_t *r_texture_fogintensity;
268 rtexture_t *r_texture_reflectcube;
270 // TODO: hash lookups?
271 typedef struct cubemapinfo_s
278 int r_texture_numcubemaps;
279 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
281 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
282 unsigned int r_numqueries;
283 unsigned int r_maxqueries;
285 typedef struct r_qwskincache_s
287 char name[MAX_QPATH];
288 skinframe_t *skinframe;
292 static r_qwskincache_t *r_qwskincache;
293 static int r_qwskincache_size;
295 /// vertex coordinates for a quad that covers the screen exactly
296 extern const float r_screenvertex3f[12];
297 extern const float r_d3dscreenvertex3f[12];
298 const float r_screenvertex3f[12] =
305 const float r_d3dscreenvertex3f[12] =
313 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
316 for (i = 0;i < verts;i++)
327 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
330 for (i = 0;i < verts;i++)
340 // FIXME: move this to client?
343 if (gamemode == GAME_NEHAHRA)
345 Cvar_Set("gl_fogenable", "0");
346 Cvar_Set("gl_fogdensity", "0.2");
347 Cvar_Set("gl_fogred", "0.3");
348 Cvar_Set("gl_foggreen", "0.3");
349 Cvar_Set("gl_fogblue", "0.3");
351 r_refdef.fog_density = 0;
352 r_refdef.fog_red = 0;
353 r_refdef.fog_green = 0;
354 r_refdef.fog_blue = 0;
355 r_refdef.fog_alpha = 1;
356 r_refdef.fog_start = 0;
357 r_refdef.fog_end = 16384;
358 r_refdef.fog_height = 1<<30;
359 r_refdef.fog_fadedepth = 128;
360 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
363 static void R_BuildBlankTextures(void)
365 unsigned char data[4];
366 data[2] = 128; // normal X
367 data[1] = 128; // normal Y
368 data[0] = 255; // normal Z
369 data[3] = 128; // height
370 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
375 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
388 static void R_BuildNoTexture(void)
391 unsigned char pix[16][16][4];
392 // this makes a light grey/dark grey checkerboard texture
393 for (y = 0;y < 16;y++)
395 for (x = 0;x < 16;x++)
397 if ((y < 8) ^ (x < 8))
413 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
416 static void R_BuildWhiteCube(void)
418 unsigned char data[6*1*1*4];
419 memset(data, 255, sizeof(data));
420 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
423 static void R_BuildNormalizationCube(void)
427 vec_t s, t, intensity;
430 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
431 for (side = 0;side < 6;side++)
433 for (y = 0;y < NORMSIZE;y++)
435 for (x = 0;x < NORMSIZE;x++)
437 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
438 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
473 intensity = 127.0f / sqrt(DotProduct(v, v));
474 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
475 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
476 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
477 data[((side*64+y)*64+x)*4+3] = 255;
481 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
485 static void R_BuildFogTexture(void)
489 unsigned char data1[FOGWIDTH][4];
490 //unsigned char data2[FOGWIDTH][4];
493 r_refdef.fogmasktable_start = r_refdef.fog_start;
494 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
495 r_refdef.fogmasktable_range = r_refdef.fogrange;
496 r_refdef.fogmasktable_density = r_refdef.fog_density;
498 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
499 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
501 d = (x * r - r_refdef.fogmasktable_start);
502 if(developer_extra.integer)
503 Con_DPrintf("%f ", d);
505 if (r_fog_exp2.integer)
506 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
508 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
509 if(developer_extra.integer)
510 Con_DPrintf(" : %f ", alpha);
511 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
512 if(developer_extra.integer)
513 Con_DPrintf(" = %f\n", alpha);
514 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
517 for (x = 0;x < FOGWIDTH;x++)
519 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
524 //data2[x][0] = 255 - b;
525 //data2[x][1] = 255 - b;
526 //data2[x][2] = 255 - b;
529 if (r_texture_fogattenuation)
531 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
532 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
536 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
537 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
541 static void R_BuildFogHeightTexture(void)
543 unsigned char *inpixels;
551 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
552 if (r_refdef.fogheighttexturename[0])
553 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
556 r_refdef.fog_height_tablesize = 0;
557 if (r_texture_fogheighttexture)
558 R_FreeTexture(r_texture_fogheighttexture);
559 r_texture_fogheighttexture = NULL;
560 if (r_refdef.fog_height_table2d)
561 Mem_Free(r_refdef.fog_height_table2d);
562 r_refdef.fog_height_table2d = NULL;
563 if (r_refdef.fog_height_table1d)
564 Mem_Free(r_refdef.fog_height_table1d);
565 r_refdef.fog_height_table1d = NULL;
569 r_refdef.fog_height_tablesize = size;
570 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
571 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
572 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
574 // LordHavoc: now the magic - what is that table2d for? it is a cooked
575 // average fog color table accounting for every fog layer between a point
576 // and the camera. (Note: attenuation is handled separately!)
577 for (y = 0;y < size;y++)
579 for (x = 0;x < size;x++)
585 for (j = x;j <= y;j++)
587 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
593 for (j = x;j >= y;j--)
595 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
600 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
601 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
602 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
603 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
606 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
609 //=======================================================================================================================================================
611 static const char *builtinshaderstring =
612 #include "shader_glsl.h"
615 const char *builtinhlslshaderstring =
616 #include "shader_hlsl.h"
619 char *glslshaderstring = NULL;
620 char *hlslshaderstring = NULL;
622 //=======================================================================================================================================================
624 typedef struct shaderpermutationinfo_s
629 shaderpermutationinfo_t;
631 typedef struct shadermodeinfo_s
633 const char *vertexfilename;
634 const char *geometryfilename;
635 const char *fragmentfilename;
641 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
642 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
644 {"#define USEDIFFUSE\n", " diffuse"},
645 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
646 {"#define USEVIEWTINT\n", " viewtint"},
647 {"#define USECOLORMAPPING\n", " colormapping"},
648 {"#define USESATURATION\n", " saturation"},
649 {"#define USEFOGINSIDE\n", " foginside"},
650 {"#define USEFOGOUTSIDE\n", " fogoutside"},
651 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
652 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
653 {"#define USEGAMMARAMPS\n", " gammaramps"},
654 {"#define USECUBEFILTER\n", " cubefilter"},
655 {"#define USEGLOW\n", " glow"},
656 {"#define USEBLOOM\n", " bloom"},
657 {"#define USESPECULAR\n", " specular"},
658 {"#define USEPOSTPROCESSING\n", " postprocessing"},
659 {"#define USEREFLECTION\n", " reflection"},
660 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
661 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
662 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
663 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
664 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
665 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
666 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
667 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
668 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
669 {"#define USEALPHAKILL\n", " alphakill"},
670 {"#define USEREFLECTCUBE\n", " reflectcube"},
671 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
672 {"#define USEBOUNCEGRID\n", " bouncegrid"},
673 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
674 {"#define USETRIPPY\n", " trippy"},
677 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
678 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
682 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
684 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
685 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
686 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
687 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
688 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
698 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
706 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
707 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
708 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
709 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
710 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
718 struct r_glsl_permutation_s;
719 typedef struct r_glsl_permutation_s
722 struct r_glsl_permutation_s *hashnext;
724 unsigned int permutation;
726 /// indicates if we have tried compiling this permutation already
728 /// 0 if compilation failed
730 // texture units assigned to each detected uniform
731 int tex_Texture_First;
732 int tex_Texture_Second;
733 int tex_Texture_GammaRamps;
734 int tex_Texture_Normal;
735 int tex_Texture_Color;
736 int tex_Texture_Gloss;
737 int tex_Texture_Glow;
738 int tex_Texture_SecondaryNormal;
739 int tex_Texture_SecondaryColor;
740 int tex_Texture_SecondaryGloss;
741 int tex_Texture_SecondaryGlow;
742 int tex_Texture_Pants;
743 int tex_Texture_Shirt;
744 int tex_Texture_FogHeightTexture;
745 int tex_Texture_FogMask;
746 int tex_Texture_Lightmap;
747 int tex_Texture_Deluxemap;
748 int tex_Texture_Attenuation;
749 int tex_Texture_Cube;
750 int tex_Texture_Refraction;
751 int tex_Texture_Reflection;
752 int tex_Texture_ShadowMap2D;
753 int tex_Texture_CubeProjection;
754 int tex_Texture_ScreenDepth;
755 int tex_Texture_ScreenNormalMap;
756 int tex_Texture_ScreenDiffuse;
757 int tex_Texture_ScreenSpecular;
758 int tex_Texture_ReflectMask;
759 int tex_Texture_ReflectCube;
760 int tex_Texture_BounceGrid;
761 /// locations of detected uniforms in program object, or -1 if not found
762 int loc_Texture_First;
763 int loc_Texture_Second;
764 int loc_Texture_GammaRamps;
765 int loc_Texture_Normal;
766 int loc_Texture_Color;
767 int loc_Texture_Gloss;
768 int loc_Texture_Glow;
769 int loc_Texture_SecondaryNormal;
770 int loc_Texture_SecondaryColor;
771 int loc_Texture_SecondaryGloss;
772 int loc_Texture_SecondaryGlow;
773 int loc_Texture_Pants;
774 int loc_Texture_Shirt;
775 int loc_Texture_FogHeightTexture;
776 int loc_Texture_FogMask;
777 int loc_Texture_Lightmap;
778 int loc_Texture_Deluxemap;
779 int loc_Texture_Attenuation;
780 int loc_Texture_Cube;
781 int loc_Texture_Refraction;
782 int loc_Texture_Reflection;
783 int loc_Texture_ShadowMap2D;
784 int loc_Texture_CubeProjection;
785 int loc_Texture_ScreenDepth;
786 int loc_Texture_ScreenNormalMap;
787 int loc_Texture_ScreenDiffuse;
788 int loc_Texture_ScreenSpecular;
789 int loc_Texture_ReflectMask;
790 int loc_Texture_ReflectCube;
791 int loc_Texture_BounceGrid;
793 int loc_BloomBlur_Parameters;
795 int loc_Color_Ambient;
796 int loc_Color_Diffuse;
797 int loc_Color_Specular;
801 int loc_DeferredColor_Ambient;
802 int loc_DeferredColor_Diffuse;
803 int loc_DeferredColor_Specular;
804 int loc_DeferredMod_Diffuse;
805 int loc_DeferredMod_Specular;
806 int loc_DistortScaleRefractReflect;
809 int loc_FogHeightFade;
811 int loc_FogPlaneViewDist;
812 int loc_FogRangeRecip;
815 int loc_LightPosition;
816 int loc_OffsetMapping_ScaleSteps;
818 int loc_ReflectColor;
819 int loc_ReflectFactor;
820 int loc_ReflectOffset;
821 int loc_RefractColor;
823 int loc_ScreenCenterRefractReflect;
824 int loc_ScreenScaleRefractReflect;
825 int loc_ScreenToDepth;
826 int loc_ShadowMap_Parameters;
827 int loc_ShadowMap_TextureScale;
828 int loc_SpecularPower;
833 int loc_ViewTintColor;
835 int loc_ModelToLight;
837 int loc_BackgroundTexMatrix;
838 int loc_ModelViewProjectionMatrix;
839 int loc_ModelViewMatrix;
840 int loc_PixelToScreenTexCoord;
841 int loc_ModelToReflectCube;
842 int loc_ShadowMapMatrix;
843 int loc_BloomColorSubtract;
844 int loc_NormalmapScrollBlend;
845 int loc_BounceGridMatrix;
846 int loc_BounceGridIntensity;
848 r_glsl_permutation_t;
850 #define SHADERPERMUTATION_HASHSIZE 256
853 // non-degradable "lightweight" shader parameters to keep the permutations simpler
854 // these can NOT degrade! only use for simple stuff
857 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
858 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
859 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
863 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
865 #define SHADERSTATICPARMS_COUNT 7
867 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
868 static int shaderstaticparms_count = 0;
870 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
871 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
872 qboolean R_CompileShader_CheckStaticParms(void)
874 static int r_compileshader_staticparms_save[1];
875 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
876 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
879 if (r_glsl_saturation_redcompensate.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
881 if (r_glsl_vertextextureblend_usebothalphas.integer)
882 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
883 if (r_shadow_glossexact.integer)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
885 if (r_glsl_postprocess.integer)
887 if (r_glsl_postprocess_uservec1_enable.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
889 if (r_glsl_postprocess_uservec2_enable.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
891 if (r_glsl_postprocess_uservec3_enable.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
893 if (r_glsl_postprocess_uservec4_enable.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
896 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
899 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
900 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
901 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
903 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
904 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
906 shaderstaticparms_count = 0;
909 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
910 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
911 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
912 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
913 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
918 /// information about each possible shader permutation
919 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
920 /// currently selected permutation
921 r_glsl_permutation_t *r_glsl_permutation;
922 /// storage for permutations linked in the hash table
923 memexpandablearray_t r_glsl_permutationarray;
925 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
927 //unsigned int hashdepth = 0;
928 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
929 r_glsl_permutation_t *p;
930 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
932 if (p->mode == mode && p->permutation == permutation)
934 //if (hashdepth > 10)
935 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
940 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
942 p->permutation = permutation;
943 p->hashnext = r_glsl_permutationhash[mode][hashindex];
944 r_glsl_permutationhash[mode][hashindex] = p;
945 //if (hashdepth > 10)
946 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
950 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
953 if (!filename || !filename[0])
955 if (!strcmp(filename, "glsl/default.glsl"))
957 if (!glslshaderstring)
959 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
960 if (glslshaderstring)
961 Con_DPrintf("Loading shaders from file %s...\n", filename);
963 glslshaderstring = (char *)builtinshaderstring;
965 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
966 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
969 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
972 if (printfromdisknotice)
973 Con_DPrintf("from disk %s... ", filename);
979 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
983 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
984 char *vertexstring, *geometrystring, *fragmentstring;
985 char permutationname[256];
986 int vertstrings_count = 0;
987 int geomstrings_count = 0;
988 int fragstrings_count = 0;
989 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
990 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
991 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
998 permutationname[0] = 0;
999 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1000 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1001 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1003 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1005 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1006 if(vid.support.gl20shaders130)
1008 vertstrings_list[vertstrings_count++] = "#version 130\n";
1009 geomstrings_list[geomstrings_count++] = "#version 130\n";
1010 fragstrings_list[fragstrings_count++] = "#version 130\n";
1011 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1012 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1013 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1016 // the first pretext is which type of shader to compile as
1017 // (later these will all be bound together as a program object)
1018 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1019 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1020 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1022 // the second pretext is the mode (for example a light source)
1023 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1024 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1025 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1026 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1028 // now add all the permutation pretexts
1029 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1031 if (permutation & (1<<i))
1033 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1034 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1035 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1036 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1040 // keep line numbers correct
1041 vertstrings_list[vertstrings_count++] = "\n";
1042 geomstrings_list[geomstrings_count++] = "\n";
1043 fragstrings_list[fragstrings_count++] = "\n";
1048 R_CompileShader_AddStaticParms(mode, permutation);
1049 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1050 vertstrings_count += shaderstaticparms_count;
1051 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1052 geomstrings_count += shaderstaticparms_count;
1053 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1054 fragstrings_count += shaderstaticparms_count;
1056 // now append the shader text itself
1057 vertstrings_list[vertstrings_count++] = vertexstring;
1058 geomstrings_list[geomstrings_count++] = geometrystring;
1059 fragstrings_list[fragstrings_count++] = fragmentstring;
1061 // if any sources were NULL, clear the respective list
1063 vertstrings_count = 0;
1064 if (!geometrystring)
1065 geomstrings_count = 0;
1066 if (!fragmentstring)
1067 fragstrings_count = 0;
1069 // compile the shader program
1070 if (vertstrings_count + geomstrings_count + fragstrings_count)
1071 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1075 qglUseProgram(p->program);CHECKGLERROR
1076 // look up all the uniform variable names we care about, so we don't
1077 // have to look them up every time we set them
1079 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1080 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1081 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1082 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1083 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1084 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1085 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1086 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1087 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1088 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1089 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1090 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1091 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1092 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1093 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1094 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1095 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1096 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1097 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1098 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1099 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1100 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1101 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1102 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1103 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1104 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1105 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1106 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1107 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1108 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1109 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1110 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1111 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1112 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1113 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1114 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1115 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1116 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1117 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1118 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1119 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1120 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1121 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1122 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1123 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1124 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1125 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1126 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1127 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1128 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1129 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1130 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1131 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1132 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1133 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1134 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1135 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1136 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1137 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1138 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1139 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1140 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1141 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1142 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1143 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1144 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1145 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1146 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1147 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1148 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1149 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1150 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1151 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1152 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1153 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1154 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1155 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1156 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1157 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1158 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1159 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1160 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1161 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1162 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1163 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1164 // initialize the samplers to refer to the texture units we use
1165 p->tex_Texture_First = -1;
1166 p->tex_Texture_Second = -1;
1167 p->tex_Texture_GammaRamps = -1;
1168 p->tex_Texture_Normal = -1;
1169 p->tex_Texture_Color = -1;
1170 p->tex_Texture_Gloss = -1;
1171 p->tex_Texture_Glow = -1;
1172 p->tex_Texture_SecondaryNormal = -1;
1173 p->tex_Texture_SecondaryColor = -1;
1174 p->tex_Texture_SecondaryGloss = -1;
1175 p->tex_Texture_SecondaryGlow = -1;
1176 p->tex_Texture_Pants = -1;
1177 p->tex_Texture_Shirt = -1;
1178 p->tex_Texture_FogHeightTexture = -1;
1179 p->tex_Texture_FogMask = -1;
1180 p->tex_Texture_Lightmap = -1;
1181 p->tex_Texture_Deluxemap = -1;
1182 p->tex_Texture_Attenuation = -1;
1183 p->tex_Texture_Cube = -1;
1184 p->tex_Texture_Refraction = -1;
1185 p->tex_Texture_Reflection = -1;
1186 p->tex_Texture_ShadowMap2D = -1;
1187 p->tex_Texture_CubeProjection = -1;
1188 p->tex_Texture_ScreenDepth = -1;
1189 p->tex_Texture_ScreenNormalMap = -1;
1190 p->tex_Texture_ScreenDiffuse = -1;
1191 p->tex_Texture_ScreenSpecular = -1;
1192 p->tex_Texture_ReflectMask = -1;
1193 p->tex_Texture_ReflectCube = -1;
1194 p->tex_Texture_BounceGrid = -1;
1196 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1197 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1198 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1199 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1200 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1201 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1202 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1203 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1204 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1205 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1206 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1207 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1208 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1209 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1210 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1211 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1212 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1213 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1214 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1215 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1216 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1217 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1218 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1219 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1220 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1221 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1222 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1223 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1224 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1225 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1227 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1230 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1234 Mem_Free(vertexstring);
1236 Mem_Free(geometrystring);
1238 Mem_Free(fragmentstring);
1241 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1243 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1244 if (r_glsl_permutation != perm)
1246 r_glsl_permutation = perm;
1247 if (!r_glsl_permutation->program)
1249 if (!r_glsl_permutation->compiled)
1250 R_GLSL_CompilePermutation(perm, mode, permutation);
1251 if (!r_glsl_permutation->program)
1253 // remove features until we find a valid permutation
1255 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1257 // reduce i more quickly whenever it would not remove any bits
1258 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1259 if (!(permutation & j))
1262 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1263 if (!r_glsl_permutation->compiled)
1264 R_GLSL_CompilePermutation(perm, mode, permutation);
1265 if (r_glsl_permutation->program)
1268 if (i >= SHADERPERMUTATION_COUNT)
1270 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1271 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1272 qglUseProgram(0);CHECKGLERROR
1273 return; // no bit left to clear, entire mode is broken
1278 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1280 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1281 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1282 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1289 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1290 extern D3DCAPS9 vid_d3d9caps;
1293 struct r_hlsl_permutation_s;
1294 typedef struct r_hlsl_permutation_s
1296 /// hash lookup data
1297 struct r_hlsl_permutation_s *hashnext;
1299 unsigned int permutation;
1301 /// indicates if we have tried compiling this permutation already
1303 /// NULL if compilation failed
1304 IDirect3DVertexShader9 *vertexshader;
1305 IDirect3DPixelShader9 *pixelshader;
1307 r_hlsl_permutation_t;
1309 typedef enum D3DVSREGISTER_e
1311 D3DVSREGISTER_TexMatrix = 0, // float4x4
1312 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1313 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1314 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1315 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1316 D3DVSREGISTER_ModelToLight = 20, // float4x4
1317 D3DVSREGISTER_EyePosition = 24,
1318 D3DVSREGISTER_FogPlane = 25,
1319 D3DVSREGISTER_LightDir = 26,
1320 D3DVSREGISTER_LightPosition = 27,
1324 typedef enum D3DPSREGISTER_e
1326 D3DPSREGISTER_Alpha = 0,
1327 D3DPSREGISTER_BloomBlur_Parameters = 1,
1328 D3DPSREGISTER_ClientTime = 2,
1329 D3DPSREGISTER_Color_Ambient = 3,
1330 D3DPSREGISTER_Color_Diffuse = 4,
1331 D3DPSREGISTER_Color_Specular = 5,
1332 D3DPSREGISTER_Color_Glow = 6,
1333 D3DPSREGISTER_Color_Pants = 7,
1334 D3DPSREGISTER_Color_Shirt = 8,
1335 D3DPSREGISTER_DeferredColor_Ambient = 9,
1336 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1337 D3DPSREGISTER_DeferredColor_Specular = 11,
1338 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1339 D3DPSREGISTER_DeferredMod_Specular = 13,
1340 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1341 D3DPSREGISTER_EyePosition = 15, // unused
1342 D3DPSREGISTER_FogColor = 16,
1343 D3DPSREGISTER_FogHeightFade = 17,
1344 D3DPSREGISTER_FogPlane = 18,
1345 D3DPSREGISTER_FogPlaneViewDist = 19,
1346 D3DPSREGISTER_FogRangeRecip = 20,
1347 D3DPSREGISTER_LightColor = 21,
1348 D3DPSREGISTER_LightDir = 22, // unused
1349 D3DPSREGISTER_LightPosition = 23,
1350 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1351 D3DPSREGISTER_PixelSize = 25,
1352 D3DPSREGISTER_ReflectColor = 26,
1353 D3DPSREGISTER_ReflectFactor = 27,
1354 D3DPSREGISTER_ReflectOffset = 28,
1355 D3DPSREGISTER_RefractColor = 29,
1356 D3DPSREGISTER_Saturation = 30,
1357 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1358 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1359 D3DPSREGISTER_ScreenToDepth = 33,
1360 D3DPSREGISTER_ShadowMap_Parameters = 34,
1361 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1362 D3DPSREGISTER_SpecularPower = 36,
1363 D3DPSREGISTER_UserVec1 = 37,
1364 D3DPSREGISTER_UserVec2 = 38,
1365 D3DPSREGISTER_UserVec3 = 39,
1366 D3DPSREGISTER_UserVec4 = 40,
1367 D3DPSREGISTER_ViewTintColor = 41,
1368 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1369 D3DPSREGISTER_BloomColorSubtract = 43,
1370 D3DPSREGISTER_ViewToLight = 44, // float4x4
1371 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1372 D3DPSREGISTER_NormalmapScrollBlend = 52,
1377 /// information about each possible shader permutation
1378 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1379 /// currently selected permutation
1380 r_hlsl_permutation_t *r_hlsl_permutation;
1381 /// storage for permutations linked in the hash table
1382 memexpandablearray_t r_hlsl_permutationarray;
1384 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1386 //unsigned int hashdepth = 0;
1387 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1388 r_hlsl_permutation_t *p;
1389 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1391 if (p->mode == mode && p->permutation == permutation)
1393 //if (hashdepth > 10)
1394 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1399 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1401 p->permutation = permutation;
1402 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1403 r_hlsl_permutationhash[mode][hashindex] = p;
1404 //if (hashdepth > 10)
1405 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1409 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1412 if (!filename || !filename[0])
1414 if (!strcmp(filename, "hlsl/default.hlsl"))
1416 if (!hlslshaderstring)
1418 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1419 if (hlslshaderstring)
1420 Con_DPrintf("Loading shaders from file %s...\n", filename);
1422 hlslshaderstring = (char *)builtinhlslshaderstring;
1424 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1425 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1426 return shaderstring;
1428 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1431 if (printfromdisknotice)
1432 Con_DPrintf("from disk %s... ", filename);
1433 return shaderstring;
1435 return shaderstring;
1439 //#include <d3dx9shader.h>
1440 //#include <d3dx9mesh.h>
1442 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1444 DWORD *vsbin = NULL;
1445 DWORD *psbin = NULL;
1446 fs_offset_t vsbinsize;
1447 fs_offset_t psbinsize;
1448 // IDirect3DVertexShader9 *vs = NULL;
1449 // IDirect3DPixelShader9 *ps = NULL;
1450 ID3DXBuffer *vslog = NULL;
1451 ID3DXBuffer *vsbuffer = NULL;
1452 ID3DXConstantTable *vsconstanttable = NULL;
1453 ID3DXBuffer *pslog = NULL;
1454 ID3DXBuffer *psbuffer = NULL;
1455 ID3DXConstantTable *psconstanttable = NULL;
1458 char temp[MAX_INPUTLINE];
1459 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1460 qboolean debugshader = gl_paranoid.integer != 0;
1461 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1462 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1465 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1466 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1468 if ((!vsbin && vertstring) || (!psbin && fragstring))
1470 const char* dllnames_d3dx9 [] =
1494 dllhandle_t d3dx9_dll = NULL;
1495 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1496 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1497 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1498 dllfunction_t d3dx9_dllfuncs[] =
1500 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1501 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1502 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1505 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1507 DWORD shaderflags = 0;
1509 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1510 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1511 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1512 if (vertstring && vertstring[0])
1516 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1517 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1518 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1519 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1522 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1525 vsbinsize = vsbuffer->GetBufferSize();
1526 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1527 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1528 vsbuffer->Release();
1532 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1533 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1537 if (fragstring && fragstring[0])
1541 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1542 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1543 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1544 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1547 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1550 psbinsize = psbuffer->GetBufferSize();
1551 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1552 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1553 psbuffer->Release();
1557 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1558 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1562 Sys_UnloadLibrary(&d3dx9_dll);
1565 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1569 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1570 if (FAILED(vsresult))
1571 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1572 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1573 if (FAILED(psresult))
1574 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1576 // free the shader data
1577 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1578 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1581 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1584 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1585 int vertstring_length = 0;
1586 int geomstring_length = 0;
1587 int fragstring_length = 0;
1589 char *vertexstring, *geometrystring, *fragmentstring;
1590 char *vertstring, *geomstring, *fragstring;
1591 char permutationname[256];
1592 char cachename[256];
1593 int vertstrings_count = 0;
1594 int geomstrings_count = 0;
1595 int fragstrings_count = 0;
1596 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1597 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1598 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1603 p->vertexshader = NULL;
1604 p->pixelshader = NULL;
1606 permutationname[0] = 0;
1608 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1609 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1610 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1612 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1613 strlcat(cachename, "hlsl/", sizeof(cachename));
1615 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1616 vertstrings_count = 0;
1617 geomstrings_count = 0;
1618 fragstrings_count = 0;
1619 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1620 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1621 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1623 // the first pretext is which type of shader to compile as
1624 // (later these will all be bound together as a program object)
1625 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1626 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1627 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1629 // the second pretext is the mode (for example a light source)
1630 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1631 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1632 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1633 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1634 strlcat(cachename, modeinfo->name, sizeof(cachename));
1636 // now add all the permutation pretexts
1637 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1639 if (permutation & (1<<i))
1641 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1642 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1643 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1644 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1645 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1649 // keep line numbers correct
1650 vertstrings_list[vertstrings_count++] = "\n";
1651 geomstrings_list[geomstrings_count++] = "\n";
1652 fragstrings_list[fragstrings_count++] = "\n";
1657 R_CompileShader_AddStaticParms(mode, permutation);
1658 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659 vertstrings_count += shaderstaticparms_count;
1660 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1661 geomstrings_count += shaderstaticparms_count;
1662 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1663 fragstrings_count += shaderstaticparms_count;
1665 // replace spaces in the cachename with _ characters
1666 for (i = 0;cachename[i];i++)
1667 if (cachename[i] == ' ')
1670 // now append the shader text itself
1671 vertstrings_list[vertstrings_count++] = vertexstring;
1672 geomstrings_list[geomstrings_count++] = geometrystring;
1673 fragstrings_list[fragstrings_count++] = fragmentstring;
1675 // if any sources were NULL, clear the respective list
1677 vertstrings_count = 0;
1678 if (!geometrystring)
1679 geomstrings_count = 0;
1680 if (!fragmentstring)
1681 fragstrings_count = 0;
1683 vertstring_length = 0;
1684 for (i = 0;i < vertstrings_count;i++)
1685 vertstring_length += strlen(vertstrings_list[i]);
1686 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1687 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1688 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1690 geomstring_length = 0;
1691 for (i = 0;i < geomstrings_count;i++)
1692 geomstring_length += strlen(geomstrings_list[i]);
1693 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1694 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1695 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1697 fragstring_length = 0;
1698 for (i = 0;i < fragstrings_count;i++)
1699 fragstring_length += strlen(fragstrings_list[i]);
1700 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1701 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1702 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1704 // try to load the cached shader, or generate one
1705 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1707 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1708 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1710 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1714 Mem_Free(vertstring);
1716 Mem_Free(geomstring);
1718 Mem_Free(fragstring);
1720 Mem_Free(vertexstring);
1722 Mem_Free(geometrystring);
1724 Mem_Free(fragmentstring);
1727 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1728 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1729 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);}
1730 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);}
1731 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);}
1732 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);}
1734 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1735 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1736 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);}
1737 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);}
1738 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);}
1739 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);}
1741 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1743 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1744 if (r_hlsl_permutation != perm)
1746 r_hlsl_permutation = perm;
1747 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1749 if (!r_hlsl_permutation->compiled)
1750 R_HLSL_CompilePermutation(perm, mode, permutation);
1751 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1753 // remove features until we find a valid permutation
1755 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1757 // reduce i more quickly whenever it would not remove any bits
1758 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1759 if (!(permutation & j))
1762 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1763 if (!r_hlsl_permutation->compiled)
1764 R_HLSL_CompilePermutation(perm, mode, permutation);
1765 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1768 if (i >= SHADERPERMUTATION_COUNT)
1770 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1771 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1772 return; // no bit left to clear, entire mode is broken
1776 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1777 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1779 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1780 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1781 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1785 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1787 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1788 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1789 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1790 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1793 void R_GLSL_Restart_f(void)
1795 unsigned int i, limit;
1796 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1797 Mem_Free(glslshaderstring);
1798 glslshaderstring = NULL;
1799 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1800 Mem_Free(hlslshaderstring);
1801 hlslshaderstring = NULL;
1802 switch(vid.renderpath)
1804 case RENDERPATH_D3D9:
1807 r_hlsl_permutation_t *p;
1808 r_hlsl_permutation = NULL;
