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.
29 #include "dpsoftrast.h"
30 #include "cl_collision.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
38 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
42 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
48 mempool_t *r_main_mempool;
49 rtexturepool_t *r_main_texturepool;
51 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
53 static qboolean r_loadnormalmap;
54 static qboolean r_loadgloss;
56 static qboolean r_loaddds;
57 static qboolean r_savedds;
58 static qboolean r_gpuskeletal;
65 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
66 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
68 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
69 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
70 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
71 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
72 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
73 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
74 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
75 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
76 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
78 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
79 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
80 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
81 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
82 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
84 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"};
85 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
86 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
87 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
88 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
89 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
90 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
91 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"};
92 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
93 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
94 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
95 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
96 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
97 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)"};
98 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
99 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
100 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"};
101 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"};
102 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
103 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"};
104 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"};
105 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"};
106 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
107 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
108 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
109 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
110 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
111 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
112 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
113 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
114 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)"};
115 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)"};
116 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
117 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
118 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
119 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
120 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
121 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
123 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
124 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
125 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
127 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
128 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
129 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
130 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
131 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
133 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
134 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
135 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
136 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."};
137 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
138 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
139 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
140 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."};
141 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
142 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
143 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
144 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
145 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
146 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"};
147 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"};
148 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
149 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
150 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
151 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
152 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
153 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"};
154 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
155 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
156 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
157 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
158 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
160 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
161 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
162 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
163 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
164 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
165 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
166 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
167 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
169 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)"};
170 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"};
172 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
173 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
174 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
176 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
177 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"};
178 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"};
179 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
180 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
181 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"};
182 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)"};
183 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)"};
184 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
186 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
187 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)"};
188 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
189 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)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
191 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)"};
192 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)"};
193 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
194 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
195 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
196 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
197 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)"};
198 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)"};
199 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)"};
200 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)"};
201 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)"};
202 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)"};
203 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)"};
204 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)"};
206 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)"};
207 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
208 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
209 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"};
210 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
211 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
212 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
213 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"};
214 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
215 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
217 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
218 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
219 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
220 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
222 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
223 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
225 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
226 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
227 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
228 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
229 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
230 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
232 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
233 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
234 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
235 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
236 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
237 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
238 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
239 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
240 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
241 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
243 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"};
245 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"};
247 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
249 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
251 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
252 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
253 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
254 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
256 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
257 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"};
259 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
261 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)"};
262 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
264 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
265 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
266 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
267 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
270 extern cvar_t v_glslgamma_2d;
272 extern qboolean v_flipped_state;
274 r_framebufferstate_t r_fb;
276 /// shadow volume bsp struct with automatically growing nodes buffer
279 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
281 rtexture_t *r_texture_blanknormalmap;
282 rtexture_t *r_texture_white;
283 rtexture_t *r_texture_grey128;
284 rtexture_t *r_texture_black;
285 rtexture_t *r_texture_notexture;
286 rtexture_t *r_texture_whitecube;
287 rtexture_t *r_texture_normalizationcube;
288 rtexture_t *r_texture_fogattenuation;
289 rtexture_t *r_texture_fogheighttexture;
290 rtexture_t *r_texture_gammaramps;
291 unsigned int r_texture_gammaramps_serial;
292 //rtexture_t *r_texture_fogintensity;
293 rtexture_t *r_texture_reflectcube;
295 // TODO: hash lookups?
296 typedef struct cubemapinfo_s
303 int r_texture_numcubemaps;
304 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
306 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
307 unsigned int r_numqueries;
308 unsigned int r_maxqueries;
310 typedef struct r_qwskincache_s
312 char name[MAX_QPATH];
313 skinframe_t *skinframe;
317 static r_qwskincache_t *r_qwskincache;
318 static int r_qwskincache_size;
320 /// vertex coordinates for a quad that covers the screen exactly
321 extern const float r_screenvertex3f[12];
322 extern const float r_d3dscreenvertex3f[12];
323 const float r_screenvertex3f[12] =
330 const float r_d3dscreenvertex3f[12] =
338 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
341 for (i = 0;i < verts;i++)
352 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
355 for (i = 0;i < verts;i++)
365 // FIXME: move this to client?
368 if (gamemode == GAME_NEHAHRA)
370 Cvar_Set("gl_fogenable", "0");
371 Cvar_Set("gl_fogdensity", "0.2");
372 Cvar_Set("gl_fogred", "0.3");
373 Cvar_Set("gl_foggreen", "0.3");
374 Cvar_Set("gl_fogblue", "0.3");
376 r_refdef.fog_density = 0;
377 r_refdef.fog_red = 0;
378 r_refdef.fog_green = 0;
379 r_refdef.fog_blue = 0;
380 r_refdef.fog_alpha = 1;
381 r_refdef.fog_start = 0;
382 r_refdef.fog_end = 16384;
383 r_refdef.fog_height = 1<<30;
384 r_refdef.fog_fadedepth = 128;
385 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
388 static void R_BuildBlankTextures(void)
390 unsigned char data[4];
391 data[2] = 128; // normal X
392 data[1] = 128; // normal Y
393 data[0] = 255; // normal Z
394 data[3] = 255; // height
395 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
405 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
410 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
413 static void R_BuildNoTexture(void)
416 unsigned char pix[16][16][4];
417 // this makes a light grey/dark grey checkerboard texture
418 for (y = 0;y < 16;y++)
420 for (x = 0;x < 16;x++)
422 if ((y < 8) ^ (x < 8))
438 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
441 static void R_BuildWhiteCube(void)
443 unsigned char data[6*1*1*4];
444 memset(data, 255, sizeof(data));
445 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
448 static void R_BuildNormalizationCube(void)
452 vec_t s, t, intensity;
455 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
456 for (side = 0;side < 6;side++)
458 for (y = 0;y < NORMSIZE;y++)
460 for (x = 0;x < NORMSIZE;x++)
462 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
463 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
498 intensity = 127.0f / sqrt(DotProduct(v, v));
499 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
500 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
501 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
502 data[((side*64+y)*64+x)*4+3] = 255;
506 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
510 static void R_BuildFogTexture(void)
514 unsigned char data1[FOGWIDTH][4];
515 //unsigned char data2[FOGWIDTH][4];
518 r_refdef.fogmasktable_start = r_refdef.fog_start;
519 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
520 r_refdef.fogmasktable_range = r_refdef.fogrange;
521 r_refdef.fogmasktable_density = r_refdef.fog_density;
523 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
524 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
526 d = (x * r - r_refdef.fogmasktable_start);
527 if(developer_extra.integer)
528 Con_DPrintf("%f ", d);
530 if (r_fog_exp2.integer)
531 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
533 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
534 if(developer_extra.integer)
535 Con_DPrintf(" : %f ", alpha);
536 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
537 if(developer_extra.integer)
538 Con_DPrintf(" = %f\n", alpha);
539 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
542 for (x = 0;x < FOGWIDTH;x++)
544 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
549 //data2[x][0] = 255 - b;
550 //data2[x][1] = 255 - b;
551 //data2[x][2] = 255 - b;
554 if (r_texture_fogattenuation)
556 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
557 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
561 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
562 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
566 static void R_BuildFogHeightTexture(void)
568 unsigned char *inpixels;
576 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
577 if (r_refdef.fogheighttexturename[0])
578 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
581 r_refdef.fog_height_tablesize = 0;
582 if (r_texture_fogheighttexture)
583 R_FreeTexture(r_texture_fogheighttexture);
584 r_texture_fogheighttexture = NULL;
585 if (r_refdef.fog_height_table2d)
586 Mem_Free(r_refdef.fog_height_table2d);
587 r_refdef.fog_height_table2d = NULL;
588 if (r_refdef.fog_height_table1d)
589 Mem_Free(r_refdef.fog_height_table1d);
590 r_refdef.fog_height_table1d = NULL;
594 r_refdef.fog_height_tablesize = size;
595 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
596 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
597 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
599 // LordHavoc: now the magic - what is that table2d for? it is a cooked
600 // average fog color table accounting for every fog layer between a point
601 // and the camera. (Note: attenuation is handled separately!)