1809 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1810 for (i = 0;i < limit;i++)
1812 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1814 if (p->vertexshader)
1815 IDirect3DVertexShader9_Release(p->vertexshader);
1817 IDirect3DPixelShader9_Release(p->pixelshader);
1818 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1821 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1825 case RENDERPATH_D3D10:
1826 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1828 case RENDERPATH_D3D11:
1829 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1831 case RENDERPATH_GL20:
1832 case RENDERPATH_GLES2:
1834 r_glsl_permutation_t *p;
1835 r_glsl_permutation = NULL;
1836 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1837 for (i = 0;i < limit;i++)
1839 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1841 GL_Backend_FreeProgram(p->program);
1842 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1845 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1848 case RENDERPATH_GL11:
1849 case RENDERPATH_GL13:
1850 case RENDERPATH_GLES1:
1852 case RENDERPATH_SOFT:
1857 void R_GLSL_DumpShader_f(void)
1862 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1865 FS_Print(file, "/* The engine may define the following macros:\n");
1866 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1867 for (i = 0;i < SHADERMODE_COUNT;i++)
1868 FS_Print(file, glslshadermodeinfo[i].pretext);
1869 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1870 FS_Print(file, shaderpermutationinfo[i].pretext);
1871 FS_Print(file, "*/\n");
1872 FS_Print(file, builtinshaderstring);
1874 Con_Printf("glsl/default.glsl written\n");
1877 Con_Printf("failed to write to glsl/default.glsl\n");
1879 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1882 FS_Print(file, "/* The engine may define the following macros:\n");
1883 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1884 for (i = 0;i < SHADERMODE_COUNT;i++)
1885 FS_Print(file, hlslshadermodeinfo[i].pretext);
1886 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1887 FS_Print(file, shaderpermutationinfo[i].pretext);
1888 FS_Print(file, "*/\n");
1889 FS_Print(file, builtinhlslshaderstring);
1891 Con_Printf("hlsl/default.hlsl written\n");
1894 Con_Printf("failed to write to hlsl/default.hlsl\n");
1897 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy)
1899 unsigned int permutation = 0;
1900 if (r_trippy.integer && !notrippy)
1901 permutation |= SHADERPERMUTATION_TRIPPY;
1902 permutation |= SHADERPERMUTATION_VIEWTINT;
1904 permutation |= SHADERPERMUTATION_DIFFUSE;
1906 permutation |= SHADERPERMUTATION_SPECULAR;
1907 if (texturemode == GL_MODULATE)
1908 permutation |= SHADERPERMUTATION_COLORMAPPING;
1909 else if (texturemode == GL_ADD)
1910 permutation |= SHADERPERMUTATION_GLOW;
1911 else if (texturemode == GL_DECAL)
1912 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1914 texturemode = GL_MODULATE;
1915 if (vid.allowalphatocoverage)
1916 GL_AlphaToCoverage(false);
1917 switch (vid.renderpath)
1919 case RENDERPATH_D3D9:
1921 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922 R_Mesh_TexBind(GL20TU_FIRST , first );
1923 R_Mesh_TexBind(GL20TU_SECOND, second);
1926 case RENDERPATH_D3D10:
1927 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1929 case RENDERPATH_D3D11:
1930 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932 case RENDERPATH_GL20:
1933 case RENDERPATH_GLES2:
1934 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1935 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1938 case RENDERPATH_GL13:
1939 case RENDERPATH_GLES1:
1940 R_Mesh_TexBind(0, first );
1941 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1942 R_Mesh_TexBind(1, second);
1944 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1946 case RENDERPATH_GL11:
1947 R_Mesh_TexBind(0, first );
1949 case RENDERPATH_SOFT:
1950 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1951 R_Mesh_TexBind(GL20TU_FIRST , first );
1952 R_Mesh_TexBind(GL20TU_SECOND, second);
1957 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1959 unsigned int permutation = 0;
1960 if (r_trippy.integer && !notrippy)
1961 permutation |= SHADERPERMUTATION_TRIPPY;
1962 if (vid.allowalphatocoverage)
1963 GL_AlphaToCoverage(false);
1964 switch (vid.renderpath)
1966 case RENDERPATH_D3D9:
1968 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1971 case RENDERPATH_D3D10:
1972 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1974 case RENDERPATH_D3D11:
1975 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1977 case RENDERPATH_GL20:
1978 case RENDERPATH_GLES2:
1979 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1981 case RENDERPATH_GL13:
1982 case RENDERPATH_GLES1:
1983 R_Mesh_TexBind(0, 0);
1984 R_Mesh_TexBind(1, 0);
1986 case RENDERPATH_GL11:
1987 R_Mesh_TexBind(0, 0);
1989 case RENDERPATH_SOFT:
1990 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1995 void R_SetupShader_ShowDepth(qboolean notrippy)
1997 int permutation = 0;
1998 if (r_trippy.integer && !notrippy)
1999 permutation |= SHADERPERMUTATION_TRIPPY;
2000 if (r_trippy.integer)
2001 permutation |= SHADERPERMUTATION_TRIPPY;
2002 if (vid.allowalphatocoverage)
2003 GL_AlphaToCoverage(false);
2004 switch (vid.renderpath)
2006 case RENDERPATH_D3D9:
2008 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2011 case RENDERPATH_D3D10:
2012 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2014 case RENDERPATH_D3D11:
2015 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2017 case RENDERPATH_GL20:
2018 case RENDERPATH_GLES2:
2019 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2021 case RENDERPATH_GL13:
2022 case RENDERPATH_GLES1:
2024 case RENDERPATH_GL11:
2026 case RENDERPATH_SOFT:
2027 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2032 extern qboolean r_shadow_usingdeferredprepass;
2033 extern cvar_t r_shadow_deferred_8bitrange;
2034 extern rtexture_t *r_shadow_attenuationgradienttexture;
2035 extern rtexture_t *r_shadow_attenuation2dtexture;
2036 extern rtexture_t *r_shadow_attenuation3dtexture;
2037 extern qboolean r_shadow_usingshadowmap2d;
2038 extern qboolean r_shadow_usingshadowmaportho;
2039 extern float r_shadow_shadowmap_texturescale[2];
2040 extern float r_shadow_shadowmap_parameters[4];
2041 extern qboolean r_shadow_shadowmapvsdct;
2042 extern qboolean r_shadow_shadowmapsampler;
2043 extern int r_shadow_shadowmappcf;
2044 extern rtexture_t *r_shadow_shadowmap2dtexture;
2045 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2046 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2047 extern matrix4x4_t r_shadow_shadowmapmatrix;
2048 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2049 extern int r_shadow_prepass_width;
2050 extern int r_shadow_prepass_height;
2051 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2052 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2053 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2054 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2055 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2057 #define BLENDFUNC_ALLOWS_COLORMOD 1
2058 #define BLENDFUNC_ALLOWS_FOG 2
2059 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2060 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2061 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2062 static int R_BlendFuncFlags(int src, int dst)
2066 // a blendfunc allows colormod if:
2067 // a) it can never keep the destination pixel invariant, or
2068 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2069 // this is to prevent unintended side effects from colormod
2071 // a blendfunc allows fog if:
2072 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2073 // this is to prevent unintended side effects from fog
2075 // these checks are the output of fogeval.pl
2077 r |= BLENDFUNC_ALLOWS_COLORMOD;
2078 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2079 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2080 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2081 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2082 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2083 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2084 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2087 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2088 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2090 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2091 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2094 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2095 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2096 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 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)
2105 // select a permutation of the lighting shader appropriate to this
2106 // combination of texture, entity, light source, and fogging, only use the
2107 // minimum features necessary to avoid wasting rendering time in the
2108 // fragment shader on features that are not being used
2109 unsigned int permutation = 0;
2110 unsigned int mode = 0;
2112 static float dummy_colormod[3] = {1, 1, 1};
2113 float *colormod = rsurface.colormod;
2115 matrix4x4_t tempmatrix;
2116 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2117 if (r_trippy.integer && !notrippy)
2118 permutation |= SHADERPERMUTATION_TRIPPY;
2119 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2120 permutation |= SHADERPERMUTATION_ALPHAKILL;
2121 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2122 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2123 if (rsurfacepass == RSURFPASS_BACKGROUND)
2125 // distorted background
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2128 mode = SHADERMODE_WATER;
2129 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2131 // this is the right thing to do for wateralpha
2132 GL_BlendFunc(GL_ONE, GL_ZERO);
2133 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2137 // this is the right thing to do for entity alpha
2138 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2139 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2142 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2144 mode = SHADERMODE_REFRACTION;
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2150 mode = SHADERMODE_GENERIC;
2151 permutation |= SHADERPERMUTATION_DIFFUSE;
2152 GL_BlendFunc(GL_ONE, GL_ZERO);
2153 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2155 if (vid.allowalphatocoverage)
2156 GL_AlphaToCoverage(false);
2158 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2160 if (r_glsl_offsetmapping.integer)
2162 switch(rsurface.texture->offsetmapping)
2164 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2165 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2166 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2167 case OFFSETMAPPING_OFF: break;
2170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172 // normalmap (deferred prepass), may use alpha test on diffuse
2173 mode = SHADERMODE_DEFERREDGEOMETRY;
2174 GL_BlendFunc(GL_ONE, GL_ZERO);
2175 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2176 if (vid.allowalphatocoverage)
2177 GL_AlphaToCoverage(false);
2179 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2181 if (r_glsl_offsetmapping.integer)
2183 switch(rsurface.texture->offsetmapping)
2185 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2186 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2187 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2188 case OFFSETMAPPING_OFF: break;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2194 mode = SHADERMODE_LIGHTSOURCE;
2195 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2196 permutation |= SHADERPERMUTATION_CUBEFILTER;
2197 if (diffusescale > 0)
2198 permutation |= SHADERPERMUTATION_DIFFUSE;
2199 if (specularscale > 0)
2200 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2201 if (r_refdef.fogenabled)
2202 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2203 if (rsurface.texture->colormapping)
2204 permutation |= SHADERPERMUTATION_COLORMAPPING;
2205 if (r_shadow_usingshadowmap2d)
2207 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2208 if(r_shadow_shadowmapvsdct)
2209 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2211 if (r_shadow_shadowmapsampler)
2212 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2213 if (r_shadow_shadowmappcf > 1)
2214 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2215 else if (r_shadow_shadowmappcf)
2216 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2218 if (rsurface.texture->reflectmasktexture)
2219 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2220 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2221 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2222 if (vid.allowalphatocoverage)
2223 GL_AlphaToCoverage(false);
2225 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2227 if (r_glsl_offsetmapping.integer)
2229 switch(rsurface.texture->offsetmapping)
2231 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2232 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2233 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2234 case OFFSETMAPPING_OFF: break;
2237 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2238 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2239 // unshaded geometry (fullbright or ambient model lighting)
2240 mode = SHADERMODE_FLATCOLOR;
2241 ambientscale = diffusescale = specularscale = 0;
2242 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2243 permutation |= SHADERPERMUTATION_GLOW;
2244 if (r_refdef.fogenabled)
2245 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2246 if (rsurface.texture->colormapping)
2247 permutation |= SHADERPERMUTATION_COLORMAPPING;
2248 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2250 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2251 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2253 if (r_shadow_shadowmapsampler)
2254 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2255 if (r_shadow_shadowmappcf > 1)
2256 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2257 else if (r_shadow_shadowmappcf)
2258 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2260 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261 permutation |= SHADERPERMUTATION_REFLECTION;
2262 if (rsurface.texture->reflectmasktexture)
2263 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2264 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2265 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2266 // when using alphatocoverage, we don't need alphakill
2267 if (vid.allowalphatocoverage)
2269 if (r_transparent_alphatocoverage.integer)
2271 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2272 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2275 GL_AlphaToCoverage(false);
2278 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2280 if (r_glsl_offsetmapping.integer)
2282 switch(rsurface.texture->offsetmapping)
2284 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2285 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2286 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2287 case OFFSETMAPPING_OFF: break;
2290 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2291 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2292 // directional model lighting
2293 mode = SHADERMODE_LIGHTDIRECTION;
2294 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2295 permutation |= SHADERPERMUTATION_GLOW;
2296 permutation |= SHADERPERMUTATION_DIFFUSE;
2297 if (specularscale > 0)
2298 permutation |= SHADERPERMUTATION_SPECULAR;
2299 if (r_refdef.fogenabled)
2300 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2301 if (rsurface.texture->colormapping)
2302 permutation |= SHADERPERMUTATION_COLORMAPPING;
2303 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2305 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2306 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2308 if (r_shadow_shadowmapsampler)
2309 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2310 if (r_shadow_shadowmappcf > 1)
2311 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2312 else if (r_shadow_shadowmappcf)
2313 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2316 permutation |= SHADERPERMUTATION_REFLECTION;
2317 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2318 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2319 if (rsurface.texture->reflectmasktexture)
2320 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2321 if (r_shadow_bouncegridtexture)
2323 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2324 if (r_shadow_bouncegriddirectional)
2325 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2327 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2328 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2329 // when using alphatocoverage, we don't need alphakill
2330 if (vid.allowalphatocoverage)
2332 if (r_transparent_alphatocoverage.integer)
2334 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2335 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2338 GL_AlphaToCoverage(false);
2341 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2343 if (r_glsl_offsetmapping.integer)
2345 switch(rsurface.texture->offsetmapping)
2347 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2348 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2349 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2350 case OFFSETMAPPING_OFF: break;
2353 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2354 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2355 // ambient model lighting
2356 mode = SHADERMODE_LIGHTDIRECTION;
2357 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2358 permutation |= SHADERPERMUTATION_GLOW;
2359 if (r_refdef.fogenabled)
2360 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2361 if (rsurface.texture->colormapping)
2362 permutation |= SHADERPERMUTATION_COLORMAPPING;
2363 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2365 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2366 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2368 if (r_shadow_shadowmapsampler)
2369 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2370 if (r_shadow_shadowmappcf > 1)
2371 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2372 else if (r_shadow_shadowmappcf)
2373 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2375 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2376 permutation |= SHADERPERMUTATION_REFLECTION;
2377 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2378 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2379 if (rsurface.texture->reflectmasktexture)
2380 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2381 if (r_shadow_bouncegridtexture)
2383 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2384 if (r_shadow_bouncegriddirectional)
2385 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2387 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2388 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2389 // when using alphatocoverage, we don't need alphakill
2390 if (vid.allowalphatocoverage)
2392 if (r_transparent_alphatocoverage.integer)
2394 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2395 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2398 GL_AlphaToCoverage(false);
2403 if (r_glsl_offsetmapping.integer)
2405 switch(rsurface.texture->offsetmapping)
2407 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2408 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2409 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2410 case OFFSETMAPPING_OFF: break;
2413 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2414 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2416 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2417 permutation |= SHADERPERMUTATION_GLOW;
2418 if (r_refdef.fogenabled)
2419 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2420 if (rsurface.texture->colormapping)
2421 permutation |= SHADERPERMUTATION_COLORMAPPING;
2422 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2424 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2425 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2427 if (r_shadow_shadowmapsampler)
2428 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2429 if (r_shadow_shadowmappcf > 1)
2430 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2431 else if (r_shadow_shadowmappcf)
2432 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2435 permutation |= SHADERPERMUTATION_REFLECTION;
2436 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2437 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2438 if (rsurface.texture->reflectmasktexture)
2439 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2440 if (FAKELIGHT_ENABLED)
2442 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2443 mode = SHADERMODE_FAKELIGHT;
2444 permutation |= SHADERPERMUTATION_DIFFUSE;
2445 if (specularscale > 0)
2446 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2448 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2450 // deluxemapping (light direction texture)
2451 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2452 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2454 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2455 permutation |= SHADERPERMUTATION_DIFFUSE;
2456 if (specularscale > 0)
2457 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2459 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
2461 // fake deluxemapping (uniform light direction in tangentspace)
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2463 permutation |= SHADERPERMUTATION_DIFFUSE;
2464 if (specularscale > 0)
2465 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2467 else if (rsurface.uselightmaptexture)
2469 // ordinary lightmapping (q1bsp, q3bsp)
2470 mode = SHADERMODE_LIGHTMAP;
2474 // ordinary vertex coloring (q3bsp)
2475 mode = SHADERMODE_VERTEXCOLOR;
2477 if (r_shadow_bouncegridtexture)
2479 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2480 if (r_shadow_bouncegriddirectional)
2481 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2483 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2484 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2485 // when using alphatocoverage, we don't need alphakill
2486 if (vid.allowalphatocoverage)
2488 if (r_transparent_alphatocoverage.integer)
2490 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2491 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2494 GL_AlphaToCoverage(false);
2497 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2498 colormod = dummy_colormod;
2499 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2500 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2501 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2502 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2503 switch(vid.renderpath)
2505 case RENDERPATH_D3D9:
2507 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2508 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2509 R_SetupShader_SetPermutationHLSL(mode, permutation);
2510 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2511 if (mode == SHADERMODE_LIGHTSOURCE)
2513 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2514 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2518 if (mode == SHADERMODE_LIGHTDIRECTION)
2520 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2523 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2524 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2525 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2526 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2527 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2529 if (mode == SHADERMODE_LIGHTSOURCE)
2531 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2533 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2537 // additive passes are only darkened by fog, not tinted
2538 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2539 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2543 if (mode == SHADERMODE_FLATCOLOR)
2545 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2547 else if (mode == SHADERMODE_LIGHTDIRECTION)
2549 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]);
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2551 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);
2552 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);
2553 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2554 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2555 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2561 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);
2562 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);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2565 // additive passes are only darkened by fog, not tinted
2566 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2567 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2570 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);
2571 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2572 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2573 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2574 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2575 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2576 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2577 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2578 if (mode == SHADERMODE_WATER)
2579 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2581 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2583 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2584 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));
2585 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2586 if (rsurface.texture->pantstexture)
2587 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2590 if (rsurface.texture->shirttexture)
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2594 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2595 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2596 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2597 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2598 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2599 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2600 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2601 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2602 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2604 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2605 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2607 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2608 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2609 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2610 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2611 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2612 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2613 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2614 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2615 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2616 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2617 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2618 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2619 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2620 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2621 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2622 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2623 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2624 if (rsurfacepass == RSURFPASS_BACKGROUND)
2626 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2627 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2628 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2632 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2634 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2635 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2636 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2637 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2638 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2640 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2641 if (rsurface.rtlight)
2643 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2644 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2649 case RENDERPATH_D3D10:
2650 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2652 case RENDERPATH_D3D11:
2653 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2655 case RENDERPATH_GL20:
2656 case RENDERPATH_GLES2:
2657 if (!vid.useinterleavedarrays)
2659 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);
2660 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2661 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2662 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2663 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2664 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2665 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2666 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2670 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);
2671 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2673 R_SetupShader_SetPermutationGLSL(mode, permutation);
2674 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2675 if (mode == SHADERMODE_LIGHTSOURCE)
2677 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2678 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2679 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2680 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2681 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2682 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);
2684 // additive passes are only darkened by fog, not tinted
2685 if (r_glsl_permutation->loc_FogColor >= 0)
2686 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2687 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2691 if (mode == SHADERMODE_FLATCOLOR)
2693 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2695 else if (mode == SHADERMODE_LIGHTDIRECTION)
2697 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]);
2698 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]);
2699 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);
2700 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);
2701 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);
2702 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]);
2703 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]);
2707 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]);
2708 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]);
2709 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);
2710 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);
2711 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);
2713 // additive passes are only darkened by fog, not tinted
2714 if (r_glsl_permutation->loc_FogColor >= 0)
2716 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2717 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2721 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);
2722 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]);
2723 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]);
2724 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]);
2725 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]);
2726 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2727 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2728 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2729 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]);
2731 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2732 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2733 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2734 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]);
2735 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]);
2737 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2738 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));
2739 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2740 if (r_glsl_permutation->loc_Color_Pants >= 0)
2742 if (rsurface.texture->pantstexture)
2743 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2745 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2747 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2749 if (rsurface.texture->shirttexture)
2750 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2752 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2754 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]);
2755 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2756 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2757 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2758 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2759 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2760 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2761 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2762 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2764 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]);
2765 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2766 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);}
2767 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2769 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2770 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2771 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2772 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2773 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2774 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2775 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2776 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2777 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2778 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2779 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2780 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2781 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2782 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2783 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);
2784 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2785 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2786 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2787 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2788 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2789 if (rsurfacepass == RSURFPASS_BACKGROUND)
2791 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);
2792 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);
2793 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);
2797 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);
2799 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2800 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2801 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2802 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2803 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2805 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2806 if (rsurface.rtlight)
2808 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2809 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2812 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2815 case RENDERPATH_GL11:
2816 case RENDERPATH_GL13:
2817 case RENDERPATH_GLES1:
2819 case RENDERPATH_SOFT:
2820 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);
2821 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2822 R_SetupShader_SetPermutationSoft(mode, permutation);
2823 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2824 if (mode == SHADERMODE_LIGHTSOURCE)
2826 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2827 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2828 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2829 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2830 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2831 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2833 // additive passes are only darkened by fog, not tinted
2834 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2835 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2839 if (mode == SHADERMODE_FLATCOLOR)
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2843 else if (mode == SHADERMODE_LIGHTDIRECTION)
2845 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]);
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2847 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);
2848 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);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2850 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]);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2857 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);
2858 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);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2861 // additive passes are only darkened by fog, not tinted
2862 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2866 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);
2867 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2868 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2869 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]);
2870 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]);
2871 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2872 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2873 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2874 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2876 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2877 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2878 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2879 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2880 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]);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2883 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));
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2885 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2887 if (rsurface.texture->pantstexture)
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2892 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2894 if (rsurface.texture->shirttexture)
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2900 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2901 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2904 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2905 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2906 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2907 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2909 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2910 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2912 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2913 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2914 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2915 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2916 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2917 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2918 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2919 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2920 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2921 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2922 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2923 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2924 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2925 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2926 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2927 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2928 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2929 if (rsurfacepass == RSURFPASS_BACKGROUND)
2931 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2932 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2933 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2937 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2939 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2940 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2941 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2942 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2943 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2945 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2946 if (rsurface.rtlight)
2948 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2949 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2956 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2958 // select a permutation of the lighting shader appropriate to this
2959 // combination of texture, entity, light source, and fogging, only use the
2960 // minimum features necessary to avoid wasting rendering time in the
2961 // fragment shader on features that are not being used
2962 unsigned int permutation = 0;
2963 unsigned int mode = 0;
2964 const float *lightcolorbase = rtlight->currentcolor;
2965 float ambientscale = rtlight->ambientscale;
2966 float diffusescale = rtlight->diffusescale;
2967 float specularscale = rtlight->specularscale;
2968 // this is the location of the light in view space
2969 vec3_t viewlightorigin;
2970 // this transforms from view space (camera) to light space (cubemap)
2971 matrix4x4_t viewtolight;
2972 matrix4x4_t lighttoview;
2973 float viewtolight16f[16];
2974 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2976 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2977 if (rtlight->currentcubemap != r_texture_whitecube)
2978 permutation |= SHADERPERMUTATION_CUBEFILTER;
2979 if (diffusescale > 0)
2980 permutation |= SHADERPERMUTATION_DIFFUSE;
2981 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2982 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2983 if (r_shadow_usingshadowmap2d)
2985 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2986 if (r_shadow_shadowmapvsdct)
2987 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2989 if (r_shadow_shadowmapsampler)
2990 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2991 if (r_shadow_shadowmappcf > 1)
2992 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2993 else if (r_shadow_shadowmappcf)
2994 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2996 if (vid.allowalphatocoverage)
2997 GL_AlphaToCoverage(false);
2998 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2999 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3000 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3001 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3002 switch(vid.renderpath)
3004 case RENDERPATH_D3D9:
3006 R_SetupShader_SetPermutationHLSL(mode, permutation);
3007 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3008 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3009 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3010 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3011 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3012 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3013 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3014 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
3015 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3016 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3018 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3019 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3020 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3021 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3022 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3023 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3026 case RENDERPATH_D3D10:
3027 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3029 case RENDERPATH_D3D11:
3030 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3032 case RENDERPATH_GL20:
3033 case RENDERPATH_GLES2:
3034 R_SetupShader_SetPermutationGLSL(mode, permutation);
3035 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3036 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3037 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);
3038 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);
3039 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);
3040 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]);
3041 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]);
3042 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));
3043 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]);
3044 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3046 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3047 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3048 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3049 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3050 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3051 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3053 case RENDERPATH_GL11:
3054 case RENDERPATH_GL13:
3055 case RENDERPATH_GLES1:
3057 case RENDERPATH_SOFT:
3058 R_SetupShader_SetPermutationGLSL(mode, permutation);
3059 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3060 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3061 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3062 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3063 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3064 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3065 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]);
3066 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));
3067 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3068 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3070 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3071 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3072 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3073 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3074 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3075 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3080 #define SKINFRAME_HASH 1024
3084 int loadsequence; // incremented each level change
3085 memexpandablearray_t array;
3086 skinframe_t *hash[SKINFRAME_HASH];
3089 r_skinframe_t r_skinframe;
3091 void R_SkinFrame_PrepareForPurge(void)
3093 r_skinframe.loadsequence++;
3094 // wrap it without hitting zero
3095 if (r_skinframe.loadsequence >= 200)
3096 r_skinframe.loadsequence = 1;
3099 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3103 // mark the skinframe as used for the purging code
3104 skinframe->loadsequence = r_skinframe.loadsequence;
3107 void R_SkinFrame_Purge(void)
3111 for (i = 0;i < SKINFRAME_HASH;i++)
3113 for (s = r_skinframe.hash[i];s;s = s->next)
3115 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3117 if (s->merged == s->base)
3119 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3120 R_PurgeTexture(s->stain );s->stain = NULL;
3121 R_PurgeTexture(s->merged);s->merged = NULL;
3122 R_PurgeTexture(s->base );s->base = NULL;
3123 R_PurgeTexture(s->pants );s->pants = NULL;
3124 R_PurgeTexture(s->shirt );s->shirt = NULL;
3125 R_PurgeTexture(s->nmap );s->nmap = NULL;
3126 R_PurgeTexture(s->gloss );s->gloss = NULL;
3127 R_PurgeTexture(s->glow );s->glow = NULL;
3128 R_PurgeTexture(s->fog );s->fog = NULL;
3129 R_PurgeTexture(s->reflect);s->reflect = NULL;
3130 s->loadsequence = 0;
3136 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3138 char basename[MAX_QPATH];
3140 Image_StripImageExtension(name, basename, sizeof(basename));
3142 if( last == NULL ) {
3144 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3145 item = r_skinframe.hash[hashindex];
3150 // linearly search through the hash bucket
3151 for( ; item ; item = item->next ) {
3152 if( !strcmp( item->basename, basename ) ) {
3159 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3163 char basename[MAX_QPATH];
3165 Image_StripImageExtension(name, basename, sizeof(basename));
3167 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3168 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3169 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3173 rtexture_t *dyntexture;
3174 // check whether its a dynamic texture
3175 dyntexture = CL_GetDynTexture( basename );
3176 if (!add && !dyntexture)
3178 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3179 memset(item, 0, sizeof(*item));
3180 strlcpy(item->basename, basename, sizeof(item->basename));
3181 item->base = dyntexture; // either NULL or dyntexture handle
3182 item->textureflags = textureflags;
3183 item->comparewidth = comparewidth;
3184 item->compareheight = compareheight;
3185 item->comparecrc = comparecrc;
3186 item->next = r_skinframe.hash[hashindex];
3187 r_skinframe.hash[hashindex] = item;
3189 else if( item->base == NULL )
3191 rtexture_t *dyntexture;
3192 // check whether its a dynamic texture
3193 // 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]
3194 dyntexture = CL_GetDynTexture( basename );
3195 item->base = dyntexture; // either NULL or dyntexture handle
3198 R_SkinFrame_MarkUsed(item);
3202 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3204 unsigned long long avgcolor[5], wsum; \
3212 for(pix = 0; pix < cnt; ++pix) \
3215 for(comp = 0; comp < 3; ++comp) \
3217 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3220 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3222 for(comp = 0; comp < 3; ++comp) \
3223 avgcolor[comp] += getpixel * w; \
3226 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3227 avgcolor[4] += getpixel; \
3229 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3231 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3232 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3233 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3234 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3237 extern cvar_t gl_picmip;
3238 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3241 unsigned char *pixels;
3242 unsigned char *bumppixels;
3243 unsigned char *basepixels = NULL;
3244 int basepixels_width = 0;
3245 int basepixels_height = 0;
3246 skinframe_t *skinframe;
3247 rtexture_t *ddsbase = NULL;
3248 qboolean ddshasalpha = false;
3249 float ddsavgcolor[4];
3250 char basename[MAX_QPATH];
3251 int miplevel = R_PicmipForFlags(textureflags);
3252 int savemiplevel = miplevel;
3255 if (cls.state == ca_dedicated)
3258 // return an existing skinframe if already loaded
3259 // if loading of the first image fails, don't make a new skinframe as it
3260 // would cause all future lookups of this to be missing
3261 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3262 if (skinframe && skinframe->base)
3265 Image_StripImageExtension(name, basename, sizeof(basename));
3267 // check for DDS texture file first
3268 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3270 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3271 if (basepixels == NULL)
3275 // FIXME handle miplevel
3277 if (developer_loading.integer)
3278 Con_Printf("loading skin \"%s\"\n", name);
3280 // we've got some pixels to store, so really allocate this new texture now
3282 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3283 skinframe->stain = NULL;
3284 skinframe->merged = NULL;
3285 skinframe->base = NULL;
3286 skinframe->pants = NULL;
3287 skinframe->shirt = NULL;
3288 skinframe->nmap = NULL;
3289 skinframe->gloss = NULL;
3290 skinframe->glow = NULL;
3291 skinframe->fog = NULL;
3292 skinframe->reflect = NULL;
3293 skinframe->hasalpha = false;
3297 skinframe->base = ddsbase;
3298 skinframe->hasalpha = ddshasalpha;
3299 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3300 if (r_loadfog && skinframe->hasalpha)
3301 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3302 //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]);
3306 basepixels_width = image_width;
3307 basepixels_height = image_height;
3308 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);
3309 if (textureflags & TEXF_ALPHA)
3311 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3313 if (basepixels[j] < 255)
3315 skinframe->hasalpha = true;
3319 if (r_loadfog && skinframe->hasalpha)
3321 // has transparent pixels
3322 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3323 for (j = 0;j < image_width * image_height * 4;j += 4)
3328 pixels[j+3] = basepixels[j+3];
3330 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);
3334 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3335 //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]);
3336 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3337 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3338 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3339 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3344 mymiplevel = savemiplevel;
3345 if (r_loadnormalmap)
3346 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);
3347 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3349 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3350 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3351 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3352 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3355 // _norm is the name used by tenebrae and has been adopted as standard
3356 if (r_loadnormalmap && skinframe->nmap == NULL)
3358 mymiplevel = savemiplevel;
3359 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3361 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);
3365 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3367 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3368 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3369 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);
3371 Mem_Free(bumppixels);
3373 else if (r_shadow_bumpscale_basetexture.value > 0)
3375 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3376 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3377 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);
3380 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3381 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3384 // _luma is supported only for tenebrae compatibility
3385 // _glow is the preferred name
3386 mymiplevel = savemiplevel;
3387 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))))
3389 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);
3390 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3391 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3392 Mem_Free(pixels);pixels = NULL;
3395 mymiplevel = savemiplevel;
3396 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3398 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3399 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3400 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3405 mymiplevel = savemiplevel;
3406 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3408 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);
3409 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3410 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3415 mymiplevel = savemiplevel;
3416 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3418 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);
3419 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3420 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3425 mymiplevel = savemiplevel;
3426 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3428 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);
3429 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3430 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3436 Mem_Free(basepixels);
3441 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3442 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3445 unsigned char *temp1, *temp2;
3446 skinframe_t *skinframe;
3448 if (cls.state == ca_dedicated)
3451 // if already loaded just return it, otherwise make a new skinframe
3452 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3453 if (skinframe && skinframe->base)
3456 skinframe->stain = NULL;
3457 skinframe->merged = NULL;
3458 skinframe->base = NULL;
3459 skinframe->pants = NULL;
3460 skinframe->shirt = NULL;
3461 skinframe->nmap = NULL;
3462 skinframe->gloss = NULL;
3463 skinframe->glow = NULL;
3464 skinframe->fog = NULL;
3465 skinframe->reflect = NULL;
3466 skinframe->hasalpha = false;
3468 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3472 if (developer_loading.integer)
3473 Con_Printf("loading 32bit skin \"%s\"\n", name);
3475 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3477 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3478 temp2 = temp1 + width * height * 4;
3479 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3480 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);
3483 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3484 if (textureflags & TEXF_ALPHA)
3486 for (i = 3;i < width * height * 4;i += 4)
3488 if (skindata[i] < 255)
3490 skinframe->hasalpha = true;
3494 if (r_loadfog && skinframe->hasalpha)
3496 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3497 memcpy(fogpixels, skindata, width * height * 4);
3498 for (i = 0;i < width * height * 4;i += 4)
3499 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3500 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3501 Mem_Free(fogpixels);
3505 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3506 //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]);
3511 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3515 skinframe_t *skinframe;
3517 if (cls.state == ca_dedicated)
3520 // if already loaded just return it, otherwise make a new skinframe
3521 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3522 if (skinframe && skinframe->base)
3525 skinframe->stain = NULL;
3526 skinframe->merged = NULL;
3527 skinframe->base = NULL;
3528 skinframe->pants = NULL;
3529 skinframe->shirt = NULL;
3530 skinframe->nmap = NULL;
3531 skinframe->gloss = NULL;
3532 skinframe->glow = NULL;
3533 skinframe->fog = NULL;
3534 skinframe->reflect = NULL;
3535 skinframe->hasalpha = false;
3537 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3541 if (developer_loading.integer)
3542 Con_Printf("loading quake skin \"%s\"\n", name);
3544 // 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)
3545 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3546 memcpy(skinframe->qpixels, skindata, width*height);
3547 skinframe->qwidth = width;
3548 skinframe->qheight = height;
3551 for (i = 0;i < width * height;i++)
3552 featuresmask |= palette_featureflags[skindata[i]];
3554 skinframe->hasalpha = false;
3555 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3556 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3557 skinframe->qgeneratemerged = true;
3558 skinframe->qgeneratebase = skinframe->qhascolormapping;
3559 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3561 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3562 //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]);
3567 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3571 unsigned char *skindata;
3573 if (!skinframe->qpixels)
3576 if (!skinframe->qhascolormapping)
3577 colormapped = false;
3581 if (!skinframe->qgeneratebase)
3586 if (!skinframe->qgeneratemerged)
3590 width = skinframe->qwidth;
3591 height = skinframe->qheight;
3592 skindata = skinframe->qpixels;
3594 if (skinframe->qgeneratenmap)
3596 unsigned char *temp1, *temp2;
3597 skinframe->qgeneratenmap = false;
3598 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3599 temp2 = temp1 + width * height * 4;
3600 // use either a custom palette or the quake palette
3601 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3602 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3603 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);
3607 if (skinframe->qgenerateglow)
3609 skinframe->qgenerateglow = false;
3610 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
3615 skinframe->qgeneratebase = false;
3616 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);
3617 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);
3618 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);
3622 skinframe->qgeneratemerged = false;
3623 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);
3626 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3628 Mem_Free(skinframe->qpixels);
3629 skinframe->qpixels = NULL;
3633 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)
3636 skinframe_t *skinframe;
3638 if (cls.state == ca_dedicated)
3641 // if already loaded just return it, otherwise make a new skinframe
3642 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3643 if (skinframe && skinframe->base)
3646 skinframe->stain = NULL;
3647 skinframe->merged = NULL;
3648 skinframe->base = NULL;
3649 skinframe->pants = NULL;
3650 skinframe->shirt = NULL;
3651 skinframe->nmap = NULL;
3652 skinframe->gloss = NULL;
3653 skinframe->glow = NULL;
3654 skinframe->fog = NULL;
3655 skinframe->reflect = NULL;
3656 skinframe->hasalpha = false;
3658 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3662 if (developer_loading.integer)
3663 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3665 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3666 if (textureflags & TEXF_ALPHA)
3668 for (i = 0;i < width * height;i++)
3670 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3672 skinframe->hasalpha = true;
3676 if (r_loadfog && skinframe->hasalpha)
3677 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3680 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3681 //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]);
3686 skinframe_t *R_SkinFrame_LoadMissing(void)
3688 skinframe_t *skinframe;
3690 if (cls.state == ca_dedicated)
3693 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3694 skinframe->stain = NULL;
3695 skinframe->merged = NULL;
3696 skinframe->base = NULL;
3697 skinframe->pants = NULL;
3698 skinframe->shirt = NULL;
3699 skinframe->nmap = NULL;
3700 skinframe->gloss = NULL;
3701 skinframe->glow = NULL;
3702 skinframe->fog = NULL;
3703 skinframe->reflect = NULL;
3704 skinframe->hasalpha = false;
3706 skinframe->avgcolor[0] = rand() / RAND_MAX;
3707 skinframe->avgcolor[1] = rand() / RAND_MAX;
3708 skinframe->avgcolor[2] = rand() / RAND_MAX;
3709 skinframe->avgcolor[3] = 1;
3714 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3715 typedef struct suffixinfo_s
3718 qboolean flipx, flipy, flipdiagonal;
3721 static suffixinfo_t suffix[3][6] =
3724 {"px", false, false, false},
3725 {"nx", false, false, false},
3726 {"py", false, false, false},
3727 {"ny", false, false, false},
3728 {"pz", false, false, false},
3729 {"nz", false, false, false}
3732 {"posx", false, false, false},
3733 {"negx", false, false, false},
3734 {"posy", false, false, false},
3735 {"negy", false, false, false},
3736 {"posz", false, false, false},
3737 {"negz", false, false, false}
3740 {"rt", true, false, true},
3741 {"lf", false, true, true},
3742 {"ft", true, true, false},
3743 {"bk", false, false, false},
3744 {"up", true, false, true},
3745 {"dn", true, false, true}
3749 static int componentorder[4] = {0, 1, 2, 3};
3751 rtexture_t *R_LoadCubemap(const char *basename)
3753 int i, j, cubemapsize;
3754 unsigned char *cubemappixels, *image_buffer;
3755 rtexture_t *cubemaptexture;
3757 // must start 0 so the first loadimagepixels has no requested width/height
3759 cubemappixels = NULL;
3760 cubemaptexture = NULL;
3761 // keep trying different suffix groups (posx, px, rt) until one loads
3762 for (j = 0;j < 3 && !cubemappixels;j++)
3764 // load the 6 images in the suffix group
3765 for (i = 0;i < 6;i++)
3767 // generate an image name based on the base and and suffix
3768 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3770 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3772 // an image loaded, make sure width and height are equal
3773 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3775 // if this is the first image to load successfully, allocate the cubemap memory
3776 if (!cubemappixels && image_width >= 1)
3778 cubemapsize = image_width;
3779 // note this clears to black, so unavailable sides are black
3780 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3782 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3784 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);
3787 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3789 Mem_Free(image_buffer);
3793 // if a cubemap loaded, upload it
3796 if (developer_loading.integer)
3797 Con_Printf("loading cubemap \"%s\"\n", basename);
3799 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);
3800 Mem_Free(cubemappixels);
3804 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3805 if (developer_loading.integer)
3807 Con_Printf("(tried tried images ");
3808 for (j = 0;j < 3;j++)
3809 for (i = 0;i < 6;i++)
3810 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3811 Con_Print(" and was unable to find any of them).\n");
3814 return cubemaptexture;
3817 rtexture_t *R_GetCubemap(const char *basename)
3820 for (i = 0;i < r_texture_numcubemaps;i++)
3821 if (r_texture_cubemaps[i] != NULL)
3822 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3823 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3824 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3825 return r_texture_whitecube;
3826 r_texture_numcubemaps++;
3827 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3828 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3829 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3830 return r_texture_cubemaps[i]->texture;
3833 void R_FreeCubemap(const char *basename)
3837 for (i = 0;i < r_texture_numcubemaps;i++)
3839 if (r_texture_cubemaps[i] != NULL)
3841 if (r_texture_cubemaps[i]->texture)
3843 if (developer_loading.integer)
3844 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3845 R_FreeTexture(r_texture_cubemaps[i]->texture);
3846 Mem_Free(r_texture_cubemaps[i]);
3847 r_texture_cubemaps[i] = NULL;
3853 void R_FreeCubemaps(void)
3856 for (i = 0;i < r_texture_numcubemaps;i++)
3858 if (developer_loading.integer)
3859 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3860 if (r_texture_cubemaps[i] != NULL)
3862 if (r_texture_cubemaps[i]->texture)
3863 R_FreeTexture(r_texture_cubemaps[i]->texture);
3864 Mem_Free(r_texture_cubemaps[i]);
3867 r_texture_numcubemaps = 0;
3870 void R_Main_FreeViewCache(void)
3872 if (r_refdef.viewcache.entityvisible)
3873 Mem_Free(r_refdef.viewcache.entityvisible);
3874 if (r_refdef.viewcache.world_pvsbits)
3875 Mem_Free(r_refdef.viewcache.world_pvsbits);
3876 if (r_refdef.viewcache.world_leafvisible)
3877 Mem_Free(r_refdef.viewcache.world_leafvisible);
3878 if (r_refdef.viewcache.world_surfacevisible)
3879 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3880 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3883 void R_Main_ResizeViewCache(void)
3885 int numentities = r_refdef.scene.numentities;
3886 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3887 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3888 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3889 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3890 if (r_refdef.viewcache.maxentities < numentities)
3892 r_refdef.viewcache.maxentities = numentities;
3893 if (r_refdef.viewcache.entityvisible)
3894 Mem_Free(r_refdef.viewcache.entityvisible);
3895 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3897 if (r_refdef.viewcache.world_numclusters != numclusters)
3899 r_refdef.viewcache.world_numclusters = numclusters;
3900 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3901 if (r_refdef.viewcache.world_pvsbits)
3902 Mem_Free(r_refdef.viewcache.world_pvsbits);
3903 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3905 if (r_refdef.viewcache.world_numleafs != numleafs)
3907 r_refdef.viewcache.world_numleafs = numleafs;
3908 if (r_refdef.viewcache.world_leafvisible)
3909 Mem_Free(r_refdef.viewcache.world_leafvisible);
3910 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3912 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3914 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3915 if (r_refdef.viewcache.world_surfacevisible)
3916 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3917 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3921 extern rtexture_t *loadingscreentexture;
3922 void gl_main_start(void)
3924 loadingscreentexture = NULL;
3925 r_texture_blanknormalmap = NULL;
3926 r_texture_white = NULL;
3927 r_texture_grey128 = NULL;
3928 r_texture_black = NULL;
3929 r_texture_whitecube = NULL;
3930 r_texture_normalizationcube = NULL;
3931 r_texture_fogattenuation = NULL;
3932 r_texture_fogheighttexture = NULL;
3933 r_texture_gammaramps = NULL;
3934 r_texture_numcubemaps = 0;
3936 r_loaddds = r_texture_dds_load.integer != 0;
3937 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3939 switch(vid.renderpath)
3941 case RENDERPATH_GL20:
3942 case RENDERPATH_D3D9:
3943 case RENDERPATH_D3D10:
3944 case RENDERPATH_D3D11:
3945 case RENDERPATH_SOFT:
3946 case RENDERPATH_GLES2:
3947 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3948 Cvar_SetValueQuick(&gl_combine, 1);
3949 Cvar_SetValueQuick(&r_glsl, 1);
3950 r_loadnormalmap = true;
3954 case RENDERPATH_GL13:
3955 case RENDERPATH_GLES1:
3956 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3957 Cvar_SetValueQuick(&gl_combine, 1);
3958 Cvar_SetValueQuick(&r_glsl, 0);
3959 r_loadnormalmap = false;
3960 r_loadgloss = false;
3963 case RENDERPATH_GL11:
3964 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3965 Cvar_SetValueQuick(&gl_combine, 0);
3966 Cvar_SetValueQuick(&r_glsl, 0);
3967 r_loadnormalmap = false;
3968 r_loadgloss = false;
3974 R_FrameData_Reset();
3978 memset(r_queries, 0, sizeof(r_queries));
3980 r_qwskincache = NULL;
3981 r_qwskincache_size = 0;
3983 // due to caching of texture_t references, the collision cache must be reset
3984 Collision_Cache_Reset(true);
3986 // set up r_skinframe loading system for textures
3987 memset(&r_skinframe, 0, sizeof(r_skinframe));
3988 r_skinframe.loadsequence = 1;
3989 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3991 r_main_texturepool = R_AllocTexturePool();
3992 R_BuildBlankTextures();
3994 if (vid.support.arb_texture_cube_map)
3997 R_BuildNormalizationCube();
3999 r_texture_fogattenuation = NULL;
4000 r_texture_fogheighttexture = NULL;
4001 r_texture_gammaramps = NULL;
4002 //r_texture_fogintensity = NULL;
4003 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4004 memset(&r_waterstate, 0, sizeof(r_waterstate));
4005 r_glsl_permutation = NULL;
4006 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4007 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4008 glslshaderstring = NULL;
4010 r_hlsl_permutation = NULL;
4011 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4012 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4014 hlslshaderstring = NULL;
4015 memset(&r_svbsp, 0, sizeof (r_svbsp));
4017 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4018 r_texture_numcubemaps = 0;
4020 r_refdef.fogmasktable_density = 0;
4023 void gl_main_shutdown(void)
4026 R_FrameData_Reset();
4028 R_Main_FreeViewCache();
4030 switch(vid.renderpath)
4032 case RENDERPATH_GL11:
4033 case RENDERPATH_GL13:
4034 case RENDERPATH_GL20:
4035 case RENDERPATH_GLES1:
4036 case RENDERPATH_GLES2:
4038 qglDeleteQueriesARB(r_maxqueries, r_queries);
4040 case RENDERPATH_D3D9:
4041 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4043 case RENDERPATH_D3D10:
4044 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4046 case RENDERPATH_D3D11:
4047 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4049 case RENDERPATH_SOFT:
4055 memset(r_queries, 0, sizeof(r_queries));
4057 r_qwskincache = NULL;
4058 r_qwskincache_size = 0;
4060 // clear out the r_skinframe state
4061 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4062 memset(&r_skinframe, 0, sizeof(r_skinframe));
4065 Mem_Free(r_svbsp.nodes);
4066 memset(&r_svbsp, 0, sizeof (r_svbsp));
4067 R_FreeTexturePool(&r_main_texturepool);
4068 loadingscreentexture = NULL;
4069 r_texture_blanknormalmap = NULL;
4070 r_texture_white = NULL;
4071 r_texture_grey128 = NULL;
4072 r_texture_black = NULL;
4073 r_texture_whitecube = NULL;
4074 r_texture_normalizationcube = NULL;
4075 r_texture_fogattenuation = NULL;
4076 r_texture_fogheighttexture = NULL;
4077 r_texture_gammaramps = NULL;
4078 r_texture_numcubemaps = 0;
4079 //r_texture_fogintensity = NULL;
4080 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4081 memset(&r_waterstate, 0, sizeof(r_waterstate));
4084 r_glsl_permutation = NULL;
4085 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4086 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4087 glslshaderstring = NULL;
4089 r_hlsl_permutation = NULL;
4090 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4091 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4093 hlslshaderstring = NULL;
4096 extern void CL_ParseEntityLump(char *entitystring);
4097 void gl_main_newmap(void)
4099 // FIXME: move this code to client
4100 char *entities, entname[MAX_QPATH];
4102 Mem_Free(r_qwskincache);
4103 r_qwskincache = NULL;
4104 r_qwskincache_size = 0;
4107 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4108 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4110 CL_ParseEntityLump(entities);
4114 if (cl.worldmodel->brush.entities)
4115 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4117 R_Main_FreeViewCache();
4119 R_FrameData_Reset();
4122 void GL_Main_Init(void)
4124 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4126 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4127 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4128 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4129 if (gamemode == GAME_NEHAHRA)
4131 Cvar_RegisterVariable (&gl_fogenable);
4132 Cvar_RegisterVariable (&gl_fogdensity);
4133 Cvar_RegisterVariable (&gl_fogred);
4134 Cvar_RegisterVariable (&gl_foggreen);
4135 Cvar_RegisterVariable (&gl_fogblue);
4136 Cvar_RegisterVariable (&gl_fogstart);
4137 Cvar_RegisterVariable (&gl_fogend);
4138 Cvar_RegisterVariable (&gl_skyclip);
4140 Cvar_RegisterVariable(&r_motionblur);
4141 Cvar_RegisterVariable(&r_motionblur_maxblur);
4142 Cvar_RegisterVariable(&r_motionblur_bmin);
4143 Cvar_RegisterVariable(&r_motionblur_vmin);
4144 Cvar_RegisterVariable(&r_motionblur_vmax);
4145 Cvar_RegisterVariable(&r_motionblur_vcoeff);
4146 Cvar_RegisterVariable(&r_motionblur_randomize);
4147 Cvar_RegisterVariable(&r_damageblur);
4148 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4149 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4150 Cvar_RegisterVariable(&r_equalize_entities_by);
4151 Cvar_RegisterVariable(&r_equalize_entities_to);
4152 Cvar_RegisterVariable(&r_depthfirst);
4153 Cvar_RegisterVariable(&r_useinfinitefarclip);
4154 Cvar_RegisterVariable(&r_farclip_base);
4155 Cvar_RegisterVariable(&r_farclip_world);
4156 Cvar_RegisterVariable(&r_nearclip);
4157 Cvar_RegisterVariable(&r_deformvertexes);
4158 Cvar_RegisterVariable(&r_transparent);
4159 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4160 Cvar_RegisterVariable(&r_showoverdraw);
4161 Cvar_RegisterVariable(&r_showbboxes);
4162 Cvar_RegisterVariable(&r_showsurfaces);
4163 Cvar_RegisterVariable(&r_showtris);
4164 Cvar_RegisterVariable(&r_shownormals);
4165 Cvar_RegisterVariable(&r_showlighting);
4166 Cvar_RegisterVariable(&r_showshadowvolumes);
4167 Cvar_RegisterVariable(&r_showcollisionbrushes);
4168 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4169 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4170 Cvar_RegisterVariable(&r_showdisabledepthtest);
4171 Cvar_RegisterVariable(&r_drawportals);
4172 Cvar_RegisterVariable(&r_drawentities);
4173 Cvar_RegisterVariable(&r_draw2d);
4174 Cvar_RegisterVariable(&r_drawworld);
4175 Cvar_RegisterVariable(&r_cullentities_trace);
4176 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4177 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4178 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4179 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4180 Cvar_RegisterVariable(&r_drawviewmodel);
4181 Cvar_RegisterVariable(&r_drawexteriormodel);
4182 Cvar_RegisterVariable(&r_speeds);
4183 Cvar_RegisterVariable(&r_fullbrights);
4184 Cvar_RegisterVariable(&r_wateralpha);
4185 Cvar_RegisterVariable(&r_dynamic);
4186 Cvar_RegisterVariable(&r_fakelight);
4187 Cvar_RegisterVariable(&r_fakelight_intensity);
4188 Cvar_RegisterVariable(&r_fullbright);
4189 Cvar_RegisterVariable(&r_shadows);
4190 Cvar_RegisterVariable(&r_shadows_darken);
4191 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4192 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4193 Cvar_RegisterVariable(&r_shadows_throwdistance);
4194 Cvar_RegisterVariable(&r_shadows_throwdirection);
4195 Cvar_RegisterVariable(&r_shadows_focus);
4196 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4197 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4198 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4199 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4200 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4201 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4202 Cvar_RegisterVariable(&r_fog_exp2);
4203 Cvar_RegisterVariable(&r_fog_clear);
4204 Cvar_RegisterVariable(&r_drawfog);
4205 Cvar_RegisterVariable(&r_transparentdepthmasking);
4206 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4207 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4208 Cvar_RegisterVariable(&r_texture_dds_load);
4209 Cvar_RegisterVariable(&r_texture_dds_save);
4210 Cvar_RegisterVariable(&r_textureunits);
4211 Cvar_RegisterVariable(&gl_combine);
4212 Cvar_RegisterVariable(&r_viewfbo);
4213 Cvar_RegisterVariable(&r_viewscale);
4214 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4215 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4216 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4217 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4218 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4219 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4220 Cvar_RegisterVariable(&r_glsl);
4221 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4222 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4223 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4224 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4225 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4226 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4227 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4228 Cvar_RegisterVariable(&r_glsl_postprocess);
4229 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4230 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4231 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4232 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4233 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4234 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4235 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4236 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4238 Cvar_RegisterVariable(&r_water);
4239 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4240 Cvar_RegisterVariable(&r_water_clippingplanebias);
4241 Cvar_RegisterVariable(&r_water_refractdistort);
4242 Cvar_RegisterVariable(&r_water_reflectdistort);
4243 Cvar_RegisterVariable(&r_water_scissormode);
4244 Cvar_RegisterVariable(&r_water_lowquality);
4246 Cvar_RegisterVariable(&r_lerpsprites);
4247 Cvar_RegisterVariable(&r_lerpmodels);
4248 Cvar_RegisterVariable(&r_lerplightstyles);
4249 Cvar_RegisterVariable(&r_waterscroll);
4250 Cvar_RegisterVariable(&r_bloom);
4251 Cvar_RegisterVariable(&r_bloom_colorscale);
4252 Cvar_RegisterVariable(&r_bloom_brighten);
4253 Cvar_RegisterVariable(&r_bloom_blur);
4254 Cvar_RegisterVariable(&r_bloom_resolution);
4255 Cvar_RegisterVariable(&r_bloom_colorexponent);
4256 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4257 Cvar_RegisterVariable(&r_hdr);
4258 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4259 Cvar_RegisterVariable(&r_hdr_glowintensity);
4260 Cvar_RegisterVariable(&r_hdr_range);
4261 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4262 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4263 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4264 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4265 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4266 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4267 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4268 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4269 Cvar_RegisterVariable(&developer_texturelogging);
4270 Cvar_RegisterVariable(&gl_lightmaps);
4271 Cvar_RegisterVariable(&r_test);
4272 Cvar_RegisterVariable(&r_glsl_saturation);
4273 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4274 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4275 Cvar_RegisterVariable(&r_framedatasize);
4276 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4277 Cvar_SetValue("r_fullbrights", 0);
4278 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4281 extern void R_Textures_Init(void);
4282 extern void GL_Draw_Init(void);
4283 extern void GL_Main_Init(void);
4284 extern void R_Shadow_Init(void);
4285 extern void R_Sky_Init(void);
4286 extern void GL_Surf_Init(void);
4287 extern void R_Particles_Init(void);
4288 extern void R_Explosion_Init(void);
4289 extern void gl_backend_init(void);
4290 extern void Sbar_Init(void);
4291 extern void R_LightningBeams_Init(void);
4292 extern void Mod_RenderInit(void);
4293 extern void Font_Init(void);
4295 void Render_Init(void)
4308 R_LightningBeams_Init();
4317 extern char *ENGINE_EXTENSIONS;
4320 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4321 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4322 gl_version = (const char *)qglGetString(GL_VERSION);
4323 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4327 if (!gl_platformextensions)
4328 gl_platformextensions = "";
4330 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4331 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4332 Con_Printf("GL_VERSION: %s\n", gl_version);
4333 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4334 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4336 VID_CheckExtensions();
4338 // LordHavoc: report supported extensions
4339 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4341 // clear to black (loading plaque will be seen over this)
4342 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4345 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4349 if (r_trippy.integer)
4351 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4353 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4356 p = r_refdef.view.frustum + i;
4361 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4365 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4369 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4373 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4377 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4381 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4385 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4389 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4397 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4401 if (r_trippy.integer)
4403 for (i = 0;i < numplanes;i++)
4410 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4414 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4418 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4422 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4426 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4430 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4434 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4438 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4446 //==================================================================================
4448 // LordHavoc: this stores temporary data used within the same frame
4450 typedef struct r_framedata_mem_s
4452 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4453 size_t size; // how much usable space
4454 size_t current; // how much space in use
4455 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4456 size_t wantedsize; // how much space was allocated
4457 unsigned char *data; // start of real data (16byte aligned)
4461 static r_framedata_mem_t *r_framedata_mem;
4463 void R_FrameData_Reset(void)
4465 while (r_framedata_mem)
4467 r_framedata_mem_t *next = r_framedata_mem->purge;
4468 Mem_Free(r_framedata_mem);
4469 r_framedata_mem = next;
4473 void R_FrameData_Resize(void)
4476 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4477 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4478 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4480 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4481 newmem->wantedsize = wantedsize;
4482 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4483 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4484 newmem->current = 0;
4486 newmem->purge = r_framedata_mem;
4487 r_framedata_mem = newmem;
4491 void R_FrameData_NewFrame(void)
4493 R_FrameData_Resize();
4494 if (!r_framedata_mem)
4496 // if we ran out of space on the last frame, free the old memory now
4497 while (r_framedata_mem->purge)
4499 // repeatedly remove the second item in the list, leaving only head
4500 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4501 Mem_Free(r_framedata_mem->purge);
4502 r_framedata_mem->purge = next;
4504 // reset the current mem pointer
4505 r_framedata_mem->current = 0;
4506 r_framedata_mem->mark = 0;
4509 void *R_FrameData_Alloc(size_t size)
4513 // align to 16 byte boundary - the data pointer is already aligned, so we
4514 // only need to ensure the size of every allocation is also aligned
4515 size = (size + 15) & ~15;
4517 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4519 // emergency - we ran out of space, allocate more memory
4520 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4521 R_FrameData_Resize();
4524 data = r_framedata_mem->data + r_framedata_mem->current;
4525 r_framedata_mem->current += size;
4527 // count the usage for stats
4528 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4529 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4531 return (void *)data;
4534 void *R_FrameData_Store(size_t size, void *data)
4536 void *d = R_FrameData_Alloc(size);
4538 memcpy(d, data, size);
4542 void R_FrameData_SetMark(void)
4544 if (!r_framedata_mem)
4546 r_framedata_mem->mark = r_framedata_mem->current;
4549 void R_FrameData_ReturnToMark(void)
4551 if (!r_framedata_mem)
4553 r_framedata_mem->current = r_framedata_mem->mark;
4556 //==================================================================================
4558 // LordHavoc: animcache originally written by Echon, rewritten since then
4561 * Animation cache prevents re-generating mesh data for an animated model
4562 * multiple times in one frame for lighting, shadowing, reflections, etc.
4565 void R_AnimCache_Free(void)
4569 void R_AnimCache_ClearCache(void)
4572 entity_render_t *ent;
4574 for (i = 0;i < r_refdef.scene.numentities;i++)
4576 ent = r_refdef.scene.entities[i];
4577 ent->animcache_vertex3f = NULL;
4578 ent->animcache_normal3f = NULL;
4579 ent->animcache_svector3f = NULL;
4580 ent->animcache_tvector3f = NULL;
4581 ent->animcache_vertexmesh = NULL;
4582 ent->animcache_vertex3fbuffer = NULL;
4583 ent->animcache_vertexmeshbuffer = NULL;
4587 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4591 // check if we need the meshbuffers
4592 if (!vid.useinterleavedarrays)
4595 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4596 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4597 // TODO: upload vertex3f buffer?
4598 if (ent->animcache_vertexmesh)
4600 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4601 for (i = 0;i < numvertices;i++)
4602 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4603 if (ent->animcache_svector3f)
4604 for (i = 0;i < numvertices;i++)
4605 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4606 if (ent->animcache_tvector3f)
4607 for (i = 0;i < numvertices;i++)
4608 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4609 if (ent->animcache_normal3f)
4610 for (i = 0;i < numvertices;i++)
4611 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4612 // TODO: upload vertexmeshbuffer?
4616 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4618 dp_model_t *model = ent->model;
4620 // see if it's already cached this frame
4621 if (ent->animcache_vertex3f)
4623 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4624 if (wantnormals || wanttangents)
4626 if (ent->animcache_normal3f)
4627 wantnormals = false;
4628 if (ent->animcache_svector3f)
4629 wanttangents = false;
4630 if (wantnormals || wanttangents)
4632 numvertices = model->surfmesh.num_vertices;
4634 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4637 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4638 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4640 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4641 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4647 // see if this ent is worth caching
4648 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4650 // get some memory for this entity and generate mesh data
4651 numvertices = model->surfmesh.num_vertices;
4652 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4654 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4657 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4660 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4661 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4666 void R_AnimCache_CacheVisibleEntities(void)
4669 qboolean wantnormals = true;
4670 qboolean wanttangents = !r_showsurfaces.integer;
4672 switch(vid.renderpath)
4674 case RENDERPATH_GL20:
4675 case RENDERPATH_D3D9:
4676 case RENDERPATH_D3D10:
4677 case RENDERPATH_D3D11:
4678 case RENDERPATH_GLES2:
4680 case RENDERPATH_GL11:
4681 case RENDERPATH_GL13:
4682 case RENDERPATH_GLES1:
4683 wanttangents = false;
4685 case RENDERPATH_SOFT:
4689 if (r_shownormals.integer)
4690 wanttangents = wantnormals = true;
4692 // TODO: thread this
4693 // NOTE: R_PrepareRTLights() also caches entities
4695 for (i = 0;i < r_refdef.scene.numentities;i++)
4696 if (r_refdef.viewcache.entityvisible[i])
4697 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4700 //==================================================================================
4702 extern cvar_t r_overheadsprites_pushback;
4704 static void R_View_UpdateEntityLighting (void)
4707 entity_render_t *ent;
4708 vec3_t tempdiffusenormal, avg;
4709 vec_t f, fa, fd, fdd;
4710 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4712 for (i = 0;i < r_refdef.scene.numentities;i++)
4714 ent = r_refdef.scene.entities[i];
4716 // skip unseen models
4717 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4721 if (ent->model && ent->model->brush.num_leafs)
4723 // TODO: use modellight for r_ambient settings on world?