602 for (y = 0;y < size;y++)
604 for (x = 0;x < size;x++)
610 for (j = x;j <= y;j++)
612 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
618 for (j = x;j >= y;j--)
620 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
625 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
626 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
627 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
628 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
631 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
634 //=======================================================================================================================================================
636 static const char *builtinshaderstrings[] =
638 #include "shader_glsl.h"
642 const char *builtinhlslshaderstrings[] =
644 #include "shader_hlsl.h"
648 //=======================================================================================================================================================
650 typedef struct shaderpermutationinfo_s
655 shaderpermutationinfo_t;
657 typedef struct shadermodeinfo_s
659 const char *sourcebasename;
660 const char *extension;
661 const char **builtinshaderstrings;
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
673 {"#define USEDIFFUSE\n", " diffuse"},
674 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
675 {"#define USEVIEWTINT\n", " viewtint"},
676 {"#define USECOLORMAPPING\n", " colormapping"},
677 {"#define USESATURATION\n", " saturation"},
678 {"#define USEFOGINSIDE\n", " foginside"},
679 {"#define USEFOGOUTSIDE\n", " fogoutside"},
680 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
681 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
682 {"#define USEGAMMARAMPS\n", " gammaramps"},
683 {"#define USECUBEFILTER\n", " cubefilter"},
684 {"#define USEGLOW\n", " glow"},
685 {"#define USEBLOOM\n", " bloom"},
686 {"#define USESPECULAR\n", " specular"},
687 {"#define USEPOSTPROCESSING\n", " postprocessing"},
688 {"#define USEREFLECTION\n", " reflection"},
689 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
690 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
691 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
692 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
693 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
694 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
695 {"#define USEALPHAKILL\n", " alphakill"},
696 {"#define USEREFLECTCUBE\n", " reflectcube"},
697 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
698 {"#define USEBOUNCEGRID\n", " bouncegrid"},
699 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
700 {"#define USETRIPPY\n", " trippy"},
701 {"#define USEDEPTHRGB\n", " depthrgb"},
702 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
703 {"#define USESKELETAL\n", " skeletal"},
704 {"#define USEOCCLUDE\n", " occlude"}
707 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
708 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
710 // SHADERLANGUAGE_GLSL
712 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
724 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
725 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
726 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
727 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
730 // SHADERLANGUAGE_HLSL
732 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
743 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
744 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
745 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
746 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
747 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
748 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
752 struct r_glsl_permutation_s;
753 typedef struct r_glsl_permutation_s
756 struct r_glsl_permutation_s *hashnext;
758 dpuint64 permutation;
760 /// indicates if we have tried compiling this permutation already
762 /// 0 if compilation failed
764 // texture units assigned to each detected uniform
765 int tex_Texture_First;
766 int tex_Texture_Second;
767 int tex_Texture_GammaRamps;
768 int tex_Texture_Normal;
769 int tex_Texture_Color;
770 int tex_Texture_Gloss;
771 int tex_Texture_Glow;
772 int tex_Texture_SecondaryNormal;
773 int tex_Texture_SecondaryColor;
774 int tex_Texture_SecondaryGloss;
775 int tex_Texture_SecondaryGlow;
776 int tex_Texture_Pants;
777 int tex_Texture_Shirt;
778 int tex_Texture_FogHeightTexture;
779 int tex_Texture_FogMask;
780 int tex_Texture_Lightmap;
781 int tex_Texture_Deluxemap;
782 int tex_Texture_Attenuation;
783 int tex_Texture_Cube;
784 int tex_Texture_Refraction;
785 int tex_Texture_Reflection;
786 int tex_Texture_ShadowMap2D;
787 int tex_Texture_CubeProjection;
788 int tex_Texture_ScreenNormalMap;
789 int tex_Texture_ScreenDiffuse;
790 int tex_Texture_ScreenSpecular;
791 int tex_Texture_ReflectMask;
792 int tex_Texture_ReflectCube;
793 int tex_Texture_BounceGrid;
794 /// locations of detected uniforms in program object, or -1 if not found
795 int loc_Texture_First;
796 int loc_Texture_Second;
797 int loc_Texture_GammaRamps;
798 int loc_Texture_Normal;
799 int loc_Texture_Color;
800 int loc_Texture_Gloss;
801 int loc_Texture_Glow;
802 int loc_Texture_SecondaryNormal;
803 int loc_Texture_SecondaryColor;
804 int loc_Texture_SecondaryGloss;
805 int loc_Texture_SecondaryGlow;
806 int loc_Texture_Pants;
807 int loc_Texture_Shirt;
808 int loc_Texture_FogHeightTexture;
809 int loc_Texture_FogMask;
810 int loc_Texture_Lightmap;
811 int loc_Texture_Deluxemap;
812 int loc_Texture_Attenuation;
813 int loc_Texture_Cube;
814 int loc_Texture_Refraction;
815 int loc_Texture_Reflection;
816 int loc_Texture_ShadowMap2D;
817 int loc_Texture_CubeProjection;
818 int loc_Texture_ScreenNormalMap;
819 int loc_Texture_ScreenDiffuse;
820 int loc_Texture_ScreenSpecular;
821 int loc_Texture_ReflectMask;
822 int loc_Texture_ReflectCube;
823 int loc_Texture_BounceGrid;
825 int loc_BloomBlur_Parameters;
827 int loc_Color_Ambient;
828 int loc_Color_Diffuse;
829 int loc_Color_Specular;
833 int loc_DeferredColor_Ambient;
834 int loc_DeferredColor_Diffuse;
835 int loc_DeferredColor_Specular;
836 int loc_DeferredMod_Diffuse;
837 int loc_DeferredMod_Specular;
838 int loc_DistortScaleRefractReflect;
841 int loc_FogHeightFade;
843 int loc_FogPlaneViewDist;
844 int loc_FogRangeRecip;
847 int loc_LightPosition;
848 int loc_OffsetMapping_ScaleSteps;
849 int loc_OffsetMapping_LodDistance;
850 int loc_OffsetMapping_Bias;
852 int loc_ReflectColor;
853 int loc_ReflectFactor;
854 int loc_ReflectOffset;
855 int loc_RefractColor;
857 int loc_ScreenCenterRefractReflect;
858 int loc_ScreenScaleRefractReflect;
859 int loc_ScreenToDepth;
860 int loc_ShadowMap_Parameters;
861 int loc_ShadowMap_TextureScale;
862 int loc_SpecularPower;
863 int loc_Skeletal_Transform12;
868 int loc_ViewTintColor;
870 int loc_ModelToLight;
872 int loc_BackgroundTexMatrix;
873 int loc_ModelViewProjectionMatrix;
874 int loc_ModelViewMatrix;
875 int loc_PixelToScreenTexCoord;
876 int loc_ModelToReflectCube;
877 int loc_ShadowMapMatrix;
878 int loc_BloomColorSubtract;
879 int loc_NormalmapScrollBlend;
880 int loc_BounceGridMatrix;
881 int loc_BounceGridIntensity;
882 /// uniform block bindings
883 int ubibind_Skeletal_Transform12_UniformBlock;
884 /// uniform block indices
885 int ubiloc_Skeletal_Transform12_UniformBlock;
887 r_glsl_permutation_t;
889 #define SHADERPERMUTATION_HASHSIZE 256
892 // non-degradable "lightweight" shader parameters to keep the permutations simpler
893 // these can NOT degrade! only use for simple stuff
896 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
897 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
898 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
899 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
900 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
901 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
902 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
903 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
904 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
905 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
906 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
907 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
908 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
909 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
911 #define SHADERSTATICPARMS_COUNT 14
913 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
914 static int shaderstaticparms_count = 0;
916 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
917 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
919 extern qboolean r_shadow_shadowmapsampler;
920 extern int r_shadow_shadowmappcf;
921 qboolean R_CompileShader_CheckStaticParms(void)
923 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
924 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
925 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
928 if (r_glsl_saturation_redcompensate.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
930 if (r_glsl_vertextextureblend_usebothalphas.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
932 if (r_shadow_glossexact.integer)
933 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
934 if (r_glsl_postprocess.integer)
936 if (r_glsl_postprocess_uservec1_enable.integer)
937 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
938 if (r_glsl_postprocess_uservec2_enable.integer)
939 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
940 if (r_glsl_postprocess_uservec3_enable.integer)
941 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
942 if (r_glsl_postprocess_uservec4_enable.integer)
943 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
946 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
947 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
948 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
950 if (r_shadow_shadowmapsampler)
951 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
952 if (r_shadow_shadowmappcf > 1)
953 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
954 else if (r_shadow_shadowmappcf)
955 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
956 if (r_celshading.integer)
957 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
958 if (r_celoutlines.integer)
959 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
961 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
964 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
965 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
966 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
968 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
969 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
971 shaderstaticparms_count = 0;
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
982 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
983 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
984 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
985 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
986 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
987 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
990 /// information about each possible shader permutation
991 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
992 /// currently selected permutation
993 r_glsl_permutation_t *r_glsl_permutation;
994 /// storage for permutations linked in the hash table
995 memexpandablearray_t r_glsl_permutationarray;
997 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
999 //unsigned int hashdepth = 0;
1000 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1001 r_glsl_permutation_t *p;
1002 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1004 if (p->mode == mode && p->permutation == permutation)
1006 //if (hashdepth > 10)
1007 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1012 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1014 p->permutation = permutation;
1015 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1016 r_glsl_permutationhash[mode][hashindex] = p;
1017 //if (hashdepth > 10)
1018 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1022 static char *R_ShaderStrCat(const char **strings)
1025 const char **p = strings;
1028 for (p = strings;(t = *p);p++)
1031 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1033 for (p = strings;(t = *p);p++)
1043 static char *R_ShaderStrCat(const char **strings);
1044 static void R_InitShaderModeInfo(void)
1047 shadermodeinfo_t *modeinfo;
1048 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1049 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1051 for (i = 0; i < SHADERMODE_COUNT; i++)
1053 char filename[MAX_QPATH];
1054 modeinfo = &shadermodeinfo[language][i];
1055 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1056 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1057 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1058 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1063 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1066 // if the mode has no filename we have to return the builtin string
1067 if (builtinonly || !modeinfo->filename)
1068 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1069 // note that FS_LoadFile appends a 0 byte to make it a valid string
1070 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1073 if (printfromdisknotice)
1074 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1075 return shaderstring;
1077 // fall back to builtinstring
1078 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1081 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1086 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1088 char permutationname[256];
1089 int vertstrings_count = 0;
1090 int geomstrings_count = 0;
1091 int fragstrings_count = 0;
1092 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1093 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1094 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1101 permutationname[0] = 0;
1102 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1104 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1106 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1107 if(vid.support.glshaderversion >= 140)
1109 vertstrings_list[vertstrings_count++] = "#version 140\n";
1110 geomstrings_list[geomstrings_count++] = "#version 140\n";
1111 fragstrings_list[fragstrings_count++] = "#version 140\n";
1112 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1113 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1114 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1116 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1117 else if(vid.support.glshaderversion >= 130)