4724 VectorSet(ent->modellight_ambient, 0, 0, 0);
4725 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4726 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4730 // fetch the lighting from the worldmodel data
4731 VectorClear(ent->modellight_ambient);
4732 VectorClear(ent->modellight_diffuse);
4733 VectorClear(tempdiffusenormal);
4734 if (ent->flags & RENDER_LIGHT)
4737 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4739 // complete lightning for lit sprites
4740 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4741 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4743 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4744 org[2] = org[2] + r_overheadsprites_pushback.value;
4745 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4748 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4750 if(ent->flags & RENDER_EQUALIZE)
4752 // first fix up ambient lighting...
4753 if(r_equalize_entities_minambient.value > 0)
4755 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4758 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4759 if(fa < r_equalize_entities_minambient.value * fd)
4762 // fa'/fd' = minambient
4763 // fa'+0.25*fd' = fa+0.25*fd
4765 // fa' = fd' * minambient
4766 // fd'*(0.25+minambient) = fa+0.25*fd
4768 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4769 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4771 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4772 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
4773 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4774 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4779 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4781 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4782 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4786 // adjust brightness and saturation to target
4787 avg[0] = avg[1] = avg[2] = fa / f;
4788 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4789 avg[0] = avg[1] = avg[2] = fd / f;
4790 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4796 VectorSet(ent->modellight_ambient, 1, 1, 1);
4798 // move the light direction into modelspace coordinates for lighting code
4799 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4800 if(VectorLength2(ent->modellight_lightdir) == 0)
4801 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4802 VectorNormalize(ent->modellight_lightdir);
4806 #define MAX_LINEOFSIGHTTRACES 64
4808 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4811 vec3_t boxmins, boxmaxs;
4814 dp_model_t *model = r_refdef.scene.worldmodel;
4816 if (!model || !model->brush.TraceLineOfSight)
4819 // expand the box a little
4820 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4821 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4822 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4823 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4824 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4825 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4827 // return true if eye is inside enlarged box
4828 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4832 VectorCopy(eye, start);
4833 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4834 if (model->brush.TraceLineOfSight(model, start, end))
4837 // try various random positions
4838 for (i = 0;i < numsamples;i++)
4840 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4841 if (model->brush.TraceLineOfSight(model, start, end))
4849 static void R_View_UpdateEntityVisible (void)
4854 entity_render_t *ent;
4856 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4857 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4858 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4859 : RENDER_EXTERIORMODEL;
4860 if (!r_drawviewmodel.integer)
4861 renderimask |= RENDER_VIEWMODEL;
4862 if (!r_drawexteriormodel.integer)
4863 renderimask |= RENDER_EXTERIORMODEL;
4864 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4866 // worldmodel can check visibility
4867 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4868 for (i = 0;i < r_refdef.scene.numentities;i++)
4870 ent = r_refdef.scene.entities[i];
4871 if (!(ent->flags & renderimask))
4872 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)))
4873 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4874 r_refdef.viewcache.entityvisible[i] = true;
4879 // no worldmodel or it can't check visibility
4880 for (i = 0;i < r_refdef.scene.numentities;i++)
4882 ent = r_refdef.scene.entities[i];
4883 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));
4886 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4887 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4889 for (i = 0;i < r_refdef.scene.numentities;i++)
4891 if (!r_refdef.viewcache.entityvisible[i])
4893 ent = r_refdef.scene.entities[i];
4894 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4896 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4898 continue; // temp entities do pvs only
4899 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4900 ent->last_trace_visibility = realtime;
4901 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4902 r_refdef.viewcache.entityvisible[i] = 0;
4908 /// only used if skyrendermasked, and normally returns false
4909 int R_DrawBrushModelsSky (void)
4912 entity_render_t *ent;
4915 for (i = 0;i < r_refdef.scene.numentities;i++)
4917 if (!r_refdef.viewcache.entityvisible[i])
4919 ent = r_refdef.scene.entities[i];
4920 if (!ent->model || !ent->model->DrawSky)
4922 ent->model->DrawSky(ent);
4928 static void R_DrawNoModel(entity_render_t *ent);
4929 static void R_DrawModels(void)
4932 entity_render_t *ent;
4934 for (i = 0;i < r_refdef.scene.numentities;i++)
4936 if (!r_refdef.viewcache.entityvisible[i])
4938 ent = r_refdef.scene.entities[i];
4939 r_refdef.stats.entities++;
4941 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4944 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4945 Con_Printf("R_DrawModels\n");
4946 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]);
4947 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);
4948 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);
4951 if (ent->model && ent->model->Draw != NULL)
4952 ent->model->Draw(ent);
4958 static void R_DrawModelsDepth(void)
4961 entity_render_t *ent;
4963 for (i = 0;i < r_refdef.scene.numentities;i++)
4965 if (!r_refdef.viewcache.entityvisible[i])
4967 ent = r_refdef.scene.entities[i];
4968 if (ent->model && ent->model->DrawDepth != NULL)
4969 ent->model->DrawDepth(ent);
4973 static void R_DrawModelsDebug(void)
4976 entity_render_t *ent;
4978 for (i = 0;i < r_refdef.scene.numentities;i++)
4980 if (!r_refdef.viewcache.entityvisible[i])
4982 ent = r_refdef.scene.entities[i];
4983 if (ent->model && ent->model->DrawDebug != NULL)
4984 ent->model->DrawDebug(ent);
4988 static void R_DrawModelsAddWaterPlanes(void)
4991 entity_render_t *ent;
4993 for (i = 0;i < r_refdef.scene.numentities;i++)
4995 if (!r_refdef.viewcache.entityvisible[i])
4997 ent = r_refdef.scene.entities[i];
4998 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4999 ent->model->DrawAddWaterPlanes(ent);
5003 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5005 if (r_hdr_irisadaptation.integer)
5009 vec3_t diffusenormal;
5013 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5014 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5015 brightness = max(0.0000001f, brightness);
5016 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5017 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5018 current = r_hdr_irisadaptation_value.value;
5020 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5021 else if (current > goal)
5022 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5023 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5024 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5026 else if (r_hdr_irisadaptation_value.value != 1.0f)
5027 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5030 static void R_View_SetFrustum(const int *scissor)
5033 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5034 vec3_t forward, left, up, origin, v;
5038 // flipped x coordinates (because x points left here)
5039 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5040 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5042 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5043 switch(vid.renderpath)
5045 case RENDERPATH_D3D9:
5046 case RENDERPATH_D3D10:
5047 case RENDERPATH_D3D11:
5048 // non-flipped y coordinates
5049 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5050 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5052 case RENDERPATH_SOFT:
5053 case RENDERPATH_GL11:
5054 case RENDERPATH_GL13:
5055 case RENDERPATH_GL20:
5056 case RENDERPATH_GLES1:
5057 case RENDERPATH_GLES2:
5058 // non-flipped y coordinates
5059 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5060 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5065 // we can't trust r_refdef.view.forward and friends in reflected scenes
5066 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5069 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5070 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5071 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5072 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5073 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5074 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5075 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5076 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5077 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5078 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5079 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5080 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5084 zNear = r_refdef.nearclip;
5085 nudge = 1.0 - 1.0 / (1<<23);
5086 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5087 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5088 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5089 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5090 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5091 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5092 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5093 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5099 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5100 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5101 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5102 r_refdef.view.frustum[0].dist = m[15] - m[12];
5104 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5105 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5106 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5107 r_refdef.view.frustum[1].dist = m[15] + m[12];
5109 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5110 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5111 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5112 r_refdef.view.frustum[2].dist = m[15] - m[13];
5114 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5115 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5116 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5117 r_refdef.view.frustum[3].dist = m[15] + m[13];
5119 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5120 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5121 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5122 r_refdef.view.frustum[4].dist = m[15] - m[14];
5124 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5125 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5126 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5127 r_refdef.view.frustum[5].dist = m[15] + m[14];
5130 if (r_refdef.view.useperspective)
5132 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5133 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]);
5134 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]);
5135 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]);
5136 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]);
5138 // then the normals from the corners relative to origin
5139 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5140 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5141 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5142 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5144 // in a NORMAL view, forward cross left == up
5145 // in a REFLECTED view, forward cross left == down
5146 // so our cross products above need to be adjusted for a left handed coordinate system
5147 CrossProduct(forward, left, v);
5148 if(DotProduct(v, up) < 0)
5150 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5151 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5152 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5153 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5156 // Leaving those out was a mistake, those were in the old code, and they
5157 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5158 // I couldn't reproduce it after adding those normalizations. --blub
5159 VectorNormalize(r_refdef.view.frustum[0].normal);
5160 VectorNormalize(r_refdef.view.frustum[1].normal);
5161 VectorNormalize(r_refdef.view.frustum[2].normal);
5162 VectorNormalize(r_refdef.view.frustum[3].normal);
5164 // make the corners absolute
5165 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5166 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5167 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5168 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5171 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5173 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5174 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5175 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5176 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5177 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5181 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5182 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5183 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5184 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5185 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5186 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5187 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5188 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5189 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5190 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5192 r_refdef.view.numfrustumplanes = 5;
5194 if (r_refdef.view.useclipplane)
5196 r_refdef.view.numfrustumplanes = 6;
5197 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5200 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5201 PlaneClassify(r_refdef.view.frustum + i);
5203 // LordHavoc: note to all quake engine coders, Quake had a special case
5204 // for 90 degrees which assumed a square view (wrong), so I removed it,
5205 // Quake2 has it disabled as well.
5207 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5208 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5209 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5210 //PlaneClassify(&frustum[0]);
5212 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5213 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5214 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5215 //PlaneClassify(&frustum[1]);
5217 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5218 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5219 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5220 //PlaneClassify(&frustum[2]);
5222 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5223 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5224 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5225 //PlaneClassify(&frustum[3]);
5228 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5229 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5230 //PlaneClassify(&frustum[4]);
5233 void R_View_UpdateWithScissor(const int *myscissor)
5235 R_Main_ResizeViewCache();
5236 R_View_SetFrustum(myscissor);
5237 R_View_WorldVisibility(r_refdef.view.useclipplane);
5238 R_View_UpdateEntityVisible();
5239 R_View_UpdateEntityLighting();
5242 void R_View_Update(void)
5244 R_Main_ResizeViewCache();
5245 R_View_SetFrustum(NULL);
5246 R_View_WorldVisibility(r_refdef.view.useclipplane);
5247 R_View_UpdateEntityVisible();
5248 R_View_UpdateEntityLighting();
5251 float viewscalefpsadjusted = 1.0f;
5253 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5255 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5256 scale = bound(0.03125f, scale, 1.0f);
5257 *outwidth = (int)ceil(width * scale);
5258 *outheight = (int)ceil(height * scale);
5261 void R_Mesh_SetMainRenderTargets(void)
5263 if (r_bloomstate.fbo_framebuffer)
5264 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5266 R_Mesh_ResetRenderTargets();
5269 void R_SetupView(qboolean allowwaterclippingplane)
5271 const float *customclipplane = NULL;
5273 int scaledwidth, scaledheight;
5274 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5276 // LordHavoc: couldn't figure out how to make this approach the
5277 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5278 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5279 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5280 dist = r_refdef.view.clipplane.dist;
5281 plane[0] = r_refdef.view.clipplane.normal[0];
5282 plane[1] = r_refdef.view.clipplane.normal[1];
5283 plane[2] = r_refdef.view.clipplane.normal[2];
5285 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5288 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5289 if (!r_refdef.view.useperspective)
5290 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);
5291 else if (vid.stencil && r_useinfinitefarclip.integer)
5292 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);
5294 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);
5295 R_Mesh_SetMainRenderTargets();
5296 R_SetViewport(&r_refdef.view.viewport);
5297 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5299 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5300 float screenplane[4];
5301 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5302 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5303 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5304 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5305 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5309 void R_EntityMatrix(const matrix4x4_t *matrix)
5311 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5313 gl_modelmatrixchanged = false;
5314 gl_modelmatrix = *matrix;
5315 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5316 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5317 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5318 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5320 switch(vid.renderpath)
5322 case RENDERPATH_D3D9:
5324 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5325 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5328 case RENDERPATH_D3D10:
5329 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5331 case RENDERPATH_D3D11:
5332 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5334 case RENDERPATH_GL11:
5335 case RENDERPATH_GL13:
5336 case RENDERPATH_GLES1:
5337 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5339 case RENDERPATH_SOFT:
5340 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5341 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5343 case RENDERPATH_GL20:
5344 case RENDERPATH_GLES2:
5345 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5346 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5352 void R_ResetViewRendering2D(void)
5354 r_viewport_t viewport;
5357 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5358 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);
5359 R_Mesh_ResetRenderTargets();
5360 R_SetViewport(&viewport);
5361 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5362 GL_Color(1, 1, 1, 1);
5363 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5364 GL_BlendFunc(GL_ONE, GL_ZERO);
5365 GL_ScissorTest(false);
5366 GL_DepthMask(false);
5367 GL_DepthRange(0, 1);
5368 GL_DepthTest(false);
5369 GL_DepthFunc(GL_LEQUAL);
5370 R_EntityMatrix(&identitymatrix);
5371 R_Mesh_ResetTextureState();
5372 GL_PolygonOffset(0, 0);
5373 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5374 switch(vid.renderpath)
5376 case RENDERPATH_GL11:
5377 case RENDERPATH_GL13:
5378 case RENDERPATH_GL20:
5379 case RENDERPATH_GLES1:
5380 case RENDERPATH_GLES2:
5381 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5383 case RENDERPATH_D3D9:
5384 case RENDERPATH_D3D10:
5385 case RENDERPATH_D3D11:
5386 case RENDERPATH_SOFT:
5389 GL_CullFace(GL_NONE);
5392 void R_ResetViewRendering3D(void)
5397 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5398 GL_Color(1, 1, 1, 1);
5399 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5400 GL_BlendFunc(GL_ONE, GL_ZERO);
5401 GL_ScissorTest(true);
5403 GL_DepthRange(0, 1);
5405 GL_DepthFunc(GL_LEQUAL);
5406 R_EntityMatrix(&identitymatrix);
5407 R_Mesh_ResetTextureState();
5408 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5409 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5410 switch(vid.renderpath)
5412 case RENDERPATH_GL11:
5413 case RENDERPATH_GL13:
5414 case RENDERPATH_GL20:
5415 case RENDERPATH_GLES1:
5416 case RENDERPATH_GLES2:
5417 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5419 case RENDERPATH_D3D9:
5420 case RENDERPATH_D3D10:
5421 case RENDERPATH_D3D11:
5422 case RENDERPATH_SOFT:
5425 GL_CullFace(r_refdef.view.cullface_back);
5430 R_RenderView_UpdateViewVectors
5433 static void R_RenderView_UpdateViewVectors(void)
5435 // break apart the view matrix into vectors for various purposes
5436 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5437 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5438 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5439 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5440 // make an inverted copy of the view matrix for tracking sprites
5441 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5444 void R_RenderScene(void);
5445 void R_RenderWaterPlanes(void);
5447 static void R_Water_StartFrame(void)
5450 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5451 r_waterstate_waterplane_t *p;
5453 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5456 switch(vid.renderpath)
5458 case RENDERPATH_GL20:
5459 case RENDERPATH_D3D9:
5460 case RENDERPATH_D3D10:
5461 case RENDERPATH_D3D11:
5462 case RENDERPATH_SOFT:
5463 case RENDERPATH_GLES2:
5465 case RENDERPATH_GL11:
5466 case RENDERPATH_GL13:
5467 case RENDERPATH_GLES1:
5471 // set waterwidth and waterheight to the water resolution that will be
5472 // used (often less than the screen resolution for faster rendering)
5473 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5475 // calculate desired texture sizes
5476 // can't use water if the card does not support the texture size
5477 if (!r_water.integer || r_showsurfaces.integer)
5478 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5479 else if (vid.support.arb_texture_non_power_of_two)
5481 texturewidth = waterwidth;
5482 textureheight = waterheight;
5483 camerawidth = waterwidth;
5484 cameraheight = waterheight;
5488 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5489 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5490 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5491 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5494 // allocate textures as needed
5495 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5497 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5498 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5500 if (p->texture_refraction)
5501 R_FreeTexture(p->texture_refraction);
5502 p->texture_refraction = NULL;
5503 if (p->texture_reflection)
5504 R_FreeTexture(p->texture_reflection);
5505 p->texture_reflection = NULL;
5506 if (p->texture_camera)
5507 R_FreeTexture(p->texture_camera);
5508 p->texture_camera = NULL;
5510 memset(&r_waterstate, 0, sizeof(r_waterstate));
5511 r_waterstate.texturewidth = texturewidth;
5512 r_waterstate.textureheight = textureheight;
5513 r_waterstate.camerawidth = camerawidth;
5514 r_waterstate.cameraheight = cameraheight;
5517 if (r_waterstate.texturewidth)
5519 int scaledwidth, scaledheight;
5521 r_waterstate.enabled = true;
5523 // when doing a reduced render (HDR) we want to use a smaller area
5524 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5525 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5526 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5528 // set up variables that will be used in shader setup
5529 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5530 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5531 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5532 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5535 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5536 r_waterstate.numwaterplanes = 0;
5539 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5541 int triangleindex, planeindex;
5547 r_waterstate_waterplane_t *p;
5548 texture_t *t = R_GetCurrentTexture(surface->texture);
5550 // just use the first triangle with a valid normal for any decisions
5551 VectorClear(normal);
5552 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5554 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5555 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5556 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5557 TriangleNormal(vert[0], vert[1], vert[2], normal);
5558 if (VectorLength2(normal) >= 0.001)
5562 VectorCopy(normal, plane.normal);
5563 VectorNormalize(plane.normal);
5564 plane.dist = DotProduct(vert[0], plane.normal);
5565 PlaneClassify(&plane);
5566 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5568 // skip backfaces (except if nocullface is set)
5569 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5571 VectorNegate(plane.normal, plane.normal);
5573 PlaneClassify(&plane);
5577 // find a matching plane if there is one
5578 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5579 if(p->camera_entity == t->camera_entity)
5580 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5582 if (planeindex >= r_waterstate.maxwaterplanes)
5583 return; // nothing we can do, out of planes
5585 // if this triangle does not fit any known plane rendered this frame, add one
5586 if (planeindex >= r_waterstate.numwaterplanes)
5588 // store the new plane
5589 r_waterstate.numwaterplanes++;
5591 // clear materialflags and pvs
5592 p->materialflags = 0;
5593 p->pvsvalid = false;
5594 p->camera_entity = t->camera_entity;
5595 VectorCopy(surface->mins, p->mins);
5596 VectorCopy(surface->maxs, p->maxs);
5601 p->mins[0] = min(p->mins[0], surface->mins[0]);
5602 p->mins[1] = min(p->mins[1], surface->mins[1]);
5603 p->mins[2] = min(p->mins[2], surface->mins[2]);
5604 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5605 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5606 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5608 // merge this surface's materialflags into the waterplane
5609 p->materialflags |= t->currentmaterialflags;
5610 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5612 // merge this surface's PVS into the waterplane
5613 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5614 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5615 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5617 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5623 extern cvar_t r_drawparticles;
5624 extern cvar_t r_drawdecals;
5626 static void R_Water_ProcessPlanes(void)
5629 r_refdef_view_t originalview;
5630 r_refdef_view_t myview;
5631 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;
5632 r_waterstate_waterplane_t *p;
5635 originalview = r_refdef.view;
5637 // lowquality hack, temporarily shut down some cvars and restore afterwards
5638 qualityreduction = r_water_lowquality.integer;
5639 if (qualityreduction > 0)
5641 if (qualityreduction >= 1)
5643 old_r_shadows = r_shadows.integer;
5644 old_r_worldrtlight = r_shadow_realtime_world.integer;
5645 old_r_dlight = r_shadow_realtime_dlight.integer;
5646 Cvar_SetValueQuick(&r_shadows, 0);
5647 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5648 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5650 if (qualityreduction >= 2)
5652 old_r_dynamic = r_dynamic.integer;
5653 old_r_particles = r_drawparticles.integer;
5654 old_r_decals = r_drawdecals.integer;
5655 Cvar_SetValueQuick(&r_dynamic, 0);
5656 Cvar_SetValueQuick(&r_drawparticles, 0);
5657 Cvar_SetValueQuick(&r_drawdecals, 0);
5661 // make sure enough textures are allocated
5662 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5664 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5666 if (!p->texture_refraction)
5667 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);
5668 if (!p->texture_refraction)
5671 else if (p->materialflags & MATERIALFLAG_CAMERA)
5673 if (!p->texture_camera)
5674 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);
5675 if (!p->texture_camera)
5679 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5681 if (!p->texture_reflection)
5682 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);
5683 if (!p->texture_reflection)
5689 r_refdef.view = originalview;
5690 r_refdef.view.showdebug = false;
5691 r_refdef.view.width = r_waterstate.waterwidth;
5692 r_refdef.view.height = r_waterstate.waterheight;
5693 r_refdef.view.useclipplane = true;
5694 myview = r_refdef.view;
5695 r_waterstate.renderingscene = true;
5696 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5698 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5700 r_refdef.view = myview;
5701 if(r_water_scissormode.integer)
5704 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5705 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5708 // render reflected scene and copy into texture
5709 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5710 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5711 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5712 r_refdef.view.clipplane = p->plane;
5713 // reverse the cullface settings for this render
5714 r_refdef.view.cullface_front = GL_FRONT;
5715 r_refdef.view.cullface_back = GL_BACK;
5716 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5718 r_refdef.view.usecustompvs = true;
5720 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5722 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5725 R_ResetViewRendering3D();
5726 R_ClearScreen(r_refdef.fogenabled);
5727 if(r_water_scissormode.integer & 2)
5728 R_View_UpdateWithScissor(myscissor);
5731 if(r_water_scissormode.integer & 1)
5732 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5735 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);
5738 // render the normal view scene and copy into texture
5739 // (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)
5740 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5742 r_refdef.view = myview;
5743 if(r_water_scissormode.integer)
5746 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5747 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5750 r_waterstate.renderingrefraction = true;
5752 r_refdef.view.clipplane = p->plane;
5753 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5754 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5756 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5758 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5759 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5760 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5761 R_RenderView_UpdateViewVectors();
5762 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5764 r_refdef.view.usecustompvs = true;
5765 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);
5769 PlaneClassify(&r_refdef.view.clipplane);
5771 R_ResetViewRendering3D();
5772 R_ClearScreen(r_refdef.fogenabled);
5773 if(r_water_scissormode.integer & 2)
5774 R_View_UpdateWithScissor(myscissor);
5777 if(r_water_scissormode.integer & 1)
5778 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5781 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);
5782 r_waterstate.renderingrefraction = false;
5784 else if (p->materialflags & MATERIALFLAG_CAMERA)
5786 r_refdef.view = myview;
5788 r_refdef.view.clipplane = p->plane;
5789 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5790 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5792 r_refdef.view.width = r_waterstate.camerawidth;
5793 r_refdef.view.height = r_waterstate.cameraheight;
5794 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5795 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5797 if(p->camera_entity)
5799 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5800 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5803 // note: all of the view is used for displaying... so
5804 // there is no use in scissoring
5806 // reverse the cullface settings for this render
5807 r_refdef.view.cullface_front = GL_FRONT;
5808 r_refdef.view.cullface_back = GL_BACK;
5809 // also reverse the view matrix
5810 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
5811 R_RenderView_UpdateViewVectors();
5812 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5814 r_refdef.view.usecustompvs = true;
5815 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);
5818 // camera needs no clipplane
5819 r_refdef.view.useclipplane = false;
5821 PlaneClassify(&r_refdef.view.clipplane);
5823 R_ResetViewRendering3D();
5824 R_ClearScreen(r_refdef.fogenabled);
5828 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);
5829 r_waterstate.renderingrefraction = false;
5833 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5834 r_waterstate.renderingscene = false;
5835 r_refdef.view = originalview;
5836 R_ResetViewRendering3D();
5837 R_ClearScreen(r_refdef.fogenabled);
5841 r_refdef.view = originalview;
5842 r_waterstate.renderingscene = false;
5843 Cvar_SetValueQuick(&r_water, 0);
5844 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5846 // lowquality hack, restore cvars
5847 if (qualityreduction > 0)
5849 if (qualityreduction >= 1)
5851 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5852 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5853 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5855 if (qualityreduction >= 2)
5857 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5858 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5859 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5864 void R_Bloom_StartFrame(void)
5866 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5867 int viewwidth, viewheight;
5870 if (r_viewscale_fpsscaling.integer)
5872 double actualframetime;
5873 double targetframetime;
5875 actualframetime = r_refdef.lastdrawscreentime;
5876 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5877 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5878 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5879 if (r_viewscale_fpsscaling_stepsize.value > 0)
5880 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5881 viewscalefpsadjusted += adjust;
5882 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5885 viewscalefpsadjusted = 1.0f;
5887 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5889 switch(vid.renderpath)
5891 case RENDERPATH_GL20:
5892 case RENDERPATH_D3D9:
5893 case RENDERPATH_D3D10:
5894 case RENDERPATH_D3D11:
5895 case RENDERPATH_SOFT:
5896 case RENDERPATH_GLES2:
5898 case RENDERPATH_GL11:
5899 case RENDERPATH_GL13:
5900 case RENDERPATH_GLES1:
5904 // set bloomwidth and bloomheight to the bloom resolution that will be
5905 // used (often less than the screen resolution for faster rendering)
5906 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5907 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5908 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5909 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5910 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5912 // calculate desired texture sizes
5913 if (vid.support.arb_texture_non_power_of_two)
5915 screentexturewidth = vid.width;
5916 screentextureheight = vid.height;
5917 bloomtexturewidth = r_bloomstate.bloomwidth;
5918 bloomtextureheight = r_bloomstate.bloomheight;
5922 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
5923 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
5924 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
5925 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
5928 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))
5930 Cvar_SetValueQuick(&r_hdr, 0);
5931 Cvar_SetValueQuick(&r_bloom, 0);
5932 Cvar_SetValueQuick(&r_motionblur, 0);
5933 Cvar_SetValueQuick(&r_damageblur, 0);
5936 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)
5937 screentexturewidth = screentextureheight = 0;
5938 if (!r_hdr.integer && !r_bloom.integer)
5939 bloomtexturewidth = bloomtextureheight = 0;
5941 textype = TEXTYPE_COLORBUFFER;
5942 switch (vid.renderpath)
5944 case RENDERPATH_GL20:
5945 case RENDERPATH_GLES2:
5946 if (vid.support.ext_framebuffer_object)
5948 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5949 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5952 case RENDERPATH_GL11:
5953 case RENDERPATH_GL13:
5954 case RENDERPATH_GLES1:
5955 case RENDERPATH_D3D9:
5956 case RENDERPATH_D3D10:
5957 case RENDERPATH_D3D11:
5958 case RENDERPATH_SOFT:
5962 // allocate textures as needed
5963 if (r_bloomstate.screentexturewidth != screentexturewidth
5964 || r_bloomstate.screentextureheight != screentextureheight
5965 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
5966 || r_bloomstate.bloomtextureheight != bloomtextureheight
5967 || r_bloomstate.texturetype != textype
5968 || r_bloomstate.viewfbo != r_viewfbo.integer)
5970 if (r_bloomstate.texture_bloom)
5971 R_FreeTexture(r_bloomstate.texture_bloom);
5972 r_bloomstate.texture_bloom = NULL;
5973 if (r_bloomstate.texture_screen)
5974 R_FreeTexture(r_bloomstate.texture_screen);
5975 r_bloomstate.texture_screen = NULL;
5976 if (r_bloomstate.fbo_framebuffer)
5977 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
5978 r_bloomstate.fbo_framebuffer = 0;
5979 if (r_bloomstate.texture_framebuffercolor)
5980 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
5981 r_bloomstate.texture_framebuffercolor = NULL;
5982 if (r_bloomstate.texture_framebufferdepth)
5983 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
5984 r_bloomstate.texture_framebufferdepth = NULL;
5985 r_bloomstate.screentexturewidth = screentexturewidth;
5986 r_bloomstate.screentextureheight = screentextureheight;
5987 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
5988 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);
5989 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
5991 // FIXME: choose depth bits based on a cvar
5992 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
5993 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);
5994 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5995 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5996 // render depth into one texture and normalmap into the other
6000 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
6001 qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
6002 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
6003 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
6004 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6007 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6008 r_bloomstate.bloomtextureheight = bloomtextureheight;
6009 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6010 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);
6011 r_bloomstate.viewfbo = r_viewfbo.integer;
6012 r_bloomstate.texturetype = textype;
6015 // when doing a reduced render (HDR) we want to use a smaller area
6016 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6017 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6018 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6019 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6020 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6022 // set up a texcoord array for the full resolution screen image
6023 // (we have to keep this around to copy back during final render)
6024 r_bloomstate.screentexcoord2f[0] = 0;
6025 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6026 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6027 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6028 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6029 r_bloomstate.screentexcoord2f[5] = 0;
6030 r_bloomstate.screentexcoord2f[6] = 0;
6031 r_bloomstate.screentexcoord2f[7] = 0;
6033 // set up a texcoord array for the reduced resolution bloom image
6034 // (which will be additive blended over the screen image)
6035 r_bloomstate.bloomtexcoord2f[0] = 0;
6036 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6037 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6038 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6039 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6040 r_bloomstate.bloomtexcoord2f[5] = 0;
6041 r_bloomstate.bloomtexcoord2f[6] = 0;
6042 r_bloomstate.bloomtexcoord2f[7] = 0;
6044 switch(vid.renderpath)
6046 case RENDERPATH_GL11:
6047 case RENDERPATH_GL13:
6048 case RENDERPATH_GL20:
6049 case RENDERPATH_SOFT:
6050 case RENDERPATH_GLES1:
6051 case RENDERPATH_GLES2:
6053 case RENDERPATH_D3D9:
6054 case RENDERPATH_D3D10:
6055 case RENDERPATH_D3D11:
6058 for (i = 0;i < 4;i++)
6060 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6061 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6062 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6063 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6069 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6071 r_bloomstate.enabled = true;
6072 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6075 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);
6077 if (r_bloomstate.fbo_framebuffer)
6078 r_refdef.view.clear = true;
6081 void R_Bloom_CopyBloomTexture(float colorscale)
6083 r_refdef.stats.bloom++;
6085 // scale down screen texture to the bloom texture size
6087 R_Mesh_SetMainRenderTargets();
6088 R_SetViewport(&r_bloomstate.viewport);
6089 GL_BlendFunc(GL_ONE, GL_ZERO);
6090 GL_Color(colorscale, colorscale, colorscale, 1);
6091 // 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...
6092 switch(vid.renderpath)
6094 case RENDERPATH_GL11:
6095 case RENDERPATH_GL13:
6096 case RENDERPATH_GL20:
6097 case RENDERPATH_GLES1:
6098 case RENDERPATH_GLES2:
6099 case RENDERPATH_SOFT:
6100 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6102 case RENDERPATH_D3D9:
6103 case RENDERPATH_D3D10:
6104 case RENDERPATH_D3D11:
6105 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6108 // TODO: do boxfilter scale-down in shader?
6109 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
6110 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6111 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6113 // we now have a bloom image in the framebuffer
6114 // copy it into the bloom image texture for later processing
6115 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);
6116 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6119 void R_Bloom_CopyHDRTexture(void)
6121 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);
6122 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6125 void R_Bloom_MakeTexture(void)
6128 float xoffset, yoffset, r, brighten;
6130 r_refdef.stats.bloom++;
6132 R_ResetViewRendering2D();
6134 // we have a bloom image in the framebuffer
6136 R_SetViewport(&r_bloomstate.viewport);
6138 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6141 r = bound(0, r_bloom_colorexponent.value / x, 1);
6142 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6144 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6145 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
6146 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6147 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6149 // copy the vertically blurred bloom view to a texture
6150 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);
6151 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6154 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6155 brighten = r_bloom_brighten.value;
6156 if (r_bloomstate.hdr)
6157 brighten *= r_hdr_range.value;
6158 brighten = sqrt(brighten);
6160 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6161 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
6163 for (dir = 0;dir < 2;dir++)
6165 // blend on at multiple vertical offsets to achieve a vertical blur
6166 // TODO: do offset blends using GLSL
6167 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6168 GL_BlendFunc(GL_ONE, GL_ZERO);
6169 for (x = -range;x <= range;x++)
6171 if (!dir){xoffset = 0;yoffset = x;}
6172 else {xoffset = x;yoffset = 0;}
6173 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6174 yoffset /= (float)r_bloomstate.bloomtextureheight;
6175 // compute a texcoord array with the specified x and y offset
6176 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6177 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6178 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6179 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6180 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6181 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6182 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6183 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6184 // this r value looks like a 'dot' particle, fading sharply to
6185 // black at the edges
6186 // (probably not realistic but looks good enough)
6187 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6188 //r = brighten/(range*2+1);
6189 r = brighten / (range * 2 + 1);
6191 r *= (1 - x*x/(float)(range*range));
6192 GL_Color(r, r, r, 1);
6193 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6194 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6195 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6196 GL_BlendFunc(GL_ONE, GL_ONE);
6199 // copy the vertically blurred bloom view to a texture
6200 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);
6201 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6205 void R_HDR_RenderBloomTexture(void)
6207 int oldwidth, oldheight;
6208 float oldcolorscale;
6209 qboolean oldwaterstate;
6211 oldwaterstate = r_waterstate.enabled;
6212 oldcolorscale = r_refdef.view.colorscale;
6213 oldwidth = r_refdef.view.width;
6214 oldheight = r_refdef.view.height;
6215 r_refdef.view.width = r_bloomstate.bloomwidth;
6216 r_refdef.view.height = r_bloomstate.bloomheight;
6218 if(r_hdr.integer < 2)
6219 r_waterstate.enabled = false;
6221 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6222 // TODO: add exposure compensation features
6223 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6225 r_refdef.view.showdebug = false;
6226 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6228 R_ResetViewRendering3D();
6230 R_ClearScreen(r_refdef.fogenabled);
6231 if (r_timereport_active)
6232 R_TimeReport("HDRclear");
6235 if (r_timereport_active)
6236 R_TimeReport("visibility");
6238 // only do secondary renders with HDR if r_hdr is 2 or higher
6239 r_waterstate.numwaterplanes = 0;
6240 if (r_waterstate.enabled)
6241 R_RenderWaterPlanes();
6243 r_refdef.view.showdebug = true;
6245 r_waterstate.numwaterplanes = 0;
6247 R_ResetViewRendering2D();
6249 R_Bloom_CopyHDRTexture();
6250 R_Bloom_MakeTexture();
6252 // restore the view settings
6253 r_waterstate.enabled = oldwaterstate;
6254 r_refdef.view.width = oldwidth;
6255 r_refdef.view.height = oldheight;
6256 r_refdef.view.colorscale = oldcolorscale;
6258 R_ResetViewRendering3D();
6260 R_ClearScreen(r_refdef.fogenabled);
6261 if (r_timereport_active)
6262 R_TimeReport("viewclear");
6265 static void R_BlendView(void)
6267 unsigned int permutation;
6268 float uservecs[4][4];
6270 switch (vid.renderpath)
6272 case RENDERPATH_GL20:
6273 case RENDERPATH_D3D9:
6274 case RENDERPATH_D3D10:
6275 case RENDERPATH_D3D11:
6276 case RENDERPATH_SOFT:
6277 case RENDERPATH_GLES2:
6279 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6280 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6281 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6282 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6283 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6285 if (r_bloomstate.texture_screen)
6287 // make sure the buffer is available
6288 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6290 R_ResetViewRendering2D();
6291 R_Mesh_SetMainRenderTargets();
6293 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6295 // declare variables
6296 float blur_factor, blur_mouseaccel, blur_velocity;
6297 static float blur_average;
6298 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6300 blur_velocity = VectorLength(cl.movement_velocity);
6301 blur_mouseaccel = fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles));
6303 // set a goal for the factoring
6304 blur_factor = (blur_velocity + (blur_mouseaccel * 10));
6306 // from the goal, pick an averaged value between goal and last value
6307 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
6308 blur_average *= (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6310 blur_factor = bound(0, (blur_average - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value), 1);
6311 //blur_factor = blur_factor * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
6313 // calculate values into a standard alpha
6314 cl.motionbluralpha = 1 - exp(-
6316 (r_motionblur.value * blur_factor / 80)
6318 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6321 max(0.0001, cl.time - cl.oldtime) // fps independent
6324 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6325 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6328 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6330 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6331 GL_Color(1, 1, 1, cl.motionbluralpha);
6332 switch(vid.renderpath)
6334 case RENDERPATH_GL11:
6335 case RENDERPATH_GL13:
6336 case RENDERPATH_GL20:
6337 case RENDERPATH_GLES1:
6338 case RENDERPATH_GLES2:
6339 case RENDERPATH_SOFT:
6340 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6342 case RENDERPATH_D3D9:
6343 case RENDERPATH_D3D10:
6344 case RENDERPATH_D3D11:
6345 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6348 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
6349 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6350 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6353 // updates old view angles for next pass
6354 VectorCopy(cl.viewangles, blur_oldangles);
6357 // copy view into the screen texture
6358 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);
6359 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6361 else if (!r_bloomstate.texture_bloom)
6363 // we may still have to do view tint...
6364 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6366 // apply a color tint to the whole view
6367 R_ResetViewRendering2D();
6368 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6369 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6370 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
6371 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6372 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6374 break; // no screen processing, no bloom, skip it
6377 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6379 // render simple bloom effect
6380 // copy the screen and shrink it and darken it for the bloom process
6381 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6382 // make the bloom texture
6383 R_Bloom_MakeTexture();
6386 #if _MSC_VER >= 1400
6387 #define sscanf sscanf_s
6389 memset(uservecs, 0, sizeof(uservecs));
6390 if (r_glsl_postprocess_uservec1_enable.integer)
6391 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6392 if (r_glsl_postprocess_uservec2_enable.integer)
6393 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6394 if (r_glsl_postprocess_uservec3_enable.integer)
6395 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6396 if (r_glsl_postprocess_uservec4_enable.integer)
6397 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6399 R_ResetViewRendering2D();
6400 GL_Color(1, 1, 1, 1);
6401 GL_BlendFunc(GL_ONE, GL_ZERO);
6403 switch(vid.renderpath)
6405 case RENDERPATH_GL20:
6406 case RENDERPATH_GLES2:
6407 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6408 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6409 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6410 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6411 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6412 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]);
6413 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6414 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]);
6415 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]);
6416 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]);
6417 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]);
6418 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6419 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6420 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);
6422 case RENDERPATH_D3D9:
6424 // 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...
6425 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6426 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6427 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6428 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6429 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6430 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6431 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6432 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6433 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6434 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6435 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6436 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6437 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6438 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6441 case RENDERPATH_D3D10:
6442 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6444 case RENDERPATH_D3D11:
6445 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6447 case RENDERPATH_SOFT:
6448 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6449 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6450 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6451 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6452 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6453 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6454 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6455 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6456 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6457 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6458 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6459 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6460 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6461 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6466 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6467 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6469 case RENDERPATH_GL11:
6470 case RENDERPATH_GL13:
6471 case RENDERPATH_GLES1:
6472 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6474 // apply a color tint to the whole view
6475 R_ResetViewRendering2D();
6476 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6477 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6478 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
6479 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6480 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6486 matrix4x4_t r_waterscrollmatrix;
6488 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
6490 if (r_refdef.fog_density)
6492 r_refdef.fogcolor[0] = r_refdef.fog_red;
6493 r_refdef.fogcolor[1] = r_refdef.fog_green;
6494 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6496 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6497 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6498 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6499 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6503 VectorCopy(r_refdef.fogcolor, fogvec);
6504 // color.rgb *= ContrastBoost * SceneBrightness;
6505 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6506 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6507 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6508 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6513 void R_UpdateVariables(void)
6517 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6519 r_refdef.farclip = r_farclip_base.value;
6520 if (r_refdef.scene.worldmodel)
6521 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6522 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6524 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6525 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6526 r_refdef.polygonfactor = 0;
6527 r_refdef.polygonoffset = 0;
6528 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6529 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6531 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6532 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6533 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6534 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6535 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6536 if (FAKELIGHT_ENABLED)
6538 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6540 if (r_showsurfaces.integer)
6542 r_refdef.scene.rtworld = false;
6543 r_refdef.scene.rtworldshadows = false;
6544 r_refdef.scene.rtdlight = false;
6545 r_refdef.scene.rtdlightshadows = false;
6546 r_refdef.lightmapintensity = 0;
6549 if (gamemode == GAME_NEHAHRA)
6551 if (gl_fogenable.integer)
6553 r_refdef.oldgl_fogenable = true;
6554 r_refdef.fog_density = gl_fogdensity.value;
6555 r_refdef.fog_red = gl_fogred.value;
6556 r_refdef.fog_green = gl_foggreen.value;
6557 r_refdef.fog_blue = gl_fogblue.value;
6558 r_refdef.fog_alpha = 1;
6559 r_refdef.fog_start = 0;
6560 r_refdef.fog_end = gl_skyclip.value;
6561 r_refdef.fog_height = 1<<30;
6562 r_refdef.fog_fadedepth = 128;
6564 else if (r_refdef.oldgl_fogenable)
6566 r_refdef.oldgl_fogenable = false;
6567 r_refdef.fog_density = 0;
6568 r_refdef.fog_red = 0;
6569 r_refdef.fog_green = 0;
6570 r_refdef.fog_blue = 0;
6571 r_refdef.fog_alpha = 0;
6572 r_refdef.fog_start = 0;
6573 r_refdef.fog_end = 0;
6574 r_refdef.fog_height = 1<<30;
6575 r_refdef.fog_fadedepth = 128;
6579 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6580 r_refdef.fog_start = max(0, r_refdef.fog_start);
6581 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6583 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
6585 if (r_refdef.fog_density && r_drawfog.integer)
6587 r_refdef.fogenabled = true;
6588 // this is the point where the fog reaches 0.9986 alpha, which we
6589 // consider a good enough cutoff point for the texture
6590 // (0.9986 * 256 == 255.6)
6591 if (r_fog_exp2.integer)
6592 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6594 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6595 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6596 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6597 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6598 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6599 R_BuildFogHeightTexture();
6600 // fog color was already set
6601 // update the fog texture
6602 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)
6603 R_BuildFogTexture();
6604 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6605 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6608 r_refdef.fogenabled = false;
6610 switch(vid.renderpath)
6612 case RENDERPATH_GL20:
6613 case RENDERPATH_D3D9:
6614 case RENDERPATH_D3D10:
6615 case RENDERPATH_D3D11:
6616 case RENDERPATH_SOFT:
6617 case RENDERPATH_GLES2:
6618 if(v_glslgamma.integer && !vid_gammatables_trivial)
6620 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6622 // build GLSL gamma texture
6623 #define RAMPWIDTH 256
6624 unsigned short ramp[RAMPWIDTH * 3];
6625 unsigned char rampbgr[RAMPWIDTH][4];
6628 r_texture_gammaramps_serial = vid_gammatables_serial;
6630 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6631 for(i = 0; i < RAMPWIDTH; ++i)
6633 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6634 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6635 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6638 if (r_texture_gammaramps)
6640 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6644 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6650 // remove GLSL gamma texture
6653 case RENDERPATH_GL11:
6654 case RENDERPATH_GL13:
6655 case RENDERPATH_GLES1:
6660 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6661 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6667 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6668 if( scenetype != r_currentscenetype ) {
6669 // store the old scenetype
6670 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6671 r_currentscenetype = scenetype;
6672 // move in the new scene
6673 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6682 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6684 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6685 if( scenetype == r_currentscenetype ) {
6686 return &r_refdef.scene;
6688 return &r_scenes_store[ scenetype ];
6697 int dpsoftrast_test;
6698 extern void R_Shadow_UpdateBounceGridTexture(void);
6699 extern cvar_t r_shadow_bouncegrid;
6700 void R_RenderView(void)
6702 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6704 dpsoftrast_test = r_test.integer;
6706 if (r_timereport_active)
6707 R_TimeReport("start");
6708 r_textureframe++; // used only by R_GetCurrentTexture
6709 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6711 if(R_CompileShader_CheckStaticParms())
6714 if (!r_drawentities.integer)
6715 r_refdef.scene.numentities = 0;
6717 R_AnimCache_ClearCache();
6718 R_FrameData_NewFrame();
6720 /* adjust for stereo display */
6721 if(R_Stereo_Active())
6723 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);
6724 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6727 if (r_refdef.view.isoverlay)
6729 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6730 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6731 R_TimeReport("depthclear");
6733 r_refdef.view.showdebug = false;
6735 r_waterstate.enabled = false;
6736 r_waterstate.numwaterplanes = 0;
6740 r_refdef.view.matrix = originalmatrix;
6746 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6748 r_refdef.view.matrix = originalmatrix;
6749 return; //Host_Error ("R_RenderView: NULL worldmodel");
6752 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6754 R_RenderView_UpdateViewVectors();
6756 R_Shadow_UpdateWorldLightSelection();
6758 R_Bloom_StartFrame();
6759 R_Water_StartFrame();
6762 if (r_timereport_active)
6763 R_TimeReport("viewsetup");
6765 R_ResetViewRendering3D();
6767 if (r_refdef.view.clear || r_refdef.fogenabled)
6769 R_ClearScreen(r_refdef.fogenabled);
6770 if (r_timereport_active)
6771 R_TimeReport("viewclear");
6773 r_refdef.view.clear = true;
6775 // this produces a bloom texture to be used in R_BlendView() later
6776 if (r_bloomstate.hdr)
6778 R_HDR_RenderBloomTexture();
6779 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6780 r_textureframe++; // used only by R_GetCurrentTexture
6783 r_refdef.view.showdebug = true;
6786 if (r_timereport_active)
6787 R_TimeReport("visibility");
6789 R_Shadow_UpdateBounceGridTexture();
6790 if (r_timereport_active && r_shadow_bouncegrid.integer)
6791 R_TimeReport("bouncegrid");
6793 r_waterstate.numwaterplanes = 0;
6794 if (r_waterstate.enabled)
6795 R_RenderWaterPlanes();
6798 r_waterstate.numwaterplanes = 0;
6801 if (r_timereport_active)
6802 R_TimeReport("blendview");
6804 GL_Scissor(0, 0, vid.width, vid.height);
6805 GL_ScissorTest(false);
6807 r_refdef.view.matrix = originalmatrix;
6812 void R_RenderWaterPlanes(void)
6814 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6816 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6817 if (r_timereport_active)
6818 R_TimeReport("waterworld");
6821 // don't let sound skip if going slow
6822 if (r_refdef.scene.extraupdate)
6825 R_DrawModelsAddWaterPlanes();
6826 if (r_timereport_active)
6827 R_TimeReport("watermodels");
6829 if (r_waterstate.numwaterplanes)
6831 R_Water_ProcessPlanes();
6832 if (r_timereport_active)
6833 R_TimeReport("waterscenes");
6837 extern void R_DrawLightningBeams (void);
6838 extern void VM_CL_AddPolygonsToMeshQueue (void);
6839 extern void R_DrawPortals (void);
6840 extern cvar_t cl_locs_show;
6841 static void R_DrawLocs(void);
6842 static void R_DrawEntityBBoxes(void);
6843 static void R_DrawModelDecals(void);
6844 extern void R_DrawModelShadows(void);
6845 extern void R_DrawModelShadowMaps(void);
6846 extern cvar_t cl_decals_newsystem;
6847 extern qboolean r_shadow_usingdeferredprepass;
6848 void R_RenderScene(void)
6850 qboolean shadowmapping = false;
6852 if (r_timereport_active)
6853 R_TimeReport("beginscene");
6855 r_refdef.stats.renders++;
6859 // don't let sound skip if going slow
6860 if (r_refdef.scene.extraupdate)
6863 R_MeshQueue_BeginScene();
6867 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);
6869 if (r_timereport_active)
6870 R_TimeReport("skystartframe");
6872 if (cl.csqc_vidvars.drawworld)
6874 // don't let sound skip if going slow
6875 if (r_refdef.scene.extraupdate)
6878 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6880 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6881 if (r_timereport_active)
6882 R_TimeReport("worldsky");
6885 if (R_DrawBrushModelsSky() && r_timereport_active)
6886 R_TimeReport("bmodelsky");
6888 if (skyrendermasked && skyrenderlater)
6890 // we have to force off the water clipping plane while rendering sky
6894 if (r_timereport_active)
6895 R_TimeReport("sky");
6899 R_AnimCache_CacheVisibleEntities();
6900 if (r_timereport_active)
6901 R_TimeReport("animation");
6903 R_Shadow_PrepareLights();
6904 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6905 R_Shadow_PrepareModelShadows();
6906 if (r_timereport_active)
6907 R_TimeReport("preparelights");
6909 if (R_Shadow_ShadowMappingEnabled())
6910 shadowmapping = true;
6912 if (r_shadow_usingdeferredprepass)
6913 R_Shadow_DrawPrepass();
6915 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6917 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6918 if (r_timereport_active)
6919 R_TimeReport("worlddepth");
6921 if (r_depthfirst.integer >= 2)
6923 R_DrawModelsDepth();
6924 if (r_timereport_active)
6925 R_TimeReport("modeldepth");
6928 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6930 R_DrawModelShadowMaps();
6931 R_ResetViewRendering3D();
6932 // don't let sound skip if going slow
6933 if (r_refdef.scene.extraupdate)
6937 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6939 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6940 if (r_timereport_active)
6941 R_TimeReport("world");
6944 // don't let sound skip if going slow
6945 if (r_refdef.scene.extraupdate)
6949 if (r_timereport_active)
6950 R_TimeReport("models");
6952 // don't let sound skip if going slow
6953 if (r_refdef.scene.extraupdate)
6956 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6958 R_DrawModelShadows();
6959 R_ResetViewRendering3D();
6960 // don't let sound skip if going slow
6961 if (r_refdef.scene.extraupdate)
6965 if (!r_shadow_usingdeferredprepass)
6967 R_Shadow_DrawLights();
6968 if (r_timereport_active)
6969 R_TimeReport("rtlights");
6972 // don't let sound skip if going slow
6973 if (r_refdef.scene.extraupdate)
6976 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6978 R_DrawModelShadows();
6979 R_ResetViewRendering3D();
6980 // don't let sound skip if going slow
6981 if (r_refdef.scene.extraupdate)
6985 if (cl.csqc_vidvars.drawworld)
6987 if (cl_decals_newsystem.integer)
6989 R_DrawModelDecals();
6990 if (r_timereport_active)
6991 R_TimeReport("modeldecals");
6996 if (r_timereport_active)
6997 R_TimeReport("decals");
7001 if (r_timereport_active)
7002 R_TimeReport("particles");
7005 if (r_timereport_active)
7006 R_TimeReport("explosions");
7008 R_DrawLightningBeams();
7009 if (r_timereport_active)
7010 R_TimeReport("lightning");
7013 VM_CL_AddPolygonsToMeshQueue();
7015 if (r_refdef.view.showdebug)
7017 if (cl_locs_show.integer)
7020 if (r_timereport_active)
7021 R_TimeReport("showlocs");
7024 if (r_drawportals.integer)
7027 if (r_timereport_active)
7028 R_TimeReport("portals");
7031 if (r_showbboxes.value > 0)
7033 R_DrawEntityBBoxes();
7034 if (r_timereport_active)
7035 R_TimeReport("bboxes");
7039 if (r_transparent.integer)
7041 R_MeshQueue_RenderTransparent();
7042 if (r_timereport_active)
7043 R_TimeReport("drawtrans");
7046 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))
7048 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7049 if (r_timereport_active)
7050 R_TimeReport("worlddebug");
7051 R_DrawModelsDebug();
7052 if (r_timereport_active)
7053 R_TimeReport("modeldebug");
7056 if (cl.csqc_vidvars.drawworld)
7058 R_Shadow_DrawCoronas();
7059 if (r_timereport_active)
7060 R_TimeReport("coronas");
7065 GL_DepthTest(false);
7066 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7067 GL_Color(1, 1, 1, 1);
7068 qglBegin(GL_POLYGON);
7069 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7070 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7071 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7072 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7074 qglBegin(GL_POLYGON);
7075 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]);
7076 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]);
7077 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]);
7078 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]);
7080 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7084 // don't let sound skip if going slow
7085 if (r_refdef.scene.extraupdate)
7088 R_ResetViewRendering2D();
7091 static const unsigned short bboxelements[36] =
7101 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7104 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7106 RSurf_ActiveWorldEntity();
7108 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7109 GL_DepthMask(false);
7110 GL_DepthRange(0, 1);
7111 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7112 // R_Mesh_ResetTextureState();
7114 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7115 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7116 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7117 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7118 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7119 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7120 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7121 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7122 R_FillColors(color4f, 8, cr, cg, cb, ca);
7123 if (r_refdef.fogenabled)
7125 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7127 f1 = RSurf_FogVertex(v);
7129 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7130 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7131 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7134 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7135 R_Mesh_ResetTextureState();
7136 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
7137 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7140 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7144 prvm_edict_t *edict;
7145 prvm_prog_t *prog_save = prog;
7147 // this function draws bounding boxes of server entities
7151 GL_CullFace(GL_NONE);
7152 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
7156 for (i = 0;i < numsurfaces;i++)
7158 edict = PRVM_EDICT_NUM(surfacelist[i]);
7159 switch ((int)PRVM_serveredictfloat(edict, solid))
7161 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7162 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7163 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7164 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7165 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7166 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7168 color[3] *= r_showbboxes.value;
7169 color[3] = bound(0, color[3], 1);
7170 GL_DepthTest(!r_showdisabledepthtest.integer);
7171 GL_CullFace(r_refdef.view.cullface_front);
7172 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7178 static void R_DrawEntityBBoxes(void)
7181 prvm_edict_t *edict;
7183 prvm_prog_t *prog_save = prog;
7185 // this function draws bounding boxes of server entities
7191 for (i = 0;i < prog->num_edicts;i++)
7193 edict = PRVM_EDICT_NUM(i);
7194 if (edict->priv.server->free)
7196 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7197 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7199 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7201 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7202 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7208 static const int nomodelelement3i[24] =
7220 static const unsigned short nomodelelement3s[24] =
7232 static const float nomodelvertex3f[6*3] =
7242 static const float nomodelcolor4f[6*4] =
7244 0.0f, 0.0f, 0.5f, 1.0f,
7245 0.0f, 0.0f, 0.5f, 1.0f,
7246 0.0f, 0.5f, 0.0f, 1.0f,
7247 0.0f, 0.5f, 0.0f, 1.0f,
7248 0.5f, 0.0f, 0.0f, 1.0f,
7249 0.5f, 0.0f, 0.0f, 1.0f
7252 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7258 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);
7260 // this is only called once per entity so numsurfaces is always 1, and
7261 // surfacelist is always {0}, so this code does not handle batches
7263 if (rsurface.ent_flags & RENDER_ADDITIVE)
7265 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7266 GL_DepthMask(false);
7268 else if (rsurface.colormod[3] < 1)
7270 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7271 GL_DepthMask(false);
7275 GL_BlendFunc(GL_ONE, GL_ZERO);
7278 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7279 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7280 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7281 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7282 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7283 for (i = 0, c = color4f;i < 6;i++, c += 4)
7285 c[0] *= rsurface.colormod[0];
7286 c[1] *= rsurface.colormod[1];
7287 c[2] *= rsurface.colormod[2];
7288 c[3] *= rsurface.colormod[3];
7290 if (r_refdef.fogenabled)
7292 for (i = 0, c = color4f;i < 6;i++, c += 4)
7294 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7296 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7297 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7298 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7301 // R_Mesh_ResetTextureState();
7302 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
7303 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7304 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7307 void R_DrawNoModel(entity_render_t *ent)
7310 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7311 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7312 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7314 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7317 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7319 vec3_t right1, right2, diff, normal;
7321 VectorSubtract (org2, org1, normal);
7323 // calculate 'right' vector for start
7324 VectorSubtract (r_refdef.view.origin, org1, diff);
7325 CrossProduct (normal, diff, right1);
7326 VectorNormalize (right1);
7328 // calculate 'right' vector for end
7329 VectorSubtract (r_refdef.view.origin, org2, diff);
7330 CrossProduct (normal, diff, right2);
7331 VectorNormalize (right2);
7333 vert[ 0] = org1[0] + width * right1[0];
7334 vert[ 1] = org1[1] + width * right1[1];
7335 vert[ 2] = org1[2] + width * right1[2];
7336 vert[ 3] = org1[0] - width * right1[0];
7337 vert[ 4] = org1[1] - width * right1[1];
7338 vert[ 5] = org1[2] - width * right1[2];
7339 vert[ 6] = org2[0] - width * right2[0];
7340 vert[ 7] = org2[1] - width * right2[1];
7341 vert[ 8] = org2[2] - width * right2[2];
7342 vert[ 9] = org2[0] + width * right2[0];
7343 vert[10] = org2[1] + width * right2[1];
7344 vert[11] = org2[2] + width * right2[2];
7347 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)
7349 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7350 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7351 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7352 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7353 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7354 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7355 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7356 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7357 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7358 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7359 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7360 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7363 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7368 VectorSet(v, x, y, z);
7369 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7370 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7372 if (i == mesh->numvertices)
7374 if (mesh->numvertices < mesh->maxvertices)
7376 VectorCopy(v, vertex3f);
7377 mesh->numvertices++;
7379 return mesh->numvertices;
7385 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7389 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7390 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7391 e = mesh->element3i + mesh->numtriangles * 3;
7392 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7394 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7395 if (mesh->numtriangles < mesh->maxtriangles)
7400 mesh->numtriangles++;
7402 element[1] = element[2];
7406 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7410 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7411 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7412 e = mesh->element3i + mesh->numtriangles * 3;
7413 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7415 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7416 if (mesh->numtriangles < mesh->maxtriangles)
7421 mesh->numtriangles++;
7423 element[1] = element[2];
7427 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7428 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7430 int planenum, planenum2;
7433 mplane_t *plane, *plane2;
7435 double temppoints[2][256*3];
7436 // figure out how large a bounding box we need to properly compute this brush
7438 for (w = 0;w < numplanes;w++)
7439 maxdist = max(maxdist, fabs(planes[w].dist));
7440 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7441 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7442 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7446 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7447 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7449 if (planenum2 == planenum)
7451 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);
7454 if (tempnumpoints < 3)
7456 // generate elements forming a triangle fan for this polygon
7457 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7461 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)
7463 texturelayer_t *layer;
7464 layer = t->currentlayers + t->currentnumlayers++;
7466 layer->depthmask = depthmask;
7467 layer->blendfunc1 = blendfunc1;
7468 layer->blendfunc2 = blendfunc2;
7469 layer->texture = texture;
7470 layer->texmatrix = *matrix;
7471 layer->color[0] = r;
7472 layer->color[1] = g;
7473 layer->color[2] = b;
7474 layer->color[3] = a;
7477 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7479 if(parms[0] == 0 && parms[1] == 0)
7481 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7482 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
7487 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7490 index = parms[2] + rsurface.shadertime * parms[3];
7491 index -= floor(index);
7492 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7495 case Q3WAVEFUNC_NONE:
7496 case Q3WAVEFUNC_NOISE:
7497 case Q3WAVEFUNC_COUNT:
7500 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7501 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7502 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7503 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7504 case Q3WAVEFUNC_TRIANGLE:
7506 f = index - floor(index);
7519 f = parms[0] + parms[1] * f;
7520 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7521 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
7525 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7531 matrix4x4_t matrix, temp;
7532 switch(tcmod->tcmod)
7536 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7537 matrix = r_waterscrollmatrix;
7539 matrix = identitymatrix;
7541 case Q3TCMOD_ENTITYTRANSLATE:
7542 // this is used in Q3 to allow the gamecode to control texcoord
7543 // scrolling on the entity, which is not supported in darkplaces yet.