1119 vertstrings_list[vertstrings_count++] = "#version 130\n";
1120 geomstrings_list[geomstrings_count++] = "#version 130\n";
1121 fragstrings_list[fragstrings_count++] = "#version 130\n";
1122 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1123 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1124 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1126 // if we can do #version 120, we should (this adds the invariant keyword)
1127 else if(vid.support.glshaderversion >= 120)
1129 vertstrings_list[vertstrings_count++] = "#version 120\n";
1130 geomstrings_list[geomstrings_count++] = "#version 120\n";
1131 fragstrings_list[fragstrings_count++] = "#version 120\n";
1132 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1133 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1134 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1136 // GLES also adds several things from GLSL120
1137 switch(vid.renderpath)
1139 case RENDERPATH_GLES2:
1140 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1141 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1142 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1148 // the first pretext is which type of shader to compile as
1149 // (later these will all be bound together as a program object)
1150 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1151 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1152 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1154 // the second pretext is the mode (for example a light source)
1155 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1156 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1157 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1158 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1160 // now add all the permutation pretexts
1161 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1163 if (permutation & (1ll<<i))
1165 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1166 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1167 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1168 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1172 // keep line numbers correct
1173 vertstrings_list[vertstrings_count++] = "\n";
1174 geomstrings_list[geomstrings_count++] = "\n";
1175 fragstrings_list[fragstrings_count++] = "\n";
1180 R_CompileShader_AddStaticParms(mode, permutation);
1181 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1182 vertstrings_count += shaderstaticparms_count;
1183 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1184 geomstrings_count += shaderstaticparms_count;
1185 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1186 fragstrings_count += shaderstaticparms_count;
1188 // now append the shader text itself
1189 vertstrings_list[vertstrings_count++] = sourcestring;
1190 geomstrings_list[geomstrings_count++] = sourcestring;
1191 fragstrings_list[fragstrings_count++] = sourcestring;
1193 // compile the shader program
1194 if (vertstrings_count + geomstrings_count + fragstrings_count)
1195 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1199 qglUseProgram(p->program);CHECKGLERROR
1200 // look up all the uniform variable names we care about, so we don't
1201 // have to look them up every time we set them
1206 GLint activeuniformindex = 0;
1207 GLint numactiveuniforms = 0;
1208 char uniformname[128];
1209 GLsizei uniformnamelength = 0;
1210 GLint uniformsize = 0;
1211 GLenum uniformtype = 0;
1212 memset(uniformname, 0, sizeof(uniformname));
1213 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1214 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1215 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1217 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1218 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1223 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1224 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1225 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1226 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1227 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1228 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1229 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1230 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1231 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1232 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1233 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1234 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1235 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1236 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1237 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1238 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1239 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1240 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1241 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1242 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1243 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1244 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1245 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1246 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1247 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1248 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1249 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1250 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1251 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1252 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1253 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1254 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1255 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1256 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1257 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1258 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1259 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1260 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1261 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1262 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1263 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1264 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1265 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1266 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1267 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1268 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1269 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1270 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1271 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1272 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1273 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1274 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1275 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1276 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1277 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1278 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1279 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1280 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1281 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1282 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1283 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1284 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1285 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1286 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1287 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1288 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1289 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1290 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1291 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1292 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1293 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1294 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1295 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1296 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1297 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1298 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1299 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1300 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1301 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1302 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1303 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1304 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1305 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1306 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1307 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1308 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1309 // initialize the samplers to refer to the texture units we use
1310 p->tex_Texture_First = -1;
1311 p->tex_Texture_Second = -1;
1312 p->tex_Texture_GammaRamps = -1;
1313 p->tex_Texture_Normal = -1;
1314 p->tex_Texture_Color = -1;
1315 p->tex_Texture_Gloss = -1;
1316 p->tex_Texture_Glow = -1;
1317 p->tex_Texture_SecondaryNormal = -1;
1318 p->tex_Texture_SecondaryColor = -1;
1319 p->tex_Texture_SecondaryGloss = -1;
1320 p->tex_Texture_SecondaryGlow = -1;
1321 p->tex_Texture_Pants = -1;
1322 p->tex_Texture_Shirt = -1;
1323 p->tex_Texture_FogHeightTexture = -1;
1324 p->tex_Texture_FogMask = -1;
1325 p->tex_Texture_Lightmap = -1;
1326 p->tex_Texture_Deluxemap = -1;
1327 p->tex_Texture_Attenuation = -1;
1328 p->tex_Texture_Cube = -1;
1329 p->tex_Texture_Refraction = -1;
1330 p->tex_Texture_Reflection = -1;
1331 p->tex_Texture_ShadowMap2D = -1;
1332 p->tex_Texture_CubeProjection = -1;
1333 p->tex_Texture_ScreenNormalMap = -1;
1334 p->tex_Texture_ScreenDiffuse = -1;
1335 p->tex_Texture_ScreenSpecular = -1;
1336 p->tex_Texture_ReflectMask = -1;
1337 p->tex_Texture_ReflectCube = -1;
1338 p->tex_Texture_BounceGrid = -1;
1339 // bind the texture samplers in use
1341 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1342 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1343 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1344 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1345 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1346 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1347 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1348 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1349 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1350 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1351 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1352 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1353 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1354 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1355 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1356 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1357 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1358 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1359 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1360 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1361 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1362 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1363 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1364 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1365 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1366 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1367 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1368 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1369 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1370 // get the uniform block indices so we can bind them
1371 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1372 if (vid.support.arb_uniform_buffer_object)
1373 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1376 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1377 // clear the uniform block bindings
1378 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1379 // bind the uniform blocks in use
1381 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1382 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1384 // we're done compiling and setting up the shader, at least until it is used
1386 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1389 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1393 Mem_Free(sourcestring);
1396 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1398 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1399 if (r_glsl_permutation != perm)
1401 r_glsl_permutation = perm;
1402 if (!r_glsl_permutation->program)
1404 if (!r_glsl_permutation->compiled)
1406 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1407 R_GLSL_CompilePermutation(perm, mode, permutation);
1409 if (!r_glsl_permutation->program)
1411 // remove features until we find a valid permutation
1413 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1415 // reduce i more quickly whenever it would not remove any bits
1416 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1417 if (!(permutation & j))
1420 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1421 if (!r_glsl_permutation->compiled)
1422 R_GLSL_CompilePermutation(perm, mode, permutation);
1423 if (r_glsl_permutation->program)
1426 if (i >= SHADERPERMUTATION_COUNT)
1428 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1429 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1430 qglUseProgram(0);CHECKGLERROR
1431 return; // no bit left to clear, entire mode is broken
1436 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1438 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1439 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1440 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1448 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1449 extern D3DCAPS9 vid_d3d9caps;
1452 struct r_hlsl_permutation_s;
1453 typedef struct r_hlsl_permutation_s
1455 /// hash lookup data
1456 struct r_hlsl_permutation_s *hashnext;
1458 dpuint64 permutation;
1460 /// indicates if we have tried compiling this permutation already
1462 /// NULL if compilation failed
1463 IDirect3DVertexShader9 *vertexshader;
1464 IDirect3DPixelShader9 *pixelshader;
1466 r_hlsl_permutation_t;
1468 typedef enum D3DVSREGISTER_e
1470 D3DVSREGISTER_TexMatrix = 0, // float4x4
1471 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1472 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1473 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1474 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1475 D3DVSREGISTER_ModelToLight = 20, // float4x4