7544 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7546 case Q3TCMOD_ROTATE:
7547 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7548 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7549 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7552 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7554 case Q3TCMOD_SCROLL:
7555 // extra care is needed because of precision breakdown with large values of time
7556 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7557 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7558 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7560 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7561 w = (int) tcmod->parms[0];
7562 h = (int) tcmod->parms[1];
7563 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7565 idx = (int) floor(f * w * h);
7566 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7568 case Q3TCMOD_STRETCH:
7569 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7570 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7572 case Q3TCMOD_TRANSFORM:
7573 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7574 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7575 VectorSet(tcmat + 6, 0 , 0 , 1);
7576 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7577 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7579 case Q3TCMOD_TURBULENT:
7580 // this is handled in the RSurf_PrepareVertices function
7581 matrix = identitymatrix;
7585 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7588 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7590 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7591 char name[MAX_QPATH];
7592 skinframe_t *skinframe;
7593 unsigned char pixels[296*194];
7594 strlcpy(cache->name, skinname, sizeof(cache->name));
7595 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7596 if (developer_loading.integer)
7597 Con_Printf("loading %s\n", name);
7598 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7599 if (!skinframe || !skinframe->base)
7602 fs_offset_t filesize;
7604 f = FS_LoadFile(name, tempmempool, true, &filesize);
7607 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7608 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7612 cache->skinframe = skinframe;
7615 texture_t *R_GetCurrentTexture(texture_t *t)
7618 const entity_render_t *ent = rsurface.entity;
7619 dp_model_t *model = ent->model;
7620 q3shaderinfo_layer_tcmod_t *tcmod;
7622 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7623 return t->currentframe;
7624 t->update_lastrenderframe = r_textureframe;
7625 t->update_lastrenderentity = (void *)ent;
7627 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7628 t->camera_entity = ent->entitynumber;
7630 t->camera_entity = 0;
7632 // switch to an alternate material if this is a q1bsp animated material
7634 texture_t *texture = t;
7635 int s = rsurface.ent_skinnum;
7636 if ((unsigned int)s >= (unsigned int)model->numskins)
7638 if (model->skinscenes)
7640 if (model->skinscenes[s].framecount > 1)
7641 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7643 s = model->skinscenes[s].firstframe;
7646 t = t + s * model->num_surfaces;
7649 // use an alternate animation if the entity's frame is not 0,
7650 // and only if the texture has an alternate animation
7651 if (rsurface.ent_alttextures && t->anim_total[1])
7652 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7654 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7656 texture->currentframe = t;
7659 // update currentskinframe to be a qw skin or animation frame
7660 if (rsurface.ent_qwskin >= 0)
7662 i = rsurface.ent_qwskin;
7663 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7665 r_qwskincache_size = cl.maxclients;
7667 Mem_Free(r_qwskincache);
7668 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7670 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7671 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7672 t->currentskinframe = r_qwskincache[i].skinframe;
7673 if (t->currentskinframe == NULL)
7674 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7676 else if (t->numskinframes >= 2)
7677 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7678 if (t->backgroundnumskinframes >= 2)
7679 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7681 t->currentmaterialflags = t->basematerialflags;
7682 t->currentalpha = rsurface.colormod[3];
7683 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7684 t->currentalpha *= r_wateralpha.value;
7685 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7686 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7687 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7688 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7689 if (!(rsurface.ent_flags & RENDER_LIGHT))
7690 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7691 else if (FAKELIGHT_ENABLED)
7693 // no modellight if using fakelight for the map
7695 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7697 // pick a model lighting mode
7698 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7699 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7701 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7703 if (rsurface.ent_flags & RENDER_ADDITIVE)
7704 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7705 else if (t->currentalpha < 1)
7706 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7707 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7708 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7709 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7710 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7711 if (t->backgroundnumskinframes)
7712 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7713 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7715 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7716 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7719 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7720 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7722 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7723 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7725 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7726 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7728 // there is no tcmod
7729 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7731 t->currenttexmatrix = r_waterscrollmatrix;
7732 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7734 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7736 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7737 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7740 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7741 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7742 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7743 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7745 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7746 if (t->currentskinframe->qpixels)
7747 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7748 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7749 if (!t->basetexture)
7750 t->basetexture = r_texture_notexture;
7751 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7752 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7753 t->nmaptexture = t->currentskinframe->nmap;
7754 if (!t->nmaptexture)
7755 t->nmaptexture = r_texture_blanknormalmap;
7756 t->glosstexture = r_texture_black;
7757 t->glowtexture = t->currentskinframe->glow;
7758 t->fogtexture = t->currentskinframe->fog;
7759 t->reflectmasktexture = t->currentskinframe->reflect;
7760 if (t->backgroundnumskinframes)
7762 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7763 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7764 t->backgroundglosstexture = r_texture_black;
7765 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7766 if (!t->backgroundnmaptexture)
7767 t->backgroundnmaptexture = r_texture_blanknormalmap;
7771 t->backgroundbasetexture = r_texture_white;
7772 t->backgroundnmaptexture = r_texture_blanknormalmap;
7773 t->backgroundglosstexture = r_texture_black;
7774 t->backgroundglowtexture = NULL;
7776 t->specularpower = r_shadow_glossexponent.value;
7777 // TODO: store reference values for these in the texture?
7778 t->specularscale = 0;
7779 if (r_shadow_gloss.integer > 0)
7781 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7783 if (r_shadow_glossintensity.value > 0)
7785 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7786 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7787 t->specularscale = r_shadow_glossintensity.value;
7790 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7792 t->glosstexture = r_texture_white;
7793 t->backgroundglosstexture = r_texture_white;
7794 t->specularscale = r_shadow_gloss2intensity.value;
7795 t->specularpower = r_shadow_gloss2exponent.value;
7798 t->specularscale *= t->specularscalemod;
7799 t->specularpower *= t->specularpowermod;
7801 // lightmaps mode looks bad with dlights using actual texturing, so turn
7802 // off the colormap and glossmap, but leave the normalmap on as it still
7803 // accurately represents the shading involved
7804 if (gl_lightmaps.integer)
7806 t->basetexture = r_texture_grey128;
7807 t->pantstexture = r_texture_black;
7808 t->shirttexture = r_texture_black;
7809 t->nmaptexture = r_texture_blanknormalmap;
7810 t->glosstexture = r_texture_black;
7811 t->glowtexture = NULL;
7812 t->fogtexture = NULL;
7813 t->reflectmasktexture = NULL;
7814 t->backgroundbasetexture = NULL;
7815 t->backgroundnmaptexture = r_texture_blanknormalmap;
7816 t->backgroundglosstexture = r_texture_black;
7817 t->backgroundglowtexture = NULL;
7818 t->specularscale = 0;
7819 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7822 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7823 VectorClear(t->dlightcolor);
7824 t->currentnumlayers = 0;
7825 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7827 int blendfunc1, blendfunc2;
7829 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7831 blendfunc1 = GL_SRC_ALPHA;
7832 blendfunc2 = GL_ONE;
7834 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7836 blendfunc1 = GL_SRC_ALPHA;
7837 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7839 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7841 blendfunc1 = t->customblendfunc[0];
7842 blendfunc2 = t->customblendfunc[1];
7846 blendfunc1 = GL_ONE;
7847 blendfunc2 = GL_ZERO;
7849 // don't colormod evilblend textures
7850 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7851 VectorSet(t->lightmapcolor, 1, 1, 1);
7852 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7853 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7855 // fullbright is not affected by r_refdef.lightmapintensity
7856 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]);
7857 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7858 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]);
7859 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7860 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]);
7864 vec3_t ambientcolor;
7866 // set the color tint used for lights affecting this surface
7867 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7869 // q3bsp has no lightmap updates, so the lightstylevalue that
7870 // would normally be baked into the lightmap must be
7871 // applied to the color
7872 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7873 if (model->type == mod_brushq3)
7874 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7875 colorscale *= r_refdef.lightmapintensity;
7876 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7877 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7878 // basic lit geometry
7879 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]);
7880 // add pants/shirt if needed
7881 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7882 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]);
7883 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7884 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]);
7885 // now add ambient passes if needed
7886 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7888 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]);
7889 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7890 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]);
7891 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7892 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]);
7895 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7896 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]);
7897 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7899 // if this is opaque use alpha blend which will darken the earlier
7902 // if this is an alpha blended material, all the earlier passes
7903 // were darkened by fog already, so we only need to add the fog
7904 // color ontop through the fog mask texture
7906 // if this is an additive blended material, all the earlier passes
7907 // were darkened by fog already, and we should not add fog color
7908 // (because the background was not darkened, there is no fog color
7909 // that was lost behind it).
7910 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]);
7914 return t->currentframe;
7917 rsurfacestate_t rsurface;
7919 void RSurf_ActiveWorldEntity(void)
7921 dp_model_t *model = r_refdef.scene.worldmodel;
7922 //if (rsurface.entity == r_refdef.scene.worldentity)
7924 rsurface.entity = r_refdef.scene.worldentity;
7925 rsurface.skeleton = NULL;
7926 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7927 rsurface.ent_skinnum = 0;
7928 rsurface.ent_qwskin = -1;
7929 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7930 rsurface.shadertime = r_refdef.scene.time;
7931 rsurface.matrix = identitymatrix;
7932 rsurface.inversematrix = identitymatrix;
7933 rsurface.matrixscale = 1;
7934 rsurface.inversematrixscale = 1;
7935 R_EntityMatrix(&identitymatrix);
7936 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7937 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7938 rsurface.fograngerecip = r_refdef.fograngerecip;
7939 rsurface.fogheightfade = r_refdef.fogheightfade;
7940 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7941 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7942 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7943 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7944 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7945 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7946 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7947 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7948 rsurface.colormod[3] = 1;
7949 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);
7950 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7951 rsurface.frameblend[0].lerp = 1;
7952 rsurface.ent_alttextures = false;
7953 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7954 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7955 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7956 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7957 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7958 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7959 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7960 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7961 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7962 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7963 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7964 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7965 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7966 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7967 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7968 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7969 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7970 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7971 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7972 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7973 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7974 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7975 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7976 rsurface.modelelement3i = model->surfmesh.data_element3i;
7977 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7978 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7979 rsurface.modelelement3s = model->surfmesh.data_element3s;
7980 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7981 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7982 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7983 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7984 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7985 rsurface.modelsurfaces = model->data_surfaces;
7986 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
7987 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
7988 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
7989 rsurface.modelgeneratedvertex = false;
7990 rsurface.batchgeneratedvertex = false;
7991 rsurface.batchfirstvertex = 0;
7992 rsurface.batchnumvertices = 0;
7993 rsurface.batchfirsttriangle = 0;
7994 rsurface.batchnumtriangles = 0;
7995 rsurface.batchvertex3f = NULL;
7996 rsurface.batchvertex3f_vertexbuffer = NULL;
7997 rsurface.batchvertex3f_bufferoffset = 0;
7998 rsurface.batchsvector3f = NULL;
7999 rsurface.batchsvector3f_vertexbuffer = NULL;
8000 rsurface.batchsvector3f_bufferoffset = 0;
8001 rsurface.batchtvector3f = NULL;
8002 rsurface.batchtvector3f_vertexbuffer = NULL;
8003 rsurface.batchtvector3f_bufferoffset = 0;
8004 rsurface.batchnormal3f = NULL;
8005 rsurface.batchnormal3f_vertexbuffer = NULL;
8006 rsurface.batchnormal3f_bufferoffset = 0;
8007 rsurface.batchlightmapcolor4f = NULL;
8008 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8009 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8010 rsurface.batchtexcoordtexture2f = NULL;
8011 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8012 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8013 rsurface.batchtexcoordlightmap2f = NULL;
8014 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8015 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8016 rsurface.batchvertexmesh = NULL;
8017 rsurface.batchvertexmeshbuffer = NULL;
8018 rsurface.batchvertex3fbuffer = NULL;
8019 rsurface.batchelement3i = NULL;
8020 rsurface.batchelement3i_indexbuffer = NULL;
8021 rsurface.batchelement3i_bufferoffset = 0;
8022 rsurface.batchelement3s = NULL;
8023 rsurface.batchelement3s_indexbuffer = NULL;
8024 rsurface.batchelement3s_bufferoffset = 0;
8025 rsurface.passcolor4f = NULL;
8026 rsurface.passcolor4f_vertexbuffer = NULL;
8027 rsurface.passcolor4f_bufferoffset = 0;
8030 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8032 dp_model_t *model = ent->model;
8033 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8035 rsurface.entity = (entity_render_t *)ent;
8036 rsurface.skeleton = ent->skeleton;
8037 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8038 rsurface.ent_skinnum = ent->skinnum;
8039 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;
8040 rsurface.ent_flags = ent->flags;
8041 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8042 rsurface.matrix = ent->matrix;
8043 rsurface.inversematrix = ent->inversematrix;
8044 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8045 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8046 R_EntityMatrix(&rsurface.matrix);
8047 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8048 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8049 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8050 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8051 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8052 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8053 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8054 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8055 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8056 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8057 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8058 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8059 rsurface.colormod[3] = ent->alpha;
8060 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8061 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8062 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8063 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8064 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8065 if (ent->model->brush.submodel && !prepass)
8067 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8068 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8070 if (model->surfmesh.isanimated && model->AnimateVertices)
8072 if (ent->animcache_vertex3f)
8074 rsurface.modelvertex3f = ent->animcache_vertex3f;
8075 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8076 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8077 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8078 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8079 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8080 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8082 else if (wanttangents)
8084 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8085 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8086 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8087 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8088 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8089 rsurface.modelvertexmesh = NULL;
8090 rsurface.modelvertexmeshbuffer = NULL;
8091 rsurface.modelvertex3fbuffer = NULL;
8093 else if (wantnormals)
8095 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8096 rsurface.modelsvector3f = NULL;
8097 rsurface.modeltvector3f = NULL;
8098 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8099 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8100 rsurface.modelvertexmesh = NULL;
8101 rsurface.modelvertexmeshbuffer = NULL;
8102 rsurface.modelvertex3fbuffer = NULL;
8106 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8107 rsurface.modelsvector3f = NULL;
8108 rsurface.modeltvector3f = NULL;
8109 rsurface.modelnormal3f = NULL;
8110 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8111 rsurface.modelvertexmesh = NULL;
8112 rsurface.modelvertexmeshbuffer = NULL;
8113 rsurface.modelvertex3fbuffer = NULL;
8115 rsurface.modelvertex3f_vertexbuffer = 0;
8116 rsurface.modelvertex3f_bufferoffset = 0;
8117 rsurface.modelsvector3f_vertexbuffer = 0;
8118 rsurface.modelsvector3f_bufferoffset = 0;
8119 rsurface.modeltvector3f_vertexbuffer = 0;
8120 rsurface.modeltvector3f_bufferoffset = 0;
8121 rsurface.modelnormal3f_vertexbuffer = 0;
8122 rsurface.modelnormal3f_bufferoffset = 0;
8123 rsurface.modelgeneratedvertex = true;
8127 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8128 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8129 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8130 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8131 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8132 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8133 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8134 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8135 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8136 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8137 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8138 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8139 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8140 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8141 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8142 rsurface.modelgeneratedvertex = false;
8144 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8145 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8146 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8147 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8148 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8149 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8150 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8151 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8152 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8153 rsurface.modelelement3i = model->surfmesh.data_element3i;
8154 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8155 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8156 rsurface.modelelement3s = model->surfmesh.data_element3s;
8157 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8158 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8159 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8160 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8161 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8162 rsurface.modelsurfaces = model->data_surfaces;
8163 rsurface.batchgeneratedvertex = false;
8164 rsurface.batchfirstvertex = 0;
8165 rsurface.batchnumvertices = 0;
8166 rsurface.batchfirsttriangle = 0;
8167 rsurface.batchnumtriangles = 0;
8168 rsurface.batchvertex3f = NULL;
8169 rsurface.batchvertex3f_vertexbuffer = NULL;
8170 rsurface.batchvertex3f_bufferoffset = 0;
8171 rsurface.batchsvector3f = NULL;
8172 rsurface.batchsvector3f_vertexbuffer = NULL;
8173 rsurface.batchsvector3f_bufferoffset = 0;
8174 rsurface.batchtvector3f = NULL;
8175 rsurface.batchtvector3f_vertexbuffer = NULL;
8176 rsurface.batchtvector3f_bufferoffset = 0;
8177 rsurface.batchnormal3f = NULL;
8178 rsurface.batchnormal3f_vertexbuffer = NULL;
8179 rsurface.batchnormal3f_bufferoffset = 0;
8180 rsurface.batchlightmapcolor4f = NULL;
8181 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8182 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8183 rsurface.batchtexcoordtexture2f = NULL;
8184 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8185 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8186 rsurface.batchtexcoordlightmap2f = NULL;
8187 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8188 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8189 rsurface.batchvertexmesh = NULL;
8190 rsurface.batchvertexmeshbuffer = NULL;
8191 rsurface.batchvertex3fbuffer = NULL;
8192 rsurface.batchelement3i = NULL;
8193 rsurface.batchelement3i_indexbuffer = NULL;
8194 rsurface.batchelement3i_bufferoffset = 0;
8195 rsurface.batchelement3s = NULL;
8196 rsurface.batchelement3s_indexbuffer = NULL;
8197 rsurface.batchelement3s_bufferoffset = 0;
8198 rsurface.passcolor4f = NULL;
8199 rsurface.passcolor4f_vertexbuffer = NULL;
8200 rsurface.passcolor4f_bufferoffset = 0;
8203 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)
8205 rsurface.entity = r_refdef.scene.worldentity;
8206 rsurface.skeleton = NULL;
8207 rsurface.ent_skinnum = 0;
8208 rsurface.ent_qwskin = -1;
8209 rsurface.ent_flags = entflags;
8210 rsurface.shadertime = r_refdef.scene.time - shadertime;
8211 rsurface.modelnumvertices = numvertices;
8212 rsurface.modelnumtriangles = numtriangles;
8213 rsurface.matrix = *matrix;
8214 rsurface.inversematrix = *inversematrix;
8215 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8216 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8217 R_EntityMatrix(&rsurface.matrix);
8218 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8219 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8220 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8221 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8222 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8223 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8224 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8225 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8226 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8227 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8228 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8229 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8230 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);
8231 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8232 rsurface.frameblend[0].lerp = 1;
8233 rsurface.ent_alttextures = false;
8234 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8235 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8238 rsurface.modelvertex3f = (float *)vertex3f;
8239 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8240 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8241 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8243 else if (wantnormals)
8245 rsurface.modelvertex3f = (float *)vertex3f;
8246 rsurface.modelsvector3f = NULL;
8247 rsurface.modeltvector3f = NULL;
8248 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8252 rsurface.modelvertex3f = (float *)vertex3f;
8253 rsurface.modelsvector3f = NULL;
8254 rsurface.modeltvector3f = NULL;
8255 rsurface.modelnormal3f = NULL;
8257 rsurface.modelvertexmesh = NULL;
8258 rsurface.modelvertexmeshbuffer = NULL;
8259 rsurface.modelvertex3fbuffer = NULL;
8260 rsurface.modelvertex3f_vertexbuffer = 0;
8261 rsurface.modelvertex3f_bufferoffset = 0;
8262 rsurface.modelsvector3f_vertexbuffer = 0;
8263 rsurface.modelsvector3f_bufferoffset = 0;
8264 rsurface.modeltvector3f_vertexbuffer = 0;
8265 rsurface.modeltvector3f_bufferoffset = 0;
8266 rsurface.modelnormal3f_vertexbuffer = 0;
8267 rsurface.modelnormal3f_bufferoffset = 0;
8268 rsurface.modelgeneratedvertex = true;
8269 rsurface.modellightmapcolor4f = (float *)color4f;
8270 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8271 rsurface.modellightmapcolor4f_bufferoffset = 0;
8272 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8273 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8274 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8275 rsurface.modeltexcoordlightmap2f = NULL;
8276 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8277 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8278 rsurface.modelelement3i = (int *)element3i;
8279 rsurface.modelelement3i_indexbuffer = NULL;
8280 rsurface.modelelement3i_bufferoffset = 0;
8281 rsurface.modelelement3s = (unsigned short *)element3s;
8282 rsurface.modelelement3s_indexbuffer = NULL;
8283 rsurface.modelelement3s_bufferoffset = 0;
8284 rsurface.modellightmapoffsets = NULL;
8285 rsurface.modelsurfaces = NULL;
8286 rsurface.batchgeneratedvertex = false;
8287 rsurface.batchfirstvertex = 0;
8288 rsurface.batchnumvertices = 0;
8289 rsurface.batchfirsttriangle = 0;
8290 rsurface.batchnumtriangles = 0;
8291 rsurface.batchvertex3f = NULL;
8292 rsurface.batchvertex3f_vertexbuffer = NULL;
8293 rsurface.batchvertex3f_bufferoffset = 0;
8294 rsurface.batchsvector3f = NULL;
8295 rsurface.batchsvector3f_vertexbuffer = NULL;
8296 rsurface.batchsvector3f_bufferoffset = 0;
8297 rsurface.batchtvector3f = NULL;
8298 rsurface.batchtvector3f_vertexbuffer = NULL;
8299 rsurface.batchtvector3f_bufferoffset = 0;
8300 rsurface.batchnormal3f = NULL;
8301 rsurface.batchnormal3f_vertexbuffer = NULL;
8302 rsurface.batchnormal3f_bufferoffset = 0;
8303 rsurface.batchlightmapcolor4f = NULL;
8304 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8305 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8306 rsurface.batchtexcoordtexture2f = NULL;
8307 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8308 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8309 rsurface.batchtexcoordlightmap2f = NULL;
8310 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8311 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8312 rsurface.batchvertexmesh = NULL;
8313 rsurface.batchvertexmeshbuffer = NULL;
8314 rsurface.batchvertex3fbuffer = NULL;
8315 rsurface.batchelement3i = NULL;
8316 rsurface.batchelement3i_indexbuffer = NULL;
8317 rsurface.batchelement3i_bufferoffset = 0;
8318 rsurface.batchelement3s = NULL;
8319 rsurface.batchelement3s_indexbuffer = NULL;
8320 rsurface.batchelement3s_bufferoffset = 0;
8321 rsurface.passcolor4f = NULL;
8322 rsurface.passcolor4f_vertexbuffer = NULL;
8323 rsurface.passcolor4f_bufferoffset = 0;
8325 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8327 if ((wantnormals || wanttangents) && !normal3f)
8329 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8330 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8332 if (wanttangents && !svector3f)
8334 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8335 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8336 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8341 float RSurf_FogPoint(const float *v)
8343 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8344 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8345 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8346 float FogHeightFade = r_refdef.fogheightfade;
8348 unsigned int fogmasktableindex;
8349 if (r_refdef.fogplaneviewabove)
8350 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8352 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8353 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8354 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8357 float RSurf_FogVertex(const float *v)
8359 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8360 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8361 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8362 float FogHeightFade = rsurface.fogheightfade;
8364 unsigned int fogmasktableindex;
8365 if (r_refdef.fogplaneviewabove)
8366 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8368 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8369 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8370 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8373 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8376 for (i = 0;i < numelements;i++)
8377 outelement3i[i] = inelement3i[i] + adjust;
8380 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8381 extern cvar_t gl_vbo;
8382 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8390 int surfacefirsttriangle;
8391 int surfacenumtriangles;
8392 int surfacefirstvertex;
8393 int surfaceendvertex;
8394 int surfacenumvertices;
8395 int batchnumvertices;
8396 int batchnumtriangles;
8400 qboolean dynamicvertex;
8404 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8406 q3shaderinfo_deform_t *deform;
8407 const msurface_t *surface, *firstsurface;
8408 r_vertexmesh_t *vertexmesh;
8409 if (!texturenumsurfaces)
8411 // find vertex range of this surface batch
8413 firstsurface = texturesurfacelist[0];
8414 firsttriangle = firstsurface->num_firsttriangle;
8415 batchnumvertices = 0;
8416 batchnumtriangles = 0;
8417 firstvertex = endvertex = firstsurface->num_firstvertex;
8418 for (i = 0;i < texturenumsurfaces;i++)
8420 surface = texturesurfacelist[i];
8421 if (surface != firstsurface + i)
8423 surfacefirstvertex = surface->num_firstvertex;
8424 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8425 surfacenumvertices = surface->num_vertices;
8426 surfacenumtriangles = surface->num_triangles;
8427 if (firstvertex > surfacefirstvertex)
8428 firstvertex = surfacefirstvertex;
8429 if (endvertex < surfaceendvertex)
8430 endvertex = surfaceendvertex;
8431 batchnumvertices += surfacenumvertices;
8432 batchnumtriangles += surfacenumtriangles;
8435 // we now know the vertex range used, and if there are any gaps in it
8436 rsurface.batchfirstvertex = firstvertex;
8437 rsurface.batchnumvertices = endvertex - firstvertex;
8438 rsurface.batchfirsttriangle = firsttriangle;
8439 rsurface.batchnumtriangles = batchnumtriangles;
8441 // this variable holds flags for which properties have been updated that
8442 // may require regenerating vertexmesh array...
8445 // check if any dynamic vertex processing must occur
8446 dynamicvertex = false;
8448 // if there is a chance of animated vertex colors, it's a dynamic batch
8449 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8451 dynamicvertex = true;
8452 batchneed |= BATCHNEED_NOGAPS;
8453 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8456 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8458 switch (deform->deform)
8461 case Q3DEFORM_PROJECTIONSHADOW:
8462 case Q3DEFORM_TEXT0:
8463 case Q3DEFORM_TEXT1:
8464 case Q3DEFORM_TEXT2:
8465 case Q3DEFORM_TEXT3:
8466 case Q3DEFORM_TEXT4:
8467 case Q3DEFORM_TEXT5:
8468 case Q3DEFORM_TEXT6:
8469 case Q3DEFORM_TEXT7:
8472 case Q3DEFORM_AUTOSPRITE:
8473 dynamicvertex = true;
8474 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8475 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8477 case Q3DEFORM_AUTOSPRITE2:
8478 dynamicvertex = true;
8479 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8480 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8482 case Q3DEFORM_NORMAL:
8483 dynamicvertex = true;
8484 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8485 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8488 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8489 break; // if wavefunc is a nop, ignore this transform
8490 dynamicvertex = true;
8491 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8492 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8494 case Q3DEFORM_BULGE:
8495 dynamicvertex = true;
8496 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8497 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8500 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8501 break; // if wavefunc is a nop, ignore this transform
8502 dynamicvertex = true;
8503 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8504 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8508 switch(rsurface.texture->tcgen.tcgen)
8511 case Q3TCGEN_TEXTURE:
8513 case Q3TCGEN_LIGHTMAP:
8514 dynamicvertex = true;
8515 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8516 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8518 case Q3TCGEN_VECTOR:
8519 dynamicvertex = true;
8520 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8521 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8523 case Q3TCGEN_ENVIRONMENT:
8524 dynamicvertex = true;
8525 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8526 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8529 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8531 dynamicvertex = true;
8532 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8533 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8536 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8538 dynamicvertex = true;
8539 batchneed |= BATCHNEED_NOGAPS;
8540 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8543 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8545 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8546 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8547 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8548 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8549 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8550 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8551 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8554 // when the model data has no vertex buffer (dynamic mesh), we need to
8556 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8557 batchneed |= BATCHNEED_NOGAPS;
8559 // if needsupdate, we have to do a dynamic vertex batch for sure
8560 if (needsupdate & batchneed)
8561 dynamicvertex = true;
8563 // see if we need to build vertexmesh from arrays
8564 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8565 dynamicvertex = true;
8567 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8568 // also some drivers strongly dislike firstvertex
8569 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8570 dynamicvertex = true;
8572 rsurface.batchvertex3f = rsurface.modelvertex3f;
8573 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8574 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8575 rsurface.batchsvector3f = rsurface.modelsvector3f;
8576 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8577 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8578 rsurface.batchtvector3f = rsurface.modeltvector3f;
8579 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8580 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8581 rsurface.batchnormal3f = rsurface.modelnormal3f;
8582 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8583 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8584 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8585 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8586 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8587 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8588 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8589 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8590 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8591 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8592 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8593 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8594 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8595 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8596 rsurface.batchelement3i = rsurface.modelelement3i;
8597 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8598 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8599 rsurface.batchelement3s = rsurface.modelelement3s;
8600 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8601 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8603 // if any dynamic vertex processing has to occur in software, we copy the
8604 // entire surface list together before processing to rebase the vertices
8605 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8607 // if any gaps exist and we do not have a static vertex buffer, we have to
8608 // copy the surface list together to avoid wasting upload bandwidth on the
8609 // vertices in the gaps.
8611 // if gaps exist and we have a static vertex buffer, we still have to
8612 // combine the index buffer ranges into one dynamic index buffer.
8614 // in all cases we end up with data that can be drawn in one call.
8618 // static vertex data, just set pointers...
8619 rsurface.batchgeneratedvertex = false;
8620 // if there are gaps, we want to build a combined index buffer,
8621 // otherwise use the original static buffer with an appropriate offset
8624 // build a new triangle elements array for this batch
8625 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8626 rsurface.batchfirsttriangle = 0;
8628 for (i = 0;i < texturenumsurfaces;i++)
8630 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8631 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8632 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8633 numtriangles += surfacenumtriangles;
8635 rsurface.batchelement3i_indexbuffer = NULL;
8636 rsurface.batchelement3i_bufferoffset = 0;
8637 rsurface.batchelement3s = NULL;
8638 rsurface.batchelement3s_indexbuffer = NULL;
8639 rsurface.batchelement3s_bufferoffset = 0;
8640 if (endvertex <= 65536)
8642 // make a 16bit (unsigned short) index array if possible
8643 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8644 for (i = 0;i < numtriangles*3;i++)
8645 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8651 // something needs software processing, do it for real...
8652 // we only directly handle separate array data in this case and then
8653 // generate interleaved data if needed...
8654 rsurface.batchgeneratedvertex = true;
8656 // now copy the vertex data into a combined array and make an index array
8657 // (this is what Quake3 does all the time)
8658 //if (gaps || rsurface.batchfirstvertex)
8660 rsurface.batchvertex3fbuffer = NULL;
8661 rsurface.batchvertexmesh = NULL;
8662 rsurface.batchvertexmeshbuffer = NULL;
8663 rsurface.batchvertex3f = NULL;
8664 rsurface.batchvertex3f_vertexbuffer = NULL;
8665 rsurface.batchvertex3f_bufferoffset = 0;
8666 rsurface.batchsvector3f = NULL;
8667 rsurface.batchsvector3f_vertexbuffer = NULL;
8668 rsurface.batchsvector3f_bufferoffset = 0;
8669 rsurface.batchtvector3f = NULL;
8670 rsurface.batchtvector3f_vertexbuffer = NULL;
8671 rsurface.batchtvector3f_bufferoffset = 0;
8672 rsurface.batchnormal3f = NULL;
8673 rsurface.batchnormal3f_vertexbuffer = NULL;
8674 rsurface.batchnormal3f_bufferoffset = 0;
8675 rsurface.batchlightmapcolor4f = NULL;
8676 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8677 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8678 rsurface.batchtexcoordtexture2f = NULL;
8679 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8680 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8681 rsurface.batchtexcoordlightmap2f = NULL;
8682 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8683 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8684 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8685 rsurface.batchelement3i_indexbuffer = NULL;
8686 rsurface.batchelement3i_bufferoffset = 0;
8687 rsurface.batchelement3s = NULL;
8688 rsurface.batchelement3s_indexbuffer = NULL;
8689 rsurface.batchelement3s_bufferoffset = 0;
8690 // we'll only be setting up certain arrays as needed
8691 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8692 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8693 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8694 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8695 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8696 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8697 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8699 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8700 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8702 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8703 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8704 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8705 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8706 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8707 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8710 for (i = 0;i < texturenumsurfaces;i++)
8712 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8713 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8714 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8715 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8716 // copy only the data requested
8717 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8718 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8719 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8721 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8723 if (rsurface.batchvertex3f)
8724 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8726 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8728 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8730 if (rsurface.modelnormal3f)
8731 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8733 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8735 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8737 if (rsurface.modelsvector3f)
8739 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8740 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8744 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8745 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8748 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8750 if (rsurface.modellightmapcolor4f)
8751 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8753 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8755 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8757 if (rsurface.modeltexcoordtexture2f)
8758 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8760 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8762 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8764 if (rsurface.modeltexcoordlightmap2f)
8765 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8767 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8770 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8771 numvertices += surfacenumvertices;
8772 numtriangles += surfacenumtriangles;
8775 // generate a 16bit index array as well if possible
8776 // (in general, dynamic batches fit)
8777 if (numvertices <= 65536)
8779 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8780 for (i = 0;i < numtriangles*3;i++)
8781 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8784 // since we've copied everything, the batch now starts at 0
8785 rsurface.batchfirstvertex = 0;
8786 rsurface.batchnumvertices = batchnumvertices;
8787 rsurface.batchfirsttriangle = 0;
8788 rsurface.batchnumtriangles = batchnumtriangles;
8791 // q1bsp surfaces rendered in vertex color mode have to have colors
8792 // calculated based on lightstyles
8793 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8795 // generate color arrays for the surfaces in this list
8800 const unsigned char *lm;
8801 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8802 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8803 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8805 for (i = 0;i < texturenumsurfaces;i++)
8807 surface = texturesurfacelist[i];
8808 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8809 surfacenumvertices = surface->num_vertices;
8810 if (surface->lightmapinfo->samples)
8812 for (j = 0;j < surfacenumvertices;j++)
8814 lm = surface->lightmapinfo->samples + offsets[j];
8815 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8816 VectorScale(lm, scale, c);
8817 if (surface->lightmapinfo->styles[1] != 255)
8819 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8821 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8822 VectorMA(c, scale, lm, c);
8823 if (surface->lightmapinfo->styles[2] != 255)
8826 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8827 VectorMA(c, scale, lm, c);
8828 if (surface->lightmapinfo->styles[3] != 255)
8831 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8832 VectorMA(c, scale, lm, c);
8839 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);
8845 for (j = 0;j < surfacenumvertices;j++)
8847 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8854 // if vertices are deformed (sprite flares and things in maps, possibly
8855 // water waves, bulges and other deformations), modify the copied vertices
8857 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8859 switch (deform->deform)
8862 case Q3DEFORM_PROJECTIONSHADOW:
8863 case Q3DEFORM_TEXT0:
8864 case Q3DEFORM_TEXT1:
8865 case Q3DEFORM_TEXT2:
8866 case Q3DEFORM_TEXT3:
8867 case Q3DEFORM_TEXT4:
8868 case Q3DEFORM_TEXT5:
8869 case Q3DEFORM_TEXT6:
8870 case Q3DEFORM_TEXT7:
8873 case Q3DEFORM_AUTOSPRITE:
8874 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8875 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8876 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8877 VectorNormalize(newforward);
8878 VectorNormalize(newright);
8879 VectorNormalize(newup);
8880 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8881 // rsurface.batchvertex3f_vertexbuffer = NULL;
8882 // rsurface.batchvertex3f_bufferoffset = 0;
8883 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8884 // rsurface.batchsvector3f_vertexbuffer = NULL;
8885 // rsurface.batchsvector3f_bufferoffset = 0;
8886 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8887 // rsurface.batchtvector3f_vertexbuffer = NULL;
8888 // rsurface.batchtvector3f_bufferoffset = 0;
8889 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8890 // rsurface.batchnormal3f_vertexbuffer = NULL;
8891 // rsurface.batchnormal3f_bufferoffset = 0;
8892 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8893 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8894 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8895 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8896 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);
8897 // a single autosprite surface can contain multiple sprites...