1476 D3DVSREGISTER_EyePosition = 24,
1477 D3DVSREGISTER_FogPlane = 25,
1478 D3DVSREGISTER_LightDir = 26,
1479 D3DVSREGISTER_LightPosition = 27,
1483 typedef enum D3DPSREGISTER_e
1485 D3DPSREGISTER_Alpha = 0,
1486 D3DPSREGISTER_BloomBlur_Parameters = 1,
1487 D3DPSREGISTER_ClientTime = 2,
1488 D3DPSREGISTER_Color_Ambient = 3,
1489 D3DPSREGISTER_Color_Diffuse = 4,
1490 D3DPSREGISTER_Color_Specular = 5,
1491 D3DPSREGISTER_Color_Glow = 6,
1492 D3DPSREGISTER_Color_Pants = 7,
1493 D3DPSREGISTER_Color_Shirt = 8,
1494 D3DPSREGISTER_DeferredColor_Ambient = 9,
1495 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1496 D3DPSREGISTER_DeferredColor_Specular = 11,
1497 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1498 D3DPSREGISTER_DeferredMod_Specular = 13,
1499 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1500 D3DPSREGISTER_EyePosition = 15, // unused
1501 D3DPSREGISTER_FogColor = 16,
1502 D3DPSREGISTER_FogHeightFade = 17,
1503 D3DPSREGISTER_FogPlane = 18,
1504 D3DPSREGISTER_FogPlaneViewDist = 19,
1505 D3DPSREGISTER_FogRangeRecip = 20,
1506 D3DPSREGISTER_LightColor = 21,
1507 D3DPSREGISTER_LightDir = 22, // unused
1508 D3DPSREGISTER_LightPosition = 23,
1509 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1510 D3DPSREGISTER_PixelSize = 25,
1511 D3DPSREGISTER_ReflectColor = 26,
1512 D3DPSREGISTER_ReflectFactor = 27,
1513 D3DPSREGISTER_ReflectOffset = 28,
1514 D3DPSREGISTER_RefractColor = 29,
1515 D3DPSREGISTER_Saturation = 30,
1516 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1517 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1518 D3DPSREGISTER_ScreenToDepth = 33,
1519 D3DPSREGISTER_ShadowMap_Parameters = 34,
1520 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1521 D3DPSREGISTER_SpecularPower = 36,
1522 D3DPSREGISTER_UserVec1 = 37,
1523 D3DPSREGISTER_UserVec2 = 38,
1524 D3DPSREGISTER_UserVec3 = 39,
1525 D3DPSREGISTER_UserVec4 = 40,
1526 D3DPSREGISTER_ViewTintColor = 41,
1527 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1528 D3DPSREGISTER_BloomColorSubtract = 43,
1529 D3DPSREGISTER_ViewToLight = 44, // float4x4
1530 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1531 D3DPSREGISTER_NormalmapScrollBlend = 52,
1532 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1533 D3DPSREGISTER_OffsetMapping_Bias = 54,
1538 /// information about each possible shader permutation
1539 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1540 /// currently selected permutation
1541 r_hlsl_permutation_t *r_hlsl_permutation;
1542 /// storage for permutations linked in the hash table
1543 memexpandablearray_t r_hlsl_permutationarray;
1545 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1547 //unsigned int hashdepth = 0;
1548 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1549 r_hlsl_permutation_t *p;
1550 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1552 if (p->mode == mode && p->permutation == permutation)
1554 //if (hashdepth > 10)
1555 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1560 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1562 p->permutation = permutation;
1563 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1564 r_hlsl_permutationhash[mode][hashindex] = p;
1565 //if (hashdepth > 10)
1566 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1571 //#include <d3dx9shader.h>
1572 //#include <d3dx9mesh.h>
1574 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1576 DWORD *vsbin = NULL;
1577 DWORD *psbin = NULL;
1578 fs_offset_t vsbinsize;
1579 fs_offset_t psbinsize;
1580 // IDirect3DVertexShader9 *vs = NULL;
1581 // IDirect3DPixelShader9 *ps = NULL;
1582 ID3DXBuffer *vslog = NULL;
1583 ID3DXBuffer *vsbuffer = NULL;
1584 ID3DXConstantTable *vsconstanttable = NULL;
1585 ID3DXBuffer *pslog = NULL;
1586 ID3DXBuffer *psbuffer = NULL;
1587 ID3DXConstantTable *psconstanttable = NULL;
1590 char temp[MAX_INPUTLINE];
1591 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1593 qboolean debugshader = gl_paranoid.integer != 0;
1594 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1595 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1598 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1599 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1601 if ((!vsbin && vertstring) || (!psbin && fragstring))
1603 const char* dllnames_d3dx9 [] =
1627 dllhandle_t d3dx9_dll = NULL;
1628 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1629 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1630 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1631 dllfunction_t d3dx9_dllfuncs[] =
1633 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1634 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1635 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1638 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1639 #ifndef ID3DXBuffer_GetBufferPointer
1640 #if !defined(__cplusplus) || defined(CINTERFACE)
1641 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1642 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1643 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1645 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1646 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1647 #define ID3DXBuffer_Release(p) (p)->Release()
1650 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1652 DWORD shaderflags = 0;
1654 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1655 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1656 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1657 if (vertstring && vertstring[0])
1661 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1662 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1665 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1668 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1669 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1670 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1671 ID3DXBuffer_Release(vsbuffer);
1675 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1676 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1677 ID3DXBuffer_Release(vslog);
1680 if (fragstring && fragstring[0])
1684 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1685 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1688 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1691 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1692 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1693 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1694 ID3DXBuffer_Release(psbuffer);
1698 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1699 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1700 ID3DXBuffer_Release(pslog);
1703 Sys_UnloadLibrary(&d3dx9_dll);
1706 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1710 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1711 if (FAILED(vsresult))
1712 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1713 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1714 if (FAILED(psresult))
1715 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1717 // free the shader data
1718 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1719 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1722 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1725 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1726 int vertstring_length = 0;
1727 int geomstring_length = 0;
1728 int fragstring_length = 0;
1731 char *vertstring, *geomstring, *fragstring;
1732 char permutationname[256];
1733 char cachename[256];
1734 int vertstrings_count = 0;
1735 int geomstrings_count = 0;
1736 int fragstrings_count = 0;
1737 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1738 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1739 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1744 p->vertexshader = NULL;
1745 p->pixelshader = NULL;
1747 permutationname[0] = 0;
1749 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1751 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1752 strlcat(cachename, "hlsl/", sizeof(cachename));
1754 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1755 vertstrings_count = 0;
1756 geomstrings_count = 0;
1757 fragstrings_count = 0;
1758 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1759 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1760 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1762 // the first pretext is which type of shader to compile as
1763 // (later these will all be bound together as a program object)
1764 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1765 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1766 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1768 // the second pretext is the mode (for example a light source)
1769 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1770 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1771 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1772 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1773 strlcat(cachename, modeinfo->name, sizeof(cachename));
1775 // now add all the permutation pretexts
1776 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1778 if (permutation & (1ll<<i))
1780 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1781 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1782 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1783 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1784 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1788 // keep line numbers correct
1789 vertstrings_list[vertstrings_count++] = "\n";
1790 geomstrings_list[geomstrings_count++] = "\n";
1791 fragstrings_list[fragstrings_count++] = "\n";
1796 R_CompileShader_AddStaticParms(mode, permutation);
1797 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1798 vertstrings_count += shaderstaticparms_count;
1799 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1800 geomstrings_count += shaderstaticparms_count;
1801 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1802 fragstrings_count += shaderstaticparms_count;
1804 // replace spaces in the cachename with _ characters
1805 for (i = 0;cachename[i];i++)
1806 if (cachename[i] == ' ')
1809 // now append the shader text itself
1810 vertstrings_list[vertstrings_count++] = sourcestring;
1811 geomstrings_list[geomstrings_count++] = sourcestring;
1812 fragstrings_list[fragstrings_count++] = sourcestring;
1814 vertstring_length = 0;
1815 for (i = 0;i < vertstrings_count;i++)
1816 vertstring_length += (int)strlen(vertstrings_list[i]);
1817 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1818 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1819 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1821 geomstring_length = 0;
1822 for (i = 0;i < geomstrings_count;i++)
1823 geomstring_length += (int)strlen(geomstrings_list[i]);
1824 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1825 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1826 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1828 fragstring_length = 0;
1829 for (i = 0;i < fragstrings_count;i++)
1830 fragstring_length += (int)strlen(fragstrings_list[i]);
1831 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1832 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1833 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1835 // try to load the cached shader, or generate one
1836 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1838 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1839 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1841 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1845 Mem_Free(vertstring);
1847 Mem_Free(geomstring);
1849 Mem_Free(fragstring);
1851 Mem_Free(sourcestring);
1854 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1855 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1856 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);}
1857 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);}
1858 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);}
1859 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);}
1861 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1862 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1863 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);}
1864 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);}
1865 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);}
1866 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);}
1868 void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
1870 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1871 if (r_hlsl_permutation != perm)
1873 r_hlsl_permutation = perm;
1874 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1876 if (!r_hlsl_permutation->compiled)
1877 R_HLSL_CompilePermutation(perm, mode, permutation);
1878 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1880 // remove features until we find a valid permutation
1882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1884 // reduce i more quickly whenever it would not remove any bits
1885 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1886 if (!(permutation & j))
1889 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1890 if (!r_hlsl_permutation->compiled)
1891 R_HLSL_CompilePermutation(perm, mode, permutation);
1892 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1895 if (i >= SHADERPERMUTATION_COUNT)
1897 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1898 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1899 return; // no bit left to clear, entire mode is broken
1903 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1904 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1906 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1907 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1908 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1912 static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
1914 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1915 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1916 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1920 void R_GLSL_Restart_f(void)
1922 unsigned int i, limit;
1923 switch(vid.renderpath)
1925 case RENDERPATH_D3D9:
1928 r_hlsl_permutation_t *p;
1929 r_hlsl_permutation = NULL;
1930 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1931 for (i = 0;i < limit;i++)
1933 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1935 if (p->vertexshader)
1936 IDirect3DVertexShader9_Release(p->vertexshader);
1938 IDirect3DPixelShader9_Release(p->pixelshader);
1939 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1942 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1946 case RENDERPATH_D3D10:
1947 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1949 case RENDERPATH_D3D11:
1950 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1952 case RENDERPATH_GL20:
1953 case RENDERPATH_GLES2:
1955 r_glsl_permutation_t *p;
1956 r_glsl_permutation = NULL;
1957 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1958 for (i = 0;i < limit;i++)
1960 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1962 GL_Backend_FreeProgram(p->program);
1963 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1966 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1969 case RENDERPATH_GL11:
1970 case RENDERPATH_GL13:
1971 case RENDERPATH_GLES1:
1973 case RENDERPATH_SOFT:
1978 static void R_GLSL_DumpShader_f(void)
1980 int i, language, mode, dupe;
1982 shadermodeinfo_t *modeinfo;
1985 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1987 modeinfo = shadermodeinfo[language];
1988 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1990 // don't dump the same file multiple times (most or all shaders come from the same file)
1991 for (dupe = mode - 1;dupe >= 0;dupe--)
1992 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1996 text = modeinfo[mode].builtinstring;
1999 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
2002 FS_Print(file, "/* The engine may define the following macros:\n");
2003 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2004 for (i = 0;i < SHADERMODE_COUNT;i++)
2005 FS_Print(file, modeinfo[i].pretext);
2006 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2007 FS_Print(file, shaderpermutationinfo[i].pretext);
2008 FS_Print(file, "*/\n");
2009 FS_Print(file, text);
2011 Con_Printf("%s written\n", modeinfo[mode].filename);
2014 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2019 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2021 dpuint64 permutation = 0;
2022 if (r_trippy.integer && !notrippy)
2023 permutation |= SHADERPERMUTATION_TRIPPY;
2024 permutation |= SHADERPERMUTATION_VIEWTINT;
2026 permutation |= SHADERPERMUTATION_DIFFUSE;
2028 permutation |= SHADERPERMUTATION_SPECULAR;
2029 if (texturemode == GL_MODULATE)
2030 permutation |= SHADERPERMUTATION_COLORMAPPING;
2031 else if (texturemode == GL_ADD)
2032 permutation |= SHADERPERMUTATION_GLOW;
2033 else if (texturemode == GL_DECAL)
2034 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2035 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2036 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2037 if (suppresstexalpha)
2038 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2040 texturemode = GL_MODULATE;
2041 if (vid.allowalphatocoverage)
2042 GL_AlphaToCoverage(false);
2043 switch (vid.renderpath)
2045 case RENDERPATH_D3D9:
2047 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2048 R_Mesh_TexBind(GL20TU_FIRST , first );
2049 R_Mesh_TexBind(GL20TU_SECOND, second);
2050 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2051 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps);
2054 case RENDERPATH_D3D10:
2055 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2057 case RENDERPATH_D3D11:
2058 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2060 case RENDERPATH_GL20:
2061 case RENDERPATH_GLES2:
2062 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2063 if (r_glsl_permutation->tex_Texture_First >= 0)
2064 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2065 if (r_glsl_permutation->tex_Texture_Second >= 0)
2066 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2067 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2068 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2070 case RENDERPATH_GL13:
2071 case RENDERPATH_GLES1:
2072 R_Mesh_TexBind(0, first );
2073 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2074 R_Mesh_TexMatrix(0, NULL);
2075 R_Mesh_TexBind(1, second);
2078 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2079 R_Mesh_TexMatrix(1, NULL);
2082 case RENDERPATH_GL11:
2083 R_Mesh_TexBind(0, first );
2084 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2085 R_Mesh_TexMatrix(0, NULL);
2087 case RENDERPATH_SOFT:
2088 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2089 R_Mesh_TexBind(GL20TU_FIRST , first );
2090 R_Mesh_TexBind(GL20TU_SECOND, second);
2095 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2097 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2100 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2102 dpuint64 permutation = 0;
2103 if (r_trippy.integer && !notrippy)
2104 permutation |= SHADERPERMUTATION_TRIPPY;
2106 permutation |= SHADERPERMUTATION_DEPTHRGB;
2108 permutation |= SHADERPERMUTATION_SKELETAL;
2110 if (vid.allowalphatocoverage)
2111 GL_AlphaToCoverage(false);
2112 switch (vid.renderpath)
2114 case RENDERPATH_D3D9:
2116 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2119 case RENDERPATH_D3D10:
2120 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2122 case RENDERPATH_D3D11:
2123 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2125 case RENDERPATH_GL20:
2126 case RENDERPATH_GLES2:
2127 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2128 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2129 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2132 case RENDERPATH_GL13:
2133 case RENDERPATH_GLES1:
2134 R_Mesh_TexBind(0, 0);
2135 R_Mesh_TexBind(1, 0);
2137 case RENDERPATH_GL11:
2138 R_Mesh_TexBind(0, 0);
2140 case RENDERPATH_SOFT:
2141 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2146 #define BLENDFUNC_ALLOWS_COLORMOD 1
2147 #define BLENDFUNC_ALLOWS_FOG 2
2148 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2149 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2150 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2151 static int R_BlendFuncFlags(int src, int dst)
2155 // a blendfunc allows colormod if:
2156 // a) it can never keep the destination pixel invariant, or
2157 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2158 // this is to prevent unintended side effects from colormod
2160 // a blendfunc allows fog if:
2161 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2162 // this is to prevent unintended side effects from fog
2164 // these checks are the output of fogeval.pl
2166 r |= BLENDFUNC_ALLOWS_COLORMOD;
2167 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2168 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2169 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2170 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2171 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2172 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2173 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2174 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2175 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2176 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2177 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2178 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2179 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2180 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2181 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2182 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2183 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2184 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2185 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2186 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2187 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2192 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2194 // select a permutation of the lighting shader appropriate to this
2195 // combination of texture, entity, light source, and fogging, only use the
2196 // minimum features necessary to avoid wasting rendering time in the
2197 // fragment shader on features that are not being used
2198 dpuint64 permutation = 0;
2199 unsigned int mode = 0;
2201 texture_t *t = rsurface.texture;
2203 matrix4x4_t tempmatrix;
2204 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2205 if (r_trippy.integer && !notrippy)
2206 permutation |= SHADERPERMUTATION_TRIPPY;
2207 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2208 permutation |= SHADERPERMUTATION_ALPHAKILL;
2209 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2210 permutation |= SHADERPERMUTATION_OCCLUDE;
2211 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
2212 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2213 if (rsurfacepass == RSURFPASS_BACKGROUND)
2215 // distorted background
2216 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2218 mode = SHADERMODE_WATER;
2219 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2220 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2221 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2223 // this is the right thing to do for wateralpha
2224 GL_BlendFunc(GL_ONE, GL_ZERO);
2225 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2229 // this is the right thing to do for entity alpha
2230 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2231 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
2236 mode = SHADERMODE_REFRACTION;
2237 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2238 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2240 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2244 mode = SHADERMODE_GENERIC;
2245 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2247 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2249 if (vid.allowalphatocoverage)
2250 GL_AlphaToCoverage(false);
2252 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2254 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2256 switch(t->offsetmapping)
2258 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_OFF: break;
2264 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266 // normalmap (deferred prepass), may use alpha test on diffuse
2267 mode = SHADERMODE_DEFERREDGEOMETRY;
2268 GL_BlendFunc(GL_ONE, GL_ZERO);
2269 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2270 if (vid.allowalphatocoverage)
2271 GL_AlphaToCoverage(false);
2273 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2275 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2277 switch(t->offsetmapping)
2279 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2280 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2281 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2282 case OFFSETMAPPING_OFF: break;
2285 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2286 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2287 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2288 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2290 mode = SHADERMODE_LIGHTSOURCE;
2291 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2292 permutation |= SHADERPERMUTATION_CUBEFILTER;
2293 if (VectorLength2(rtlightdiffuse) > 0)
2294 permutation |= SHADERPERMUTATION_DIFFUSE;
2295 if (VectorLength2(rtlightspecular) > 0)
2296 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2297 if (r_refdef.fogenabled)
2298 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2299 if (t->colormapping)
2300 permutation |= SHADERPERMUTATION_COLORMAPPING;
2301 if (r_shadow_usingshadowmap2d)
2303 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2304 if(r_shadow_shadowmapvsdct)
2305 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2307 if (r_shadow_shadowmap2ddepthbuffer)
2308 permutation |= SHADERPERMUTATION_DEPTHRGB;
2310 if (t->reflectmasktexture)
2311 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2312 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2313 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2314 if (vid.allowalphatocoverage)
2315 GL_AlphaToCoverage(false);
2317 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2319 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2321 switch(t->offsetmapping)
2323 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2324 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2325 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2326 case OFFSETMAPPING_OFF: break;
2329 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2330 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2331 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2332 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2333 // directional model lighting
2334 mode = SHADERMODE_LIGHTDIRECTION;
2335 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2336 permutation |= SHADERPERMUTATION_GLOW;
2337 if (VectorLength2(t->render_modellight_diffuse))
2338 permutation |= SHADERPERMUTATION_DIFFUSE;
2339 if (VectorLength2(t->render_modellight_specular) > 0)
2340 permutation |= SHADERPERMUTATION_SPECULAR;
2341 if (r_refdef.fogenabled)
2342 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2343 if (t->colormapping)
2344 permutation |= SHADERPERMUTATION_COLORMAPPING;
2345 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2347 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2348 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2350 if (r_shadow_shadowmap2ddepthbuffer)
2351 permutation |= SHADERPERMUTATION_DEPTHRGB;
2353 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2354 permutation |= SHADERPERMUTATION_REFLECTION;
2355 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2356 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2357 if (t->reflectmasktexture)
2358 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2359 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2361 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2362 if (r_shadow_bouncegrid_state.directional)
2363 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2365 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2366 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2367 // when using alphatocoverage, we don't need alphakill
2368 if (vid.allowalphatocoverage)
2370 if (r_transparent_alphatocoverage.integer)
2372 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2373 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2376 GL_AlphaToCoverage(false);
2381 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2383 switch(t->offsetmapping)
2385 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2386 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2387 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2388 case OFFSETMAPPING_OFF: break;
2391 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2392 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2393 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2394 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2396 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2397 permutation |= SHADERPERMUTATION_GLOW;
2398 if (r_refdef.fogenabled)