8898 for (j = 0;j < batchnumvertices - 3;j += 4)
8900 VectorClear(center);
8901 for (i = 0;i < 4;i++)
8902 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8903 VectorScale(center, 0.25f, center);
8904 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8905 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8906 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8907 for (i = 0;i < 4;i++)
8909 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8910 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8913 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8914 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8915 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);
8917 case Q3DEFORM_AUTOSPRITE2:
8918 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8919 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8920 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8921 VectorNormalize(newforward);
8922 VectorNormalize(newright);
8923 VectorNormalize(newup);
8924 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8925 // rsurface.batchvertex3f_vertexbuffer = NULL;
8926 // rsurface.batchvertex3f_bufferoffset = 0;
8928 const float *v1, *v2;
8938 memset(shortest, 0, sizeof(shortest));
8939 // a single autosprite surface can contain multiple sprites...
8940 for (j = 0;j < batchnumvertices - 3;j += 4)
8942 VectorClear(center);
8943 for (i = 0;i < 4;i++)
8944 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8945 VectorScale(center, 0.25f, center);
8946 // find the two shortest edges, then use them to define the
8947 // axis vectors for rotating around the central axis
8948 for (i = 0;i < 6;i++)
8950 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8951 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8952 l = VectorDistance2(v1, v2);
8953 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8955 l += (1.0f / 1024.0f);
8956 if (shortest[0].length2 > l || i == 0)
8958 shortest[1] = shortest[0];
8959 shortest[0].length2 = l;
8960 shortest[0].v1 = v1;
8961 shortest[0].v2 = v2;
8963 else if (shortest[1].length2 > l || i == 1)
8965 shortest[1].length2 = l;
8966 shortest[1].v1 = v1;
8967 shortest[1].v2 = v2;
8970 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8971 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8972 // this calculates the right vector from the shortest edge
8973 // and the up vector from the edge midpoints
8974 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8975 VectorNormalize(right);
8976 VectorSubtract(end, start, up);
8977 VectorNormalize(up);
8978 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8979 VectorSubtract(rsurface.localvieworigin, center, forward);
8980 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8981 VectorNegate(forward, forward);
8982 VectorReflect(forward, 0, up, forward);
8983 VectorNormalize(forward);
8984 CrossProduct(up, forward, newright);
8985 VectorNormalize(newright);
8986 // rotate the quad around the up axis vector, this is made
8987 // especially easy by the fact we know the quad is flat,
8988 // so we only have to subtract the center position and
8989 // measure distance along the right vector, and then
8990 // multiply that by the newright vector and add back the
8992 // we also need to subtract the old position to undo the
8993 // displacement from the center, which we do with a
8994 // DotProduct, the subtraction/addition of center is also
8995 // optimized into DotProducts here
8996 l = DotProduct(right, center);
8997 for (i = 0;i < 4;i++)
8999 v1 = rsurface.batchvertex3f + 3*(j+i);
9000 f = DotProduct(right, v1) - l;
9001 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9005 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9007 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9008 // rsurface.batchnormal3f_vertexbuffer = NULL;
9009 // rsurface.batchnormal3f_bufferoffset = 0;
9010 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9012 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9014 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9015 // rsurface.batchsvector3f_vertexbuffer = NULL;
9016 // rsurface.batchsvector3f_bufferoffset = 0;
9017 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9018 // rsurface.batchtvector3f_vertexbuffer = NULL;
9019 // rsurface.batchtvector3f_bufferoffset = 0;
9020 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);
9023 case Q3DEFORM_NORMAL:
9024 // deform the normals to make reflections wavey
9025 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9026 rsurface.batchnormal3f_vertexbuffer = NULL;
9027 rsurface.batchnormal3f_bufferoffset = 0;
9028 for (j = 0;j < batchnumvertices;j++)
9031 float *normal = rsurface.batchnormal3f + 3*j;
9032 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9033 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9034 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9035 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9036 VectorNormalize(normal);
9038 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9040 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9041 // rsurface.batchsvector3f_vertexbuffer = NULL;
9042 // rsurface.batchsvector3f_bufferoffset = 0;
9043 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9044 // rsurface.batchtvector3f_vertexbuffer = NULL;
9045 // rsurface.batchtvector3f_bufferoffset = 0;
9046 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);
9050 // deform vertex array to make wavey water and flags and such
9051 waveparms[0] = deform->waveparms[0];
9052 waveparms[1] = deform->waveparms[1];
9053 waveparms[2] = deform->waveparms[2];
9054 waveparms[3] = deform->waveparms[3];
9055 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9056 break; // if wavefunc is a nop, don't make a dynamic vertex array
9057 // this is how a divisor of vertex influence on deformation
9058 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9059 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9060 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9061 // rsurface.batchvertex3f_vertexbuffer = NULL;
9062 // rsurface.batchvertex3f_bufferoffset = 0;
9063 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9064 // rsurface.batchnormal3f_vertexbuffer = NULL;
9065 // rsurface.batchnormal3f_bufferoffset = 0;
9066 for (j = 0;j < batchnumvertices;j++)
9068 // if the wavefunc depends on time, evaluate it per-vertex
9071 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9072 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9074 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9076 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9077 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9078 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9080 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9081 // rsurface.batchsvector3f_vertexbuffer = NULL;
9082 // rsurface.batchsvector3f_bufferoffset = 0;
9083 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9084 // rsurface.batchtvector3f_vertexbuffer = NULL;
9085 // rsurface.batchtvector3f_bufferoffset = 0;
9086 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);
9089 case Q3DEFORM_BULGE:
9090 // deform vertex array to make the surface have moving bulges
9091 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9092 // rsurface.batchvertex3f_vertexbuffer = NULL;
9093 // rsurface.batchvertex3f_bufferoffset = 0;
9094 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9095 // rsurface.batchnormal3f_vertexbuffer = NULL;
9096 // rsurface.batchnormal3f_bufferoffset = 0;
9097 for (j = 0;j < batchnumvertices;j++)
9099 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9100 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9102 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9103 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9104 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9106 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9107 // rsurface.batchsvector3f_vertexbuffer = NULL;
9108 // rsurface.batchsvector3f_bufferoffset = 0;
9109 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9110 // rsurface.batchtvector3f_vertexbuffer = NULL;
9111 // rsurface.batchtvector3f_bufferoffset = 0;
9112 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);
9116 // deform vertex array
9117 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9118 break; // if wavefunc is a nop, don't make a dynamic vertex array
9119 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9120 VectorScale(deform->parms, scale, waveparms);
9121 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9122 // rsurface.batchvertex3f_vertexbuffer = NULL;
9123 // rsurface.batchvertex3f_bufferoffset = 0;
9124 for (j = 0;j < batchnumvertices;j++)
9125 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9130 // generate texcoords based on the chosen texcoord source
9131 switch(rsurface.texture->tcgen.tcgen)
9134 case Q3TCGEN_TEXTURE:
9136 case Q3TCGEN_LIGHTMAP:
9137 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9138 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9139 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9140 if (rsurface.batchtexcoordlightmap2f)
9141 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9143 case Q3TCGEN_VECTOR:
9144 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9145 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9146 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9147 for (j = 0;j < batchnumvertices;j++)
9149 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9150 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9153 case Q3TCGEN_ENVIRONMENT:
9154 // make environment reflections using a spheremap
9155 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9156 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9157 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9158 for (j = 0;j < batchnumvertices;j++)
9160 // identical to Q3A's method, but executed in worldspace so
9161 // carried models can be shiny too
9163 float viewer[3], d, reflected[3], worldreflected[3];
9165 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9166 // VectorNormalize(viewer);
9168 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9170 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9171 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9172 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9173 // note: this is proportinal to viewer, so we can normalize later
9175 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9176 VectorNormalize(worldreflected);
9178 // note: this sphere map only uses world x and z!
9179 // so positive and negative y will LOOK THE SAME.
9180 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9181 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9185 // the only tcmod that needs software vertex processing is turbulent, so
9186 // check for it here and apply the changes if needed
9187 // and we only support that as the first one
9188 // (handling a mixture of turbulent and other tcmods would be problematic
9189 // without punting it entirely to a software path)
9190 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9192 amplitude = rsurface.texture->tcmods[0].parms[1];
9193 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9194 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9195 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9196 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9197 for (j = 0;j < batchnumvertices;j++)
9199 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);
9200 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9204 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9206 // convert the modified arrays to vertex structs
9207 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9208 // rsurface.batchvertexmeshbuffer = NULL;
9209 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9210 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9211 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9212 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9213 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9214 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9215 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9217 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9219 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9220 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9223 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9224 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9225 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9226 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9227 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9228 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9229 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9230 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9231 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9235 void RSurf_DrawBatch(void)
9237 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9238 // through the pipeline, killing it earlier in the pipeline would have
9239 // per-surface overhead rather than per-batch overhead, so it's best to
9240 // reject it here, before it hits glDraw.
9241 if (rsurface.batchnumtriangles == 0)
9244 // batch debugging code
9245 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9251 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9252 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9255 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9257 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9259 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9260 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);
9267 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);
9270 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9272 // pick the closest matching water plane
9273 int planeindex, vertexindex, bestplaneindex = -1;
9277 r_waterstate_waterplane_t *p;
9278 qboolean prepared = false;
9280 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9282 if(p->camera_entity != rsurface.texture->camera_entity)
9287 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9289 if(rsurface.batchnumvertices == 0)
9292 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9294 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9295 d += fabs(PlaneDiff(vert, &p->plane));
9297 if (bestd > d || bestplaneindex < 0)
9300 bestplaneindex = planeindex;
9303 return bestplaneindex;
9304 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9305 // this situation though, as it might be better to render single larger
9306 // batches with useless stuff (backface culled for example) than to
9307 // render multiple smaller batches
9310 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9313 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9314 rsurface.passcolor4f_vertexbuffer = 0;
9315 rsurface.passcolor4f_bufferoffset = 0;
9316 for (i = 0;i < rsurface.batchnumvertices;i++)
9317 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9320 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9327 if (rsurface.passcolor4f)
9329 // generate color arrays
9330 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9331 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9332 rsurface.passcolor4f_vertexbuffer = 0;
9333 rsurface.passcolor4f_bufferoffset = 0;
9334 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)
9336 f = RSurf_FogVertex(v);
9345 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9346 rsurface.passcolor4f_vertexbuffer = 0;
9347 rsurface.passcolor4f_bufferoffset = 0;
9348 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9350 f = RSurf_FogVertex(v);
9359 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9366 if (!rsurface.passcolor4f)
9368 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9369 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9370 rsurface.passcolor4f_vertexbuffer = 0;
9371 rsurface.passcolor4f_bufferoffset = 0;
9372 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)
9374 f = RSurf_FogVertex(v);
9375 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9376 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9377 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9382 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9387 if (!rsurface.passcolor4f)
9389 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9390 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9391 rsurface.passcolor4f_vertexbuffer = 0;
9392 rsurface.passcolor4f_bufferoffset = 0;
9393 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9402 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9407 if (!rsurface.passcolor4f)
9409 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9410 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9411 rsurface.passcolor4f_vertexbuffer = 0;
9412 rsurface.passcolor4f_bufferoffset = 0;
9413 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9415 c2[0] = c[0] + r_refdef.scene.ambient;
9416 c2[1] = c[1] + r_refdef.scene.ambient;
9417 c2[2] = c[2] + r_refdef.scene.ambient;
9422 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9425 rsurface.passcolor4f = NULL;
9426 rsurface.passcolor4f_vertexbuffer = 0;
9427 rsurface.passcolor4f_bufferoffset = 0;
9428 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9429 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9430 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9431 GL_Color(r, g, b, a);
9432 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9436 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9438 // TODO: optimize applyfog && applycolor case
9439 // just apply fog if necessary, and tint the fog color array if necessary
9440 rsurface.passcolor4f = NULL;
9441 rsurface.passcolor4f_vertexbuffer = 0;
9442 rsurface.passcolor4f_bufferoffset = 0;
9443 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9444 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9445 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9446 GL_Color(r, g, b, a);
9450 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9453 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9454 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9455 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9456 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9457 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9458 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9459 GL_Color(r, g, b, a);
9463 static void RSurf_DrawBatch_GL11_ClampColor(void)
9468 if (!rsurface.passcolor4f)
9470 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9472 c2[0] = bound(0.0f, c1[0], 1.0f);
9473 c2[1] = bound(0.0f, c1[1], 1.0f);
9474 c2[2] = bound(0.0f, c1[2], 1.0f);
9475 c2[3] = bound(0.0f, c1[3], 1.0f);
9479 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9489 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9490 rsurface.passcolor4f_vertexbuffer = 0;
9491 rsurface.passcolor4f_bufferoffset = 0;
9492 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)
9494 f = -DotProduct(r_refdef.view.forward, n);
9496 f = f * 0.85 + 0.15; // work around so stuff won't get black
9497 f *= r_refdef.lightmapintensity;
9498 Vector4Set(c, f, f, f, 1);
9502 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9504 RSurf_DrawBatch_GL11_ApplyFakeLight();
9505 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9506 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9507 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9508 GL_Color(r, g, b, a);
9512 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9520 vec3_t ambientcolor;
9521 vec3_t diffusecolor;
9525 VectorCopy(rsurface.modellight_lightdir, lightdir);
9526 f = 0.5f * r_refdef.lightmapintensity;
9527 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9528 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9529 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9530 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9531 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9532 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9534 if (VectorLength2(diffusecolor) > 0)
9536 // q3-style directional shading
9537 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9538 rsurface.passcolor4f_vertexbuffer = 0;
9539 rsurface.passcolor4f_bufferoffset = 0;
9540 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)
9542 if ((f = DotProduct(n, lightdir)) > 0)
9543 VectorMA(ambientcolor, f, diffusecolor, c);
9545 VectorCopy(ambientcolor, c);
9552 *applycolor = false;
9556 *r = ambientcolor[0];
9557 *g = ambientcolor[1];
9558 *b = ambientcolor[2];
9559 rsurface.passcolor4f = NULL;
9560 rsurface.passcolor4f_vertexbuffer = 0;
9561 rsurface.passcolor4f_bufferoffset = 0;
9565 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9567 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9568 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9569 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9570 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9571 GL_Color(r, g, b, a);
9575 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9583 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9584 rsurface.passcolor4f_vertexbuffer = 0;
9585 rsurface.passcolor4f_bufferoffset = 0;
9587 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9589 f = 1 - RSurf_FogVertex(v);
9597 void RSurf_SetupDepthAndCulling(void)
9599 // submodels are biased to avoid z-fighting with world surfaces that they
9600 // may be exactly overlapping (avoids z-fighting artifacts on certain
9601 // doors and things in Quake maps)
9602 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9603 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9604 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9605 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9608 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9610 // transparent sky would be ridiculous
9611 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9613 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
9614 skyrenderlater = true;
9615 RSurf_SetupDepthAndCulling();
9617 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9618 // skymasking on them, and Quake3 never did sky masking (unlike
9619 // software Quake and software Quake2), so disable the sky masking
9620 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9621 // and skymasking also looks very bad when noclipping outside the
9622 // level, so don't use it then either.
9623 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9625 R_Mesh_ResetTextureState();
9626 if (skyrendermasked)
9628 R_SetupShader_DepthOrShadow(false);
9629 // depth-only (masking)
9630 GL_ColorMask(0,0,0,0);
9631 // just to make sure that braindead drivers don't draw
9632 // anything despite that colormask...
9633 GL_BlendFunc(GL_ZERO, GL_ONE);
9634 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9635 if (rsurface.batchvertex3fbuffer)
9636 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9638 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9642 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
9644 GL_BlendFunc(GL_ONE, GL_ZERO);
9645 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9646 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9647 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9650 if (skyrendermasked)
9651 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9653 R_Mesh_ResetTextureState();
9654 GL_Color(1, 1, 1, 1);
9657 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9658 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9659 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9661 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9665 // render screenspace normalmap to texture
9667 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9671 // bind lightmap texture
9673 // water/refraction/reflection/camera surfaces have to be handled specially
9674 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9676 int start, end, startplaneindex;
9677 for (start = 0;start < texturenumsurfaces;start = end)
9679 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9680 if(startplaneindex < 0)
9682 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9683 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9687 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9689 // now that we have a batch using the same planeindex, render it
9690 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9692 // render water or distortion background
9694 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);
9696 // blend surface on top
9697 GL_DepthMask(false);
9698 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9701 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9703 // render surface with reflection texture as input
9704 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9705 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);
9712 // render surface batch normally
9713 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9714 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);
9718 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9720 // OpenGL 1.3 path - anything not completely ancient
9721 qboolean applycolor;
9724 const texturelayer_t *layer;
9725 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);
9726 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9728 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9731 int layertexrgbscale;
9732 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9734 if (layerindex == 0)
9738 GL_AlphaTest(false);
9739 GL_DepthFunc(GL_EQUAL);
9742 GL_DepthMask(layer->depthmask && writedepth);
9743 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9744 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9746 layertexrgbscale = 4;
9747 VectorScale(layer->color, 0.25f, layercolor);
9749 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9751 layertexrgbscale = 2;
9752 VectorScale(layer->color, 0.5f, layercolor);
9756 layertexrgbscale = 1;
9757 VectorScale(layer->color, 1.0f, layercolor);
9759 layercolor[3] = layer->color[3];
9760 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9761 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9762 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9763 switch (layer->type)
9765 case TEXTURELAYERTYPE_LITTEXTURE:
9766 // single-pass lightmapped texture with 2x rgbscale
9767 R_Mesh_TexBind(0, r_texture_white);
9768 R_Mesh_TexMatrix(0, NULL);
9769 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9770 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9771 R_Mesh_TexBind(1, layer->texture);
9772 R_Mesh_TexMatrix(1, &layer->texmatrix);
9773 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9774 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9775 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9776 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9777 else if (FAKELIGHT_ENABLED)
9778 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9779 else if (rsurface.uselightmaptexture)
9780 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9782 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9784 case TEXTURELAYERTYPE_TEXTURE:
9785 // singletexture unlit texture with transparency support
9786 R_Mesh_TexBind(0, layer->texture);
9787 R_Mesh_TexMatrix(0, &layer->texmatrix);
9788 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9789 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9790 R_Mesh_TexBind(1, 0);
9791 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9792 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9794 case TEXTURELAYERTYPE_FOG:
9795 // singletexture fogging
9798 R_Mesh_TexBind(0, layer->texture);
9799 R_Mesh_TexMatrix(0, &layer->texmatrix);
9800 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9801 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9805 R_Mesh_TexBind(0, 0);
9806 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9808 R_Mesh_TexBind(1, 0);
9809 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9810 // generate a color array for the fog pass
9811 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9812 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9816 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9819 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9821 GL_DepthFunc(GL_LEQUAL);
9822 GL_AlphaTest(false);
9826 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9828 // OpenGL 1.1 - crusty old voodoo path
9831 const texturelayer_t *layer;
9832 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);
9833 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9835 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9837 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9839 if (layerindex == 0)
9843 GL_AlphaTest(false);
9844 GL_DepthFunc(GL_EQUAL);
9847 GL_DepthMask(layer->depthmask && writedepth);
9848 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9849 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9850 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9851 switch (layer->type)
9853 case TEXTURELAYERTYPE_LITTEXTURE:
9854 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9856 // two-pass lit texture with 2x rgbscale
9857 // first the lightmap pass
9858 R_Mesh_TexBind(0, r_texture_white);
9859 R_Mesh_TexMatrix(0, NULL);
9860 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9861 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9862 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9863 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9864 else if (FAKELIGHT_ENABLED)
9865 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9866 else if (rsurface.uselightmaptexture)
9867 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9869 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9870 // then apply the texture to it
9871 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9872 R_Mesh_TexBind(0, layer->texture);
9873 R_Mesh_TexMatrix(0, &layer->texmatrix);
9874 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9875 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9876 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);
9880 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9881 R_Mesh_TexBind(0, layer->texture);
9882 R_Mesh_TexMatrix(0, &layer->texmatrix);
9883 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9884 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9885 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9886 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);
9888 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);
9891 case TEXTURELAYERTYPE_TEXTURE:
9892 // singletexture unlit texture with transparency support
9893 R_Mesh_TexBind(0, layer->texture);
9894 R_Mesh_TexMatrix(0, &layer->texmatrix);
9895 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9896 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9897 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);
9899 case TEXTURELAYERTYPE_FOG:
9900 // singletexture fogging
9903 R_Mesh_TexBind(0, layer->texture);
9904 R_Mesh_TexMatrix(0, &layer->texmatrix);
9905 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9906 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9910 R_Mesh_TexBind(0, 0);
9911 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9913 // generate a color array for the fog pass
9914 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9915 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9919 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9922 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9924 GL_DepthFunc(GL_LEQUAL);
9925 GL_AlphaTest(false);
9929 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9933 r_vertexgeneric_t *batchvertex;
9936 // R_Mesh_ResetTextureState();
9937 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
9939 if(rsurface.texture && rsurface.texture->currentskinframe)
9941 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9942 c[3] *= rsurface.texture->currentalpha;
9952 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
9954 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
9955 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
9956 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
9959 // brighten it up (as texture value 127 means "unlit")
9960 c[0] *= 2 * r_refdef.view.colorscale;
9961 c[1] *= 2 * r_refdef.view.colorscale;
9962 c[2] *= 2 * r_refdef.view.colorscale;
9964 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9965 c[3] *= r_wateralpha.value;
9967 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9969 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9970 GL_DepthMask(false);
9972 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
9974 GL_BlendFunc(GL_ONE, GL_ONE);
9975 GL_DepthMask(false);
9977 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9979 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
9980 GL_DepthMask(false);
9982 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9984 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
9985 GL_DepthMask(false);
9989 GL_BlendFunc(GL_ONE, GL_ZERO);
9990 GL_DepthMask(writedepth);
9993 if (r_showsurfaces.integer == 3)
9995 rsurface.passcolor4f = NULL;
9997 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9999 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10001 rsurface.passcolor4f = NULL;
10002 rsurface.passcolor4f_vertexbuffer = 0;
10003 rsurface.passcolor4f_bufferoffset = 0;
10005 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10007 qboolean applycolor = true;
10010 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10012 r_refdef.lightmapintensity = 1;
10013 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10014 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10016 else if (FAKELIGHT_ENABLED)
10018 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10020 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10021 RSurf_DrawBatch_GL11_ApplyFakeLight();
10022 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10026 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10028 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10029 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10030 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10033 if(!rsurface.passcolor4f)
10034 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10036 RSurf_DrawBatch_GL11_ApplyAmbient();
10037 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10038 if(r_refdef.fogenabled)
10039 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10040 RSurf_DrawBatch_GL11_ClampColor();
10042 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10043 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
10046 else if (!r_refdef.view.showdebug)
10048 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10049 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10050 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10052 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10053 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10055 R_Mesh_PrepareVertices_Generic_Unlock();
10058 else if (r_showsurfaces.integer == 4)
10060 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10061 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10062 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10064 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10065 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10066 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10068 R_Mesh_PrepareVertices_Generic_Unlock();
10071 else if (r_showsurfaces.integer == 2)
10074 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10075 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10076 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10078 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10079 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10080 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10081 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10082 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10083 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10084 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10086 R_Mesh_PrepareVertices_Generic_Unlock();
10087 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10091 int texturesurfaceindex;
10093 const msurface_t *surface;
10094 float surfacecolor4f[4];
10095 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10096 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10098 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10100 surface = texturesurfacelist[texturesurfaceindex];
10101 k = (int)(((size_t)surface) / sizeof(msurface_t));
10102 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10103 for (j = 0;j < surface->num_vertices;j++)
10105 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10106 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10110 R_Mesh_PrepareVertices_Generic_Unlock();
10115 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10118 RSurf_SetupDepthAndCulling();
10119 if (r_showsurfaces.integer)
10121 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10124 switch (vid.renderpath)
10126 case RENDERPATH_GL20:
10127 case RENDERPATH_D3D9:
10128 case RENDERPATH_D3D10:
10129 case RENDERPATH_D3D11:
10130 case RENDERPATH_SOFT:
10131 case RENDERPATH_GLES2:
10132 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10134 case RENDERPATH_GL13:
10135 case RENDERPATH_GLES1:
10136 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10138 case RENDERPATH_GL11:
10139 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10145 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10148 RSurf_SetupDepthAndCulling();
10149 if (r_showsurfaces.integer)
10151 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10154 switch (vid.renderpath)
10156 case RENDERPATH_GL20:
10157 case RENDERPATH_D3D9:
10158 case RENDERPATH_D3D10:
10159 case RENDERPATH_D3D11:
10160 case RENDERPATH_SOFT:
10161 case RENDERPATH_GLES2:
10162 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10164 case RENDERPATH_GL13:
10165 case RENDERPATH_GLES1:
10166 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10168 case RENDERPATH_GL11:
10169 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10175 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10178 int texturenumsurfaces, endsurface;
10179 texture_t *texture;
10180 const msurface_t *surface;
10181 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10183 // if the model is static it doesn't matter what value we give for
10184 // wantnormals and wanttangents, so this logic uses only rules applicable
10185 // to a model, knowing that they are meaningless otherwise
10186 if (ent == r_refdef.scene.worldentity)
10187 RSurf_ActiveWorldEntity();
10188 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10189 RSurf_ActiveModelEntity(ent, false, false, false);
10192 switch (vid.renderpath)
10194 case RENDERPATH_GL20:
10195 case RENDERPATH_D3D9:
10196 case RENDERPATH_D3D10:
10197 case RENDERPATH_D3D11:
10198 case RENDERPATH_SOFT:
10199 case RENDERPATH_GLES2:
10200 RSurf_ActiveModelEntity(ent, true, true, false);
10202 case RENDERPATH_GL11:
10203 case RENDERPATH_GL13:
10204 case RENDERPATH_GLES1:
10205 RSurf_ActiveModelEntity(ent, true, false, false);
10210 if (r_transparentdepthmasking.integer)
10212 qboolean setup = false;
10213 for (i = 0;i < numsurfaces;i = j)
10216 surface = rsurface.modelsurfaces + surfacelist[i];
10217 texture = surface->texture;
10218 rsurface.texture = R_GetCurrentTexture(texture);
10219 rsurface.lightmaptexture = NULL;
10220 rsurface.deluxemaptexture = NULL;
10221 rsurface.uselightmaptexture = false;
10222 // scan ahead until we find a different texture
10223 endsurface = min(i + 1024, numsurfaces);
10224 texturenumsurfaces = 0;
10225 texturesurfacelist[texturenumsurfaces++] = surface;
10226 for (;j < endsurface;j++)
10228 surface = rsurface.modelsurfaces + surfacelist[j];
10229 if (texture != surface->texture)
10231 texturesurfacelist[texturenumsurfaces++] = surface;
10233 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10235 // render the range of surfaces as depth
10239 GL_ColorMask(0,0,0,0);
10241 GL_DepthTest(true);
10242 GL_BlendFunc(GL_ONE, GL_ZERO);
10243 GL_DepthMask(true);
10244 // R_Mesh_ResetTextureState();
10245 R_SetupShader_DepthOrShadow(false);
10247 RSurf_SetupDepthAndCulling();
10248 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10249 if (rsurface.batchvertex3fbuffer)
10250 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10252 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10256 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10259 for (i = 0;i < numsurfaces;i = j)
10262 surface = rsurface.modelsurfaces + surfacelist[i];
10263 texture = surface->texture;
10264 rsurface.texture = R_GetCurrentTexture(texture);
10265 // scan ahead until we find a different texture
10266 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10267 texturenumsurfaces = 0;
10268 texturesurfacelist[texturenumsurfaces++] = surface;
10269 if(FAKELIGHT_ENABLED)
10271 rsurface.lightmaptexture = NULL;
10272 rsurface.deluxemaptexture = NULL;
10273 rsurface.uselightmaptexture = false;
10274 for (;j < endsurface;j++)
10276 surface = rsurface.modelsurfaces + surfacelist[j];
10277 if (texture != surface->texture)
10279 texturesurfacelist[texturenumsurfaces++] = surface;
10284 rsurface.lightmaptexture = surface->lightmaptexture;
10285 rsurface.deluxemaptexture = surface->deluxemaptexture;
10286 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10287 for (;j < endsurface;j++)
10289 surface = rsurface.modelsurfaces + surfacelist[j];
10290 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10292 texturesurfacelist[texturenumsurfaces++] = surface;
10295 // render the range of surfaces
10296 if (ent == r_refdef.scene.worldentity)
10297 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10299 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10301 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10304 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10306 // transparent surfaces get pushed off into the transparent queue
10307 int surfacelistindex;
10308 const msurface_t *surface;
10309 vec3_t tempcenter, center;
10310 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10312 surface = texturesurfacelist[surfacelistindex];
10313 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10314 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10315 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10316 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10317 if (queueentity->transparent_offset) // transparent offset
10319 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10320 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10321 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10323 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10327 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10329 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10331 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10333 RSurf_SetupDepthAndCulling();
10334 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10335 if (rsurface.batchvertex3fbuffer)
10336 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10338 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10342 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10344 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10347 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10350 if (!rsurface.texture->currentnumlayers)
10352 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10353 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10355 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10357 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10358 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10359 else if (!rsurface.texture->currentnumlayers)
10361 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10363 // in the deferred case, transparent surfaces were queued during prepass
10364 if (!r_shadow_usingdeferredprepass)
10365 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10369 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10370 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10375 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10378 texture_t *texture;
10379 R_FrameData_SetMark();
10380 // break the surface list down into batches by texture and use of lightmapping
10381 for (i = 0;i < numsurfaces;i = j)
10384 // texture is the base texture pointer, rsurface.texture is the
10385 // current frame/skin the texture is directing us to use (for example
10386 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10387 // use skin 1 instead)
10388 texture = surfacelist[i]->texture;
10389 rsurface.texture = R_GetCurrentTexture(texture);
10390 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10392 // if this texture is not the kind we want, skip ahead to the next one
10393 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10397 if(FAKELIGHT_ENABLED || depthonly || prepass)
10399 rsurface.lightmaptexture = NULL;
10400 rsurface.deluxemaptexture = NULL;
10401 rsurface.uselightmaptexture = false;
10402 // simply scan ahead until we find a different texture or lightmap state
10403 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10408 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10409 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10410 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10411 // simply scan ahead until we find a different texture or lightmap state
10412 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10415 // render the range of surfaces
10416 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10418 R_FrameData_ReturnToMark();
10421 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10425 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10428 if (!rsurface.texture->currentnumlayers)
10430 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10431 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10433 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10435 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10436 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10437 else if (!rsurface.texture->currentnumlayers)
10439 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10441 // in the deferred case, transparent surfaces were queued during prepass
10442 if (!r_shadow_usingdeferredprepass)
10443 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10447 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10448 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10453 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10456 texture_t *texture;
10457 R_FrameData_SetMark();
10458 // break the surface list down into batches by texture and use of lightmapping
10459 for (i = 0;i < numsurfaces;i = j)
10462 // texture is the base texture pointer, rsurface.texture is the
10463 // current frame/skin the texture is directing us to use (for example
10464 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10465 // use skin 1 instead)
10466 texture = surfacelist[i]->texture;
10467 rsurface.texture = R_GetCurrentTexture(texture);
10468 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10470 // if this texture is not the kind we want, skip ahead to the next one
10471 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10475 if(FAKELIGHT_ENABLED || depthonly || prepass)
10477 rsurface.lightmaptexture = NULL;
10478 rsurface.deluxemaptexture = NULL;
10479 rsurface.uselightmaptexture = false;
10480 // simply scan ahead until we find a different texture or lightmap state
10481 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10486 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10487 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10488 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10489 // simply scan ahead until we find a different texture or lightmap state
10490 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10493 // render the range of surfaces
10494 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10496 R_FrameData_ReturnToMark();
10499 float locboxvertex3f[6*4*3] =
10501 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10502 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10503 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10504 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10505 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10506 1,0,0, 0,0,0, 0,1,0, 1,1,0
10509 unsigned short locboxelements[6*2*3] =
10514 12,13,14, 12,14,15,
10515 16,17,18, 16,18,19,
10519 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10522 cl_locnode_t *loc = (cl_locnode_t *)ent;
10524 float vertex3f[6*4*3];
10526 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10527 GL_DepthMask(false);
10528 GL_DepthRange(0, 1);
10529 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10530 GL_DepthTest(true);
10531 GL_CullFace(GL_NONE);
10532 R_EntityMatrix(&identitymatrix);
10534 // R_Mesh_ResetTextureState();
10536 i = surfacelist[0];
10537 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10538 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10539 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10540 surfacelist[0] < 0 ? 0.5f : 0.125f);
10542 if (VectorCompare(loc->mins, loc->maxs))
10544 VectorSet(size, 2, 2, 2);
10545 VectorMA(loc->mins, -0.5f, size, mins);
10549 VectorCopy(loc->mins, mins);
10550 VectorSubtract(loc->maxs, loc->mins, size);
10553 for (i = 0;i < 6*4*3;)
10554 for (j = 0;j < 3;j++, i++)
10555 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10557 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10558 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
10559 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10562 void R_DrawLocs(void)
10565 cl_locnode_t *loc, *nearestloc;
10567 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10568 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10570 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10571 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10575 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10577 if (decalsystem->decals)
10578 Mem_Free(decalsystem->decals);
10579 memset(decalsystem, 0, sizeof(*decalsystem));
10582 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)
10585 tridecal_t *decals;
10588 // expand or initialize the system
10589 if (decalsystem->maxdecals <= decalsystem->numdecals)
10591 decalsystem_t old = *decalsystem;
10592 qboolean useshortelements;
10593 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10594 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10595 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)));
10596 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10597 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10598 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10599 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10600 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10601 if (decalsystem->numdecals)
10602 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10604 Mem_Free(old.decals);
10605 for (i = 0;i < decalsystem->maxdecals*3;i++)
10606 decalsystem->element3i[i] = i;
10607 if (useshortelements)
10608 for (i = 0;i < decalsystem->maxdecals*3;i++)
10609 decalsystem->element3s[i] = i;
10612 // grab a decal and search for another free slot for the next one
10613 decals = decalsystem->decals;
10614 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10615 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10617 decalsystem->freedecal = i;
10618 if (decalsystem->numdecals <= i)
10619 decalsystem->numdecals = i + 1;
10621 // initialize the decal
10623 decal->triangleindex = triangleindex;
10624 decal->surfaceindex = surfaceindex;
10625 decal->decalsequence = decalsequence;
10626 decal->color4f[0][0] = c0[0];
10627 decal->color4f[0][1] = c0[1];
10628 decal->color4f[0][2] = c0[2];
10629 decal->color4f[0][3] = 1;
10630 decal->color4f[1][0] = c1[0];
10631 decal->color4f[1][1] = c1[1];
10632 decal->color4f[1][2] = c1[2];
10633 decal->color4f[1][3] = 1;
10634 decal->color4f[2][0] = c2[0];
10635 decal->color4f[2][1] = c2[1];
10636 decal->color4f[2][2] = c2[2];
10637 decal->color4f[2][3] = 1;
10638 decal->vertex3f[0][0] = v0[0];
10639 decal->vertex3f[0][1] = v0[1];
10640 decal->vertex3f[0][2] = v0[2];
10641 decal->vertex3f[1][0] = v1[0];
10642 decal->vertex3f[1][1] = v1[1];
10643 decal->vertex3f[1][2] = v1[2];
10644 decal->vertex3f[2][0] = v2[0];
10645 decal->vertex3f[2][1] = v2[1];
10646 decal->vertex3f[2][2] = v2[2];
10647 decal->texcoord2f[0][0] = t0[0];
10648 decal->texcoord2f[0][1] = t0[1];
10649 decal->texcoord2f[1][0] = t1[0];
10650 decal->texcoord2f[1][1] = t1[1];
10651 decal->texcoord2f[2][0] = t2[0];
10652 decal->texcoord2f[2][1] = t2[1];
10653 TriangleNormal(v0, v1, v2, decal->plane);
10654 VectorNormalize(decal->plane);
10655 decal->plane[3] = DotProduct(v0, decal->plane);
10658 extern cvar_t cl_decals_bias;
10659 extern cvar_t cl_decals_models;
10660 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10661 // baseparms, parms, temps
10662 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)
10667 const float *vertex3f;
10668 const float *normal3f;
10670 float points[2][9][3];
10677 e = rsurface.modelelement3i + 3*triangleindex;
10679 vertex3f = rsurface.modelvertex3f;
10680 normal3f = rsurface.modelnormal3f;
10684 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10686 index = 3*e[cornerindex];
10687 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10692 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10694 index = 3*e[cornerindex];
10695 VectorCopy(vertex3f + index, v[cornerindex]);
10700 //TriangleNormal(v[0], v[1], v[2], normal);
10701 //if (DotProduct(normal, localnormal) < 0.0f)
10703 // clip by each of the box planes formed from the projection matrix
10704 // if anything survives, we emit the decal
10705 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]);
10708 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]);
10711 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]);
10714 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]);
10717 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]);
10720 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]);
10723 // some part of the triangle survived, so we have to accept it...