2399 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2400 if (t->colormapping)
2401 permutation |= SHADERPERMUTATION_COLORMAPPING;
2402 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2404 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2405 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2407 if (r_shadow_shadowmap2ddepthbuffer)
2408 permutation |= SHADERPERMUTATION_DEPTHRGB;
2410 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2411 permutation |= SHADERPERMUTATION_REFLECTION;
2412 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2413 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2414 if (t->reflectmasktexture)
2415 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2416 if (FAKELIGHT_ENABLED)
2418 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2419 mode = SHADERMODE_FAKELIGHT;
2420 permutation |= SHADERPERMUTATION_DIFFUSE;
2421 if (VectorLength2(t->render_lightmap_specular) > 0)
2422 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2424 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2426 // deluxemapping (light direction texture)
2427 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2428 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2430 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2431 permutation |= SHADERPERMUTATION_DIFFUSE;
2432 if (VectorLength2(t->render_lightmap_specular) > 0)
2433 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2435 else if (r_glsl_deluxemapping.integer >= 2)
2437 // fake deluxemapping (uniform light direction in tangentspace)
2438 if (rsurface.uselightmaptexture)
2439 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2441 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2442 permutation |= SHADERPERMUTATION_DIFFUSE;
2443 if (VectorLength2(t->render_lightmap_specular) > 0)
2444 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2446 else if (rsurface.uselightmaptexture)
2448 // ordinary lightmapping (q1bsp, q3bsp)
2449 mode = SHADERMODE_LIGHTMAP;
2453 // ordinary vertex coloring (q3bsp)
2454 mode = SHADERMODE_VERTEXCOLOR;
2456 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2458 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2459 if (r_shadow_bouncegrid_state.directional)
2460 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2462 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2463 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2464 // when using alphatocoverage, we don't need alphakill
2465 if (vid.allowalphatocoverage)
2467 if (r_transparent_alphatocoverage.integer)
2469 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2470 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2473 GL_AlphaToCoverage(false);
2476 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2477 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2478 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2479 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2480 switch(vid.renderpath)
2482 case RENDERPATH_D3D9:
2484 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2485 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2486 R_SetupShader_SetPermutationHLSL(mode, permutation);
2487 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2488 if (mode == SHADERMODE_LIGHTSOURCE)
2490 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2491 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2495 if (mode == SHADERMODE_LIGHTDIRECTION)
2497 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2500 Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2501 Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2502 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2503 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2504 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2506 if (mode == SHADERMODE_LIGHTSOURCE)
2508 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2509 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2510 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2511 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2512 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2514 // additive passes are only darkened by fog, not tinted
2515 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2516 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2520 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2521 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2522 if (mode == SHADERMODE_FLATCOLOR)
2524 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2526 else if (mode == SHADERMODE_LIGHTDIRECTION)
2528 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2529 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2530 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2531 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2537 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2538 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2540 // additive passes are only darkened by fog, not tinted
2541 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2542 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2544 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2545 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2546 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2547 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2548 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2549 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2550 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin);
2551 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin);
2552 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2553 if (mode == SHADERMODE_WATER)
2554 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2556 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2558 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2559 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2563 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2564 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2567 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2568 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2569 if (t->pantstexture)
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2573 if (t->shirttexture)
2574 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2577 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2578 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2579 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2580 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2581 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2582 r_glsl_offsetmapping_scale.value*t->offsetscale,
2583 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2584 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2585 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2587 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2588 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias);
2589 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2590 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2592 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2593 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2594 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2595 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2596 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2597 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2598 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2599 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2600 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2601 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2602 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2603 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2604 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2605 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2606 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2607 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2608 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2609 if (rsurfacepass == RSURFPASS_BACKGROUND)
2611 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2612 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2613 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2617 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2619 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2620 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2621 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2622 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2624 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2625 if (rsurface.rtlight)
2627 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2628 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2633 case RENDERPATH_D3D10:
2634 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2636 case RENDERPATH_D3D11:
2637 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2639 case RENDERPATH_GL20:
2640 case RENDERPATH_GLES2:
2641 if (!vid.useinterleavedarrays)
2643 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2644 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2645 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2646 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2647 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2648 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2649 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2650 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2651 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2652 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2653 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2657 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2658 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2660 // this has to be after RSurf_PrepareVerticesForBatch
2661 if (rsurface.batchskeletaltransform3x4buffer)
2662 permutation |= SHADERPERMUTATION_SKELETAL;
2663 R_SetupShader_SetPermutationGLSL(mode, permutation);
2664 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2665 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2667 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2668 if (mode == SHADERMODE_LIGHTSOURCE)
2670 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2671 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2672 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2673 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2674 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2675 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2677 // additive passes are only darkened by fog, not tinted
2678 if (r_glsl_permutation->loc_FogColor >= 0)
2679 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2680 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2684 if (mode == SHADERMODE_FLATCOLOR)
2686 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2688 else if (mode == SHADERMODE_LIGHTDIRECTION)
2690 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2691 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2692 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2693 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2694 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2695 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2696 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2700 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2701 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2702 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2703 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2704 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2706 // additive passes are only darkened by fog, not tinted
2707 if (r_glsl_permutation->loc_FogColor >= 0)
2709 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2710 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2712 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2714 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2715 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2716 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2717 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2718 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2719 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
2720 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
2721 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2722 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2724 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2725 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2726 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2727 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2729 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2730 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2734 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2735 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2738 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2739 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2740 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2741 if (r_glsl_permutation->loc_Color_Pants >= 0)
2743 if (t->pantstexture)
2744 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2746 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2748 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2750 if (t->shirttexture)
2751 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2753 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2755 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]);
2756 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2757 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2758 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2759 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2760 r_glsl_offsetmapping_scale.value*t->offsetscale,
2761 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2762 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2763 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2765 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2766 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2767 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]);