10726 // dynamic always uses the original triangle
10728 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10730 index = 3*e[cornerindex];
10731 VectorCopy(vertex3f + index, v[cornerindex]);
10734 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10736 // convert vertex positions to texcoords
10737 Matrix4x4_Transform(projection, v[cornerindex], temp);
10738 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10739 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10740 // calculate distance fade from the projection origin
10741 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10742 f = bound(0.0f, f, 1.0f);
10743 c[cornerindex][0] = r * f;
10744 c[cornerindex][1] = g * f;
10745 c[cornerindex][2] = b * f;
10746 c[cornerindex][3] = 1.0f;
10747 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10750 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);
10752 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10753 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);
10755 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)
10757 matrix4x4_t projection;
10758 decalsystem_t *decalsystem;
10761 const msurface_t *surface;
10762 const msurface_t *surfaces;
10763 const int *surfacelist;
10764 const texture_t *texture;
10766 int numsurfacelist;
10767 int surfacelistindex;
10770 float localorigin[3];
10771 float localnormal[3];
10772 float localmins[3];
10773 float localmaxs[3];
10776 float planes[6][4];
10779 int bih_triangles_count;
10780 int bih_triangles[256];
10781 int bih_surfaces[256];
10783 decalsystem = &ent->decalsystem;
10784 model = ent->model;
10785 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10787 R_DecalSystem_Reset(&ent->decalsystem);
10791 if (!model->brush.data_leafs && !cl_decals_models.integer)
10793 if (decalsystem->model)
10794 R_DecalSystem_Reset(decalsystem);
10798 if (decalsystem->model != model)
10799 R_DecalSystem_Reset(decalsystem);
10800 decalsystem->model = model;
10802 RSurf_ActiveModelEntity(ent, true, false, false);
10804 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10805 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10806 VectorNormalize(localnormal);
10807 localsize = worldsize*rsurface.inversematrixscale;
10808 localmins[0] = localorigin[0] - localsize;
10809 localmins[1] = localorigin[1] - localsize;
10810 localmins[2] = localorigin[2] - localsize;
10811 localmaxs[0] = localorigin[0] + localsize;
10812 localmaxs[1] = localorigin[1] + localsize;
10813 localmaxs[2] = localorigin[2] + localsize;
10815 //VectorCopy(localnormal, planes[4]);
10816 //VectorVectors(planes[4], planes[2], planes[0]);
10817 AnglesFromVectors(angles, localnormal, NULL, false);
10818 AngleVectors(angles, planes[0], planes[2], planes[4]);
10819 VectorNegate(planes[0], planes[1]);
10820 VectorNegate(planes[2], planes[3]);
10821 VectorNegate(planes[4], planes[5]);
10822 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10823 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10824 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10825 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10826 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10827 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10832 matrix4x4_t forwardprojection;
10833 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10834 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10839 float projectionvector[4][3];
10840 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10841 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10842 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10843 projectionvector[0][0] = planes[0][0] * ilocalsize;
10844 projectionvector[0][1] = planes[1][0] * ilocalsize;
10845 projectionvector[0][2] = planes[2][0] * ilocalsize;
10846 projectionvector[1][0] = planes[0][1] * ilocalsize;
10847 projectionvector[1][1] = planes[1][1] * ilocalsize;
10848 projectionvector[1][2] = planes[2][1] * ilocalsize;
10849 projectionvector[2][0] = planes[0][2] * ilocalsize;
10850 projectionvector[2][1] = planes[1][2] * ilocalsize;
10851 projectionvector[2][2] = planes[2][2] * ilocalsize;
10852 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10853 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10854 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10855 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10859 dynamic = model->surfmesh.isanimated;
10860 numsurfacelist = model->nummodelsurfaces;
10861 surfacelist = model->sortedmodelsurfaces;
10862 surfaces = model->data_surfaces;
10865 bih_triangles_count = -1;
10868 if(model->render_bih.numleafs)
10869 bih = &model->render_bih;
10870 else if(model->collision_bih.numleafs)
10871 bih = &model->collision_bih;
10874 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10875 if(bih_triangles_count == 0)
10877 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10879 if(bih_triangles_count > 0)
10881 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10883 surfaceindex = bih_surfaces[triangleindex];
10884 surface = surfaces + surfaceindex;
10885 texture = surface->texture;
10886 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10888 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10890 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10895 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10897 surfaceindex = surfacelist[surfacelistindex];
10898 surface = surfaces + surfaceindex;
10899 // check cull box first because it rejects more than any other check
10900 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10902 // skip transparent surfaces
10903 texture = surface->texture;
10904 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10906 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10908 numtriangles = surface->num_triangles;
10909 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10910 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10915 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10916 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)
10918 int renderentityindex;
10919 float worldmins[3];
10920 float worldmaxs[3];
10921 entity_render_t *ent;
10923 if (!cl_decals_newsystem.integer)
10926 worldmins[0] = worldorigin[0] - worldsize;
10927 worldmins[1] = worldorigin[1] - worldsize;
10928 worldmins[2] = worldorigin[2] - worldsize;
10929 worldmaxs[0] = worldorigin[0] + worldsize;
10930 worldmaxs[1] = worldorigin[1] + worldsize;
10931 worldmaxs[2] = worldorigin[2] + worldsize;
10933 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10935 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10937 ent = r_refdef.scene.entities[renderentityindex];
10938 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10941 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10945 typedef struct r_decalsystem_splatqueue_s
10947 vec3_t worldorigin;
10948 vec3_t worldnormal;
10954 r_decalsystem_splatqueue_t;
10956 int r_decalsystem_numqueued = 0;
10957 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
10959 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)
10961 r_decalsystem_splatqueue_t *queue;
10963 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
10966 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
10967 VectorCopy(worldorigin, queue->worldorigin);
10968 VectorCopy(worldnormal, queue->worldnormal);
10969 Vector4Set(queue->color, r, g, b, a);
10970 Vector4Set(queue->tcrange, s1, t1, s2, t2);
10971 queue->worldsize = worldsize;
10972 queue->decalsequence = cl.decalsequence++;
10975 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
10978 r_decalsystem_splatqueue_t *queue;
10980 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
10981 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);
10982 r_decalsystem_numqueued = 0;
10985 extern cvar_t cl_decals_max;
10986 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
10989 decalsystem_t *decalsystem = &ent->decalsystem;
10996 if (!decalsystem->numdecals)
10999 if (r_showsurfaces.integer)
11002 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11004 R_DecalSystem_Reset(decalsystem);
11008 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11009 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11011 if (decalsystem->lastupdatetime)
11012 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11015 decalsystem->lastupdatetime = r_refdef.scene.time;
11016 decal = decalsystem->decals;
11017 numdecals = decalsystem->numdecals;
11019 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11021 if (decal->color4f[0][3])
11023 decal->lived += frametime;
11024 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11026 memset(decal, 0, sizeof(*decal));
11027 if (decalsystem->freedecal > i)
11028 decalsystem->freedecal = i;
11032 decal = decalsystem->decals;
11033 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11036 // collapse the array by shuffling the tail decals into the gaps
11039 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11040 decalsystem->freedecal++;
11041 if (decalsystem->freedecal == numdecals)
11043 decal[decalsystem->freedecal] = decal[--numdecals];
11046 decalsystem->numdecals = numdecals;
11048 if (numdecals <= 0)
11050 // if there are no decals left, reset decalsystem
11051 R_DecalSystem_Reset(decalsystem);
11055 extern skinframe_t *decalskinframe;
11056 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11059 decalsystem_t *decalsystem = &ent->decalsystem;
11068 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11071 numdecals = decalsystem->numdecals;
11075 if (r_showsurfaces.integer)
11078 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11080 R_DecalSystem_Reset(decalsystem);
11084 // if the model is static it doesn't matter what value we give for
11085 // wantnormals and wanttangents, so this logic uses only rules applicable
11086 // to a model, knowing that they are meaningless otherwise
11087 if (ent == r_refdef.scene.worldentity)
11088 RSurf_ActiveWorldEntity();
11090 RSurf_ActiveModelEntity(ent, false, false, false);
11092 decalsystem->lastupdatetime = r_refdef.scene.time;
11093 decal = decalsystem->decals;
11095 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11097 // update vertex positions for animated models
11098 v3f = decalsystem->vertex3f;
11099 c4f = decalsystem->color4f;
11100 t2f = decalsystem->texcoord2f;
11101 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11103 if (!decal->color4f[0][3])
11106 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11110 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11113 // update color values for fading decals
11114 if (decal->lived >= cl_decals_time.value)
11115 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11119 c4f[ 0] = decal->color4f[0][0] * alpha;
11120 c4f[ 1] = decal->color4f[0][1] * alpha;
11121 c4f[ 2] = decal->color4f[0][2] * alpha;
11123 c4f[ 4] = decal->color4f[1][0] * alpha;
11124 c4f[ 5] = decal->color4f[1][1] * alpha;
11125 c4f[ 6] = decal->color4f[1][2] * alpha;
11127 c4f[ 8] = decal->color4f[2][0] * alpha;
11128 c4f[ 9] = decal->color4f[2][1] * alpha;
11129 c4f[10] = decal->color4f[2][2] * alpha;
11132 t2f[0] = decal->texcoord2f[0][0];
11133 t2f[1] = decal->texcoord2f[0][1];
11134 t2f[2] = decal->texcoord2f[1][0];
11135 t2f[3] = decal->texcoord2f[1][1];
11136 t2f[4] = decal->texcoord2f[2][0];
11137 t2f[5] = decal->texcoord2f[2][1];
11139 // update vertex positions for animated models
11140 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11142 e = rsurface.modelelement3i + 3*decal->triangleindex;
11143 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11144 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11145 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11149 VectorCopy(decal->vertex3f[0], v3f);
11150 VectorCopy(decal->vertex3f[1], v3f + 3);
11151 VectorCopy(decal->vertex3f[2], v3f + 6);
11154 if (r_refdef.fogenabled)
11156 alpha = RSurf_FogVertex(v3f);
11157 VectorScale(c4f, alpha, c4f);
11158 alpha = RSurf_FogVertex(v3f + 3);
11159 VectorScale(c4f + 4, alpha, c4f + 4);
11160 alpha = RSurf_FogVertex(v3f + 6);
11161 VectorScale(c4f + 8, alpha, c4f + 8);
11172 r_refdef.stats.drawndecals += numtris;
11174 // now render the decals all at once
11175 // (this assumes they all use one particle font texture!)
11176 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);
11177 // R_Mesh_ResetTextureState();
11178 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11179 GL_DepthMask(false);
11180 GL_DepthRange(0, 1);
11181 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11182 GL_DepthTest(true);
11183 GL_CullFace(GL_NONE);
11184 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11185 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false);
11186 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11190 static void R_DrawModelDecals(void)
11194 // fade faster when there are too many decals
11195 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11196 for (i = 0;i < r_refdef.scene.numentities;i++)
11197 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11199 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11200 for (i = 0;i < r_refdef.scene.numentities;i++)
11201 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11202 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11204 R_DecalSystem_ApplySplatEntitiesQueue();
11206 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11207 for (i = 0;i < r_refdef.scene.numentities;i++)
11208 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11210 r_refdef.stats.totaldecals += numdecals;
11212 if (r_showsurfaces.integer)
11215 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11217 for (i = 0;i < r_refdef.scene.numentities;i++)
11219 if (!r_refdef.viewcache.entityvisible[i])
11221 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11222 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11226 extern cvar_t mod_collision_bih;
11227 void R_DrawDebugModel(void)
11229 entity_render_t *ent = rsurface.entity;
11230 int i, j, k, l, flagsmask;
11231 const msurface_t *surface;
11232 dp_model_t *model = ent->model;
11235 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11238 if (r_showoverdraw.value > 0)
11240 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11241 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11242 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
11243 GL_DepthTest(false);
11244 GL_DepthMask(false);
11245 GL_DepthRange(0, 1);
11246 GL_BlendFunc(GL_ONE, GL_ONE);
11247 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11249 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11251 rsurface.texture = R_GetCurrentTexture(surface->texture);
11252 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11254 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11255 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11256 if (!rsurface.texture->currentlayers->depthmask)
11257 GL_Color(c, 0, 0, 1.0f);
11258 else if (ent == r_refdef.scene.worldentity)
11259 GL_Color(c, c, c, 1.0f);
11261 GL_Color(0, c, 0, 1.0f);
11262 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11266 rsurface.texture = NULL;
11269 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11271 // R_Mesh_ResetTextureState();
11272 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
11273 GL_DepthRange(0, 1);
11274 GL_DepthTest(!r_showdisabledepthtest.integer);
11275 GL_DepthMask(false);
11276 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11278 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11282 qboolean cullbox = ent == r_refdef.scene.worldentity;
11283 const q3mbrush_t *brush;
11284 const bih_t *bih = &model->collision_bih;
11285 const bih_leaf_t *bihleaf;
11286 float vertex3f[3][3];
11287 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11289 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11291 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11293 switch (bihleaf->type)
11296 brush = model->brush.data_brushes + bihleaf->itemindex;
11297 if (brush->colbrushf && brush->colbrushf->numtriangles)
11299 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);
11300 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11301 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11304 case BIH_COLLISIONTRIANGLE:
11305 triangleindex = bihleaf->itemindex;
11306 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11307 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11308 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11309 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);
11310 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11311 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11313 case BIH_RENDERTRIANGLE:
11314 triangleindex = bihleaf->itemindex;
11315 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11316 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11317 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11318 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);
11319 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11320 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11326 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11328 if (r_showtris.integer && qglPolygonMode)
11330 if (r_showdisabledepthtest.integer)
11332 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11333 GL_DepthMask(false);
11337 GL_BlendFunc(GL_ONE, GL_ZERO);
11338 GL_DepthMask(true);
11340 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11341 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11343 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11345 rsurface.texture = R_GetCurrentTexture(surface->texture);
11346 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11348 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11349 if (!rsurface.texture->currentlayers->depthmask)
11350 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11351 else if (ent == r_refdef.scene.worldentity)
11352 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11354 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11355 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11359 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11360 rsurface.texture = NULL;
11363 if (r_shownormals.value != 0 && qglBegin)
11365 if (r_showdisabledepthtest.integer)
11367 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11368 GL_DepthMask(false);
11372 GL_BlendFunc(GL_ONE, GL_ZERO);
11373 GL_DepthMask(true);
11375 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11377 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11379 rsurface.texture = R_GetCurrentTexture(surface->texture);
11380 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11382 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11383 qglBegin(GL_LINES);
11384 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11386 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11388 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11389 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11390 qglVertex3f(v[0], v[1], v[2]);
11391 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11392 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11393 qglVertex3f(v[0], v[1], v[2]);
11396 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11398 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11400 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11401 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11402 qglVertex3f(v[0], v[1], v[2]);
11403 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11404 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11405 qglVertex3f(v[0], v[1], v[2]);
11408 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11410 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11412 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11413 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11414 qglVertex3f(v[0], v[1], v[2]);
11415 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11416 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11417 qglVertex3f(v[0], v[1], v[2]);
11420 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11422 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11424 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11425 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11426 qglVertex3f(v[0], v[1], v[2]);
11427 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11428 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11429 qglVertex3f(v[0], v[1], v[2]);
11436 rsurface.texture = NULL;
11440 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11441 int r_maxsurfacelist = 0;
11442 const msurface_t **r_surfacelist = NULL;
11443 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11445 int i, j, endj, flagsmask;
11446 dp_model_t *model = r_refdef.scene.worldmodel;
11447 msurface_t *surfaces;
11448 unsigned char *update;
11449 int numsurfacelist = 0;
11453 if (r_maxsurfacelist < model->num_surfaces)
11455 r_maxsurfacelist = model->num_surfaces;
11457 Mem_Free((msurface_t**)r_surfacelist);
11458 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11461 RSurf_ActiveWorldEntity();
11463 surfaces = model->data_surfaces;
11464 update = model->brushq1.lightmapupdateflags;
11466 // update light styles on this submodel
11467 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11469 model_brush_lightstyleinfo_t *style;
11470 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11472 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11474 int *list = style->surfacelist;
11475 style->value = r_refdef.scene.lightstylevalue[style->style];
11476 for (j = 0;j < style->numsurfaces;j++)
11477 update[list[j]] = true;
11482 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11486 R_DrawDebugModel();
11487 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11491 rsurface.lightmaptexture = NULL;
11492 rsurface.deluxemaptexture = NULL;
11493 rsurface.uselightmaptexture = false;
11494 rsurface.texture = NULL;
11495 rsurface.rtlight = NULL;
11496 numsurfacelist = 0;
11497 // add visible surfaces to draw list
11498 for (i = 0;i < model->nummodelsurfaces;i++)
11500 j = model->sortedmodelsurfaces[i];
11501 if (r_refdef.viewcache.world_surfacevisible[j])
11502 r_surfacelist[numsurfacelist++] = surfaces + j;
11504 // update lightmaps if needed
11505 if (model->brushq1.firstrender)
11507 model->brushq1.firstrender = false;
11508 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11510 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11514 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11515 if (r_refdef.viewcache.world_surfacevisible[j])
11517 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11519 // don't do anything if there were no surfaces
11520 if (!numsurfacelist)
11522 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11525 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11527 // add to stats if desired
11528 if (r_speeds.integer && !skysurfaces && !depthonly)
11530 r_refdef.stats.world_surfaces += numsurfacelist;
11531 for (j = 0;j < numsurfacelist;j++)
11532 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11535 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11538 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11540 int i, j, endj, flagsmask;
11541 dp_model_t *model = ent->model;
11542 msurface_t *surfaces;
11543 unsigned char *update;
11544 int numsurfacelist = 0;
11548 if (r_maxsurfacelist < model->num_surfaces)
11550 r_maxsurfacelist = model->num_surfaces;
11552 Mem_Free((msurface_t **)r_surfacelist);
11553 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11556 // if the model is static it doesn't matter what value we give for
11557 // wantnormals and wanttangents, so this logic uses only rules applicable
11558 // to a model, knowing that they are meaningless otherwise
11559 if (ent == r_refdef.scene.worldentity)
11560 RSurf_ActiveWorldEntity();
11561 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11562 RSurf_ActiveModelEntity(ent, false, false, false);
11564 RSurf_ActiveModelEntity(ent, true, true, true);
11565 else if (depthonly)
11567 switch (vid.renderpath)
11569 case RENDERPATH_GL20:
11570 case RENDERPATH_D3D9:
11571 case RENDERPATH_D3D10:
11572 case RENDERPATH_D3D11:
11573 case RENDERPATH_SOFT:
11574 case RENDERPATH_GLES2:
11575 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11577 case RENDERPATH_GL11:
11578 case RENDERPATH_GL13:
11579 case RENDERPATH_GLES1:
11580 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11586 switch (vid.renderpath)
11588 case RENDERPATH_GL20:
11589 case RENDERPATH_D3D9:
11590 case RENDERPATH_D3D10:
11591 case RENDERPATH_D3D11:
11592 case RENDERPATH_SOFT:
11593 case RENDERPATH_GLES2:
11594 RSurf_ActiveModelEntity(ent, true, true, false);
11596 case RENDERPATH_GL11:
11597 case RENDERPATH_GL13:
11598 case RENDERPATH_GLES1:
11599 RSurf_ActiveModelEntity(ent, true, false, false);
11604 surfaces = model->data_surfaces;
11605 update = model->brushq1.lightmapupdateflags;
11607 // update light styles
11608 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11610 model_brush_lightstyleinfo_t *style;
11611 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11613 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11615 int *list = style->surfacelist;
11616 style->value = r_refdef.scene.lightstylevalue[style->style];
11617 for (j = 0;j < style->numsurfaces;j++)
11618 update[list[j]] = true;
11623 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11627 R_DrawDebugModel();
11628 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11632 rsurface.lightmaptexture = NULL;
11633 rsurface.deluxemaptexture = NULL;
11634 rsurface.uselightmaptexture = false;
11635 rsurface.texture = NULL;
11636 rsurface.rtlight = NULL;
11637 numsurfacelist = 0;
11638 // add visible surfaces to draw list
11639 for (i = 0;i < model->nummodelsurfaces;i++)
11640 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11641 // don't do anything if there were no surfaces
11642 if (!numsurfacelist)
11644 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11647 // update lightmaps if needed
11651 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11656 R_BuildLightMap(ent, surfaces + j);
11661 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11663 R_BuildLightMap(ent, surfaces + j);
11664 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11666 // add to stats if desired
11667 if (r_speeds.integer && !skysurfaces && !depthonly)
11669 r_refdef.stats.entities_surfaces += numsurfacelist;
11670 for (j = 0;j < numsurfacelist;j++)
11671 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11674 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11677 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11679 static texture_t texture;
11680 static msurface_t surface;
11681 const msurface_t *surfacelist = &surface;
11683 // fake enough texture and surface state to render this geometry
11685 texture.update_lastrenderframe = -1; // regenerate this texture
11686 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11687 texture.currentskinframe = skinframe;
11688 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11689 texture.offsetmapping = OFFSETMAPPING_OFF;
11690 texture.offsetscale = 1;
11691 texture.specularscalemod = 1;
11692 texture.specularpowermod = 1;
11694 surface.texture = &texture;
11695 surface.num_triangles = numtriangles;
11696 surface.num_firsttriangle = firsttriangle;
11697 surface.num_vertices = numvertices;
11698 surface.num_firstvertex = firstvertex;
11701 rsurface.texture = R_GetCurrentTexture(surface.texture);
11702 rsurface.lightmaptexture = NULL;
11703 rsurface.deluxemaptexture = NULL;
11704 rsurface.uselightmaptexture = false;
11705 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11708 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)
11710 static msurface_t surface;
11711 const msurface_t *surfacelist = &surface;
11713 // fake enough texture and surface state to render this geometry
11714 surface.texture = texture;
11715 surface.num_triangles = numtriangles;
11716 surface.num_firsttriangle = firsttriangle;
11717 surface.num_vertices = numvertices;
11718 surface.num_firstvertex = firstvertex;
11721 rsurface.texture = R_GetCurrentTexture(surface.texture);
11722 rsurface.lightmaptexture = NULL;
11723 rsurface.deluxemaptexture = NULL;
11724 rsurface.uselightmaptexture = false;
11725 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);