2768 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2769 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2770 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2772 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2773 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2774 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2775 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2776 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2777 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2778 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2779 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2780 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2781 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2782 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2783 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2784 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2785 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2786 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2787 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2788 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2789 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2790 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2791 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2792 if (rsurfacepass == RSURFPASS_BACKGROUND)
2794 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);
2795 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);
2796 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);
2800 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);
2802 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2803 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2804 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2805 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2807 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2808 if (rsurface.rtlight)
2810 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2811 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2814 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2817 case RENDERPATH_GL11:
2818 case RENDERPATH_GL13:
2819 case RENDERPATH_GLES1:
2821 case RENDERPATH_SOFT:
2822 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2823 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2824 R_SetupShader_SetPermutationSoft(mode, permutation);
2825 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2826 if (mode == SHADERMODE_LIGHTSOURCE)
2828 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2829 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2830 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2831 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2832 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2833 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2835 // additive passes are only darkened by fog, not tinted
2836 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2837 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2841 if (mode == SHADERMODE_FLATCOLOR)
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2845 else if (mode == SHADERMODE_LIGHTDIRECTION)
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
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 * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2867 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2868 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2869 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2870 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2871 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin);
2872 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin);
2873 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2874 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2876 {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2877 {Matrix4x4_ToArrayFloatGL(&t->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 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2882 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2886 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2887 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2893 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2895 if (t->pantstexture)
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2900 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2902 if (t->shirttexture)
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2905 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2907 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2908 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2909 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2910 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2911 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2912 r_glsl_offsetmapping_scale.value*t->offsetscale,
2913 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2914 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2915 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2918 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias);
2919 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2920 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2922 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2923 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2924 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2925 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2926 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2927 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2928 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2929 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2930 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2931 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2932 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2933 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2934 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2935 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2936 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2937 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2938 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2939 if (rsurfacepass == RSURFPASS_BACKGROUND)
2941 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2942 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2943 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2947 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2949 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2950 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2951 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2952 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2954 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2955 if (rsurface.rtlight)
2957 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2958 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2965 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2967 // select a permutation of the lighting shader appropriate to this
2968 // combination of texture, entity, light source, and fogging, only use the
2969 // minimum features necessary to avoid wasting rendering time in the
2970 // fragment shader on features that are not being used
2971 dpuint64 permutation = 0;
2972 unsigned int mode = 0;
2973 const float *lightcolorbase = rtlight->currentcolor;
2974 float ambientscale = rtlight->ambientscale;
2975 float diffusescale = rtlight->diffusescale;
2976 float specularscale = rtlight->specularscale;
2977 // this is the location of the light in view space
2978 vec3_t viewlightorigin;
2979 // this transforms from view space (camera) to light space (cubemap)
2980 matrix4x4_t viewtolight;
2981 matrix4x4_t lighttoview;
2982 float viewtolight16f[16];
2984 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2985 if (rtlight->currentcubemap != r_texture_whitecube)
2986 permutation |= SHADERPERMUTATION_CUBEFILTER;
2987 if (diffusescale > 0)
2988 permutation |= SHADERPERMUTATION_DIFFUSE;
2989 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2990 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2991 if (r_shadow_usingshadowmap2d)
2993 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2994 if (r_shadow_shadowmapvsdct)
2995 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2997 if (r_shadow_shadowmap2ddepthbuffer)
2998 permutation |= SHADERPERMUTATION_DEPTHRGB;
3000 if (vid.allowalphatocoverage)
3001 GL_AlphaToCoverage(false);
3002 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3003 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3004 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3005 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3006 switch(vid.renderpath)
3008 case RENDERPATH_D3D9:
3010 R_SetupShader_SetPermutationHLSL(mode, permutation);
3011 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3012 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3013 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3014 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3015 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3016 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3017 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3018 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3019 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3020 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3022 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3023 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3024 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3025 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3026 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3029 case RENDERPATH_D3D10:
3030 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3032 case RENDERPATH_D3D11:
3033 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3035 case RENDERPATH_GL20:
3036 case RENDERPATH_GLES2:
3037 R_SetupShader_SetPermutationGLSL(mode, permutation);
3038 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3039 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3040 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3041 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3042 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3043 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3044 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3045 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3046 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]);
3047 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3049 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3050 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3051 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3052 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3053 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3055 case RENDERPATH_GL11:
3056 case RENDERPATH_GL13:
3057 case RENDERPATH_GLES1:
3059 case RENDERPATH_SOFT:
3060 R_SetupShader_SetPermutationGLSL(mode, permutation);
3061 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3062 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3063 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3064 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3065 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3066 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3067 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3068 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3069 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3070 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3072 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3073 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3074 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3075 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3076 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3081 #define SKINFRAME_HASH 1024
3085 unsigned int loadsequence; // incremented each level change
3086 memexpandablearray_t array;
3087 skinframe_t *hash[SKINFRAME_HASH];
3090 r_skinframe_t r_skinframe;
3092 void R_SkinFrame_PrepareForPurge(void)
3094 r_skinframe.loadsequence++;
3095 // wrap it without hitting zero
3096 if (r_skinframe.loadsequence >= 200)
3097 r_skinframe.loadsequence = 1;
3100 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3104 // mark the skinframe as used for the purging code
3105 skinframe->loadsequence = r_skinframe.loadsequence;
3108 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
3110 if (s->merged == s->base)
3112 R_PurgeTexture(s->stain); s->stain = NULL;
3113 R_PurgeTexture(s->merged); s->merged = NULL;
3114 R_PurgeTexture(s->base); s->base = NULL;
3115 R_PurgeTexture(s->pants); s->pants = NULL;
3116 R_PurgeTexture(s->shirt); s->shirt = NULL;
3117 R_PurgeTexture(s->nmap); s->nmap = NULL;
3118 R_PurgeTexture(s->gloss); s->gloss = NULL;
3119 R_PurgeTexture(s->glow); s->glow = NULL;
3120 R_PurgeTexture(s->fog); s->fog = NULL;
3121 R_PurgeTexture(s->reflect); s->reflect = NULL;
3122 s->loadsequence = 0;
3125 void R_SkinFrame_Purge(void)
3129 for (i = 0;i < SKINFRAME_HASH;i++)
3131 for (s = r_skinframe.hash[i];s;s = s->next)
3133 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3134 R_SkinFrame_PurgeSkinFrame(s);
3139 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3141 char basename[MAX_QPATH];
3143 Image_StripImageExtension(name, basename, sizeof(basename));
3145 if( last == NULL ) {
3147 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3148 item = r_skinframe.hash[hashindex];
3153 // linearly search through the hash bucket
3154 for( ; item ; item = item->next ) {
3155 if( !strcmp( item->basename, basename ) ) {
3162 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3166 char basename[MAX_QPATH];
3168 Image_StripImageExtension(name, basename, sizeof(basename));
3170 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3171 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3172 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3179 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3180 memset(item, 0, sizeof(*item));
3181 strlcpy(item->basename, basename, sizeof(item->basename));
3182 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
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 (textureflags & TEXF_FORCE_RELOAD)
3193 R_SkinFrame_PurgeSkinFrame(item);
3196 R_SkinFrame_MarkUsed(item);
3200 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3202 unsigned long long avgcolor[5], wsum; \
3210 for(pix = 0; pix < cnt; ++pix) \
3213 for(comp = 0; comp < 3; ++comp) \
3215 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3218 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3220 for(comp = 0; comp < 3; ++comp) \
3221 avgcolor[comp] += getpixel * w; \
3224 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3225 avgcolor[4] += getpixel; \
3227 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3229 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3230 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3231 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3232 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3235 extern cvar_t gl_picmip;
3236 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
3239 unsigned char *pixels;
3240 unsigned char *bumppixels;
3241 unsigned char *basepixels = NULL;
3242 int basepixels_width = 0;
3243 int basepixels_height = 0;
3244 skinframe_t *skinframe;
3245 rtexture_t *ddsbase = NULL;
3246 qboolean ddshasalpha = false;
3247 float ddsavgcolor[4];
3248 char basename[MAX_QPATH];
3249 int miplevel = R_PicmipForFlags(textureflags);
3250 int savemiplevel = miplevel;
3254 if (cls.state == ca_dedicated)
3257 // return an existing skinframe if already loaded
3258 // if loading of the first image fails, don't make a new skinframe as it
3259 // would cause all future lookups of this to be missing
3260 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3261 if (skinframe && skinframe->base)
3264 Image_StripImageExtension(name, basename, sizeof(basename));
3266 // check for DDS texture file first
3267 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3269 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3270 if (basepixels == NULL && fallbacknotexture)
3271 basepixels = Image_GenerateNoTexture();
3272 if (basepixels == NULL)
3276 // FIXME handle miplevel
3278 if (developer_loading.integer)
3279 Con_Printf("loading skin \"%s\"\n", name);
3281 // we've got some pixels to store, so really allocate this new texture now
3283 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3284 textureflags &= ~TEXF_FORCE_RELOAD;
3285 skinframe->stain = NULL;
3286 skinframe->merged = NULL;
3287 skinframe->base = NULL;
3288 skinframe->pants = NULL;
3289 skinframe->shirt = NULL;
3290 skinframe->nmap = NULL;
3291 skinframe->gloss = NULL;
3292 skinframe->glow = NULL;
3293 skinframe->fog = NULL;
3294 skinframe->reflect = NULL;
3295 skinframe->hasalpha = false;
3296 // we could store the q2animname here too
3300 skinframe->base = ddsbase;
3301 skinframe->hasalpha = ddshasalpha;
3302 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3303 if (r_loadfog && skinframe->hasalpha)
3304 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3305 //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]);
3309 basepixels_width = image_width;
3310 basepixels_height = image_height;
3311 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);
3312 if (textureflags & TEXF_ALPHA)
3314 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3316 if (basepixels[j] < 255)
3318 skinframe->hasalpha = true;
3322 if (r_loadfog && skinframe->hasalpha)
3324 // has transparent pixels
3325 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3326 for (j = 0;j < image_width * image_height * 4;j += 4)
3331 pixels[j+3] = basepixels[j+3];
3333 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3337 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3339 //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]);
3340 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3341 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3342 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3343 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3349 mymiplevel = savemiplevel;
3350 if (r_loadnormalmap)
3351 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3352 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3354 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3355 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3356 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3357 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3360 // _norm is the name used by tenebrae and has been adopted as standard
3361 if (r_loadnormalmap && skinframe->nmap == NULL)
3363 mymiplevel = savemiplevel;
3364 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3366 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3370 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3372 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3373 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3374 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3376 Mem_Free(bumppixels);
3378 else if (r_shadow_bumpscale_basetexture.value > 0)
3380 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3381 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3382 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3386 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3387 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3391 // _luma is supported only for tenebrae compatibility
3392 // _glow is the preferred name
3393 mymiplevel = savemiplevel;
3394 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3396 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3399 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3401 Mem_Free(pixels);pixels = NULL;
3404 mymiplevel = savemiplevel;
3405 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3407 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3409 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3410 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3416 mymiplevel = savemiplevel;
3417 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3419 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3421 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3422 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3428 mymiplevel = savemiplevel;
3429 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3431 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3433 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3434 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3440 mymiplevel = savemiplevel;
3441 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3443 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3445 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3446 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3453 Mem_Free(basepixels);
3458 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3459 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3462 skinframe_t *skinframe;
3465 if (cls.state == ca_dedicated)
3468 // if already loaded just return it, otherwise make a new skinframe
3469 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3470 if (skinframe->base)
3472 textureflags &= ~TEXF_FORCE_RELOAD;
3474 skinframe->stain = NULL;
3475 skinframe->merged = NULL;
3476 skinframe->base = NULL;
3477 skinframe->pants = NULL;
3478 skinframe->shirt = NULL;
3479 skinframe->nmap = NULL;
3480 skinframe->gloss = NULL;
3481 skinframe->glow = NULL;
3482 skinframe->fog = NULL;
3483 skinframe->reflect = NULL;
3484 skinframe->hasalpha = false;
3486 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3490 if (developer_loading.integer)
3491 Con_Printf("loading 32bit skin \"%s\"\n", name);
3493 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3495 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3496 unsigned char *b = a + width * height * 4;
3497 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3498 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3501 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3502 if (textureflags & TEXF_ALPHA)
3504 for (i = 3;i < width * height * 4;i += 4)
3506 if (skindata[i] < 255)
3508 skinframe->hasalpha = true;
3512 if (r_loadfog && skinframe->hasalpha)
3514 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3515 memcpy(fogpixels, skindata, width * height * 4);
3516 for (i = 0;i < width * height * 4;i += 4)
3517 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3518 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3519 Mem_Free(fogpixels);
3523 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3524 //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]);
3529 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3533 skinframe_t *skinframe;
3535 if (cls.state == ca_dedicated)
3538 // if already loaded just return it, otherwise make a new skinframe
3539 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3540 if (skinframe->base)
3542 //textureflags &= ~TEXF_FORCE_RELOAD;
3544 skinframe->stain = NULL;
3545 skinframe->merged = NULL;
3546 skinframe->base = NULL;
3547 skinframe->pants = NULL;
3548 skinframe->shirt = NULL;
3549 skinframe->nmap = NULL;
3550 skinframe->gloss = NULL;
3551 skinframe->glow = NULL;
3552 skinframe->fog = NULL;
3553 skinframe->reflect = NULL;
3554 skinframe->hasalpha = false;
3556 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3560 if (developer_loading.integer)
3561 Con_Printf("loading quake skin \"%s\"\n", name);
3563 // 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)
3564 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3565 memcpy(skinframe->qpixels, skindata, width*height);
3566 skinframe->qwidth = width;
3567 skinframe->qheight = height;
3570 for (i = 0;i < width * height;i++)
3571 featuresmask |= palette_featureflags[skindata[i]];
3573 skinframe->hasalpha = false;
3576 skinframe->hasalpha = true;
3577 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3578 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3579 skinframe->qgeneratemerged = true;
3580 skinframe->qgeneratebase = skinframe->qhascolormapping;
3581 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3583 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3584 //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]);
3589 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3593 unsigned char *skindata;
3596 if (!skinframe->qpixels)
3599 if (!skinframe->qhascolormapping)
3600 colormapped = false;
3604 if (!skinframe->qgeneratebase)
3609 if (!skinframe->qgeneratemerged)
3613 width = skinframe->qwidth;
3614 height = skinframe->qheight;
3615 skindata = skinframe->qpixels;
3617 if (skinframe->qgeneratenmap)
3619 unsigned char *a, *b;
3620 skinframe->qgeneratenmap = false;
3621 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3622 b = a + width * height * 4;
3623 // use either a custom palette or the quake palette
3624 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3625 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3626 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3630 if (skinframe->qgenerateglow)
3632 skinframe->qgenerateglow = false;
3633 if (skinframe->hasalpha) // fence textures
3634 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3636 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3641 skinframe->qgeneratebase = false;
3642 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3643 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3644 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3648 skinframe->qgeneratemerged = false;
3649 if (skinframe->hasalpha) // fence textures
3650 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3652 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);
3655 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3657 Mem_Free(skinframe->qpixels);
3658 skinframe->qpixels = NULL;
3662 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)
3665 skinframe_t *skinframe;
3668 if (cls.state == ca_dedicated)
3671 // if already loaded just return it, otherwise make a new skinframe
3672 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3673 if (skinframe->base)
3675 textureflags &= ~TEXF_FORCE_RELOAD;
3677 skinframe->stain = NULL;
3678 skinframe->merged = NULL;
3679 skinframe->base = NULL;
3680 skinframe->pants = NULL;
3681 skinframe->shirt = NULL;
3682 skinframe->nmap = NULL;
3683 skinframe->gloss = NULL;
3684 skinframe->glow = NULL;
3685 skinframe->fog = NULL;
3686 skinframe->reflect = NULL;
3687 skinframe->hasalpha = false;
3689 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3693 if (developer_loading.integer)
3694 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3696 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3697 if ((textureflags & TEXF_ALPHA) && alphapalette)
3699 for (i = 0;i < width * height;i++)
3701 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3703 skinframe->hasalpha = true;
3707 if (r_loadfog && skinframe->hasalpha)
3708 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3711 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3712 //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]);
3717 skinframe_t *R_SkinFrame_LoadMissing(void)
3719 skinframe_t *skinframe;
3721 if (cls.state == ca_dedicated)
3724 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3725 skinframe->stain = NULL;
3726 skinframe->merged = NULL;
3727 skinframe->base = NULL;
3728 skinframe->pants = NULL;
3729 skinframe->shirt = NULL;
3730 skinframe->nmap = NULL;
3731 skinframe->gloss = NULL;
3732 skinframe->glow = NULL;
3733 skinframe->fog = NULL;
3734 skinframe->reflect = NULL;
3735 skinframe->hasalpha = false;
3737 skinframe->avgcolor[0] = rand() / RAND_MAX;
3738 skinframe->avgcolor[1] = rand() / RAND_MAX;
3739 skinframe->avgcolor[2] = rand() / RAND_MAX;
3740 skinframe->avgcolor[3] = 1;
3745 skinframe_t *R_SkinFrame_LoadNoTexture(void)
3748 static unsigned char pix[16][16][4];
3750 if (cls.state == ca_dedicated)
3753 // this makes a light grey/dark grey checkerboard texture
3756 for (y = 0; y < 16; y++)
3758 for (x = 0; x < 16; x++)
3760 if ((y < 8) ^ (x < 8))
3778 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
3781 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
3783 skinframe_t *skinframe;
3784 if (cls.state == ca_dedicated)
3786 // if already loaded just return it, otherwise make a new skinframe
3787 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
3788 if (skinframe->base)
3790 textureflags &= ~TEXF_FORCE_RELOAD;
3791 skinframe->stain = NULL;
3792 skinframe->merged = NULL;
3793 skinframe->base = NULL;
3794 skinframe->pants = NULL;
3795 skinframe->shirt = NULL;
3796 skinframe->nmap = NULL;
3797 skinframe->gloss = NULL;
3798 skinframe->glow = NULL;
3799 skinframe->fog = NULL;
3800 skinframe->reflect = NULL;
3801 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
3802 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3805 if (developer_loading.integer)
3806 Con_Printf("loading 32bit skin \"%s\"\n", name);
3807 skinframe->base = skinframe->merged = tex;
3808 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
3812 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3813 typedef struct suffixinfo_s
3816 qboolean flipx, flipy, flipdiagonal;
3819 static suffixinfo_t suffix[3][6] =
3822 {"px", false, false, false},
3823 {"nx", false, false, false},
3824 {"py", false, false, false},
3825 {"ny", false, false, false},
3826 {"pz", false, false, false},
3827 {"nz", false, false, false}
3830 {"posx", false, false, false},
3831 {"negx", false, false, false},
3832 {"posy", false, false, false},
3833 {"negy", false, false, false},
3834 {"posz", false, false, false},
3835 {"negz", false, false, false}
3838 {"rt", true, false, true},
3839 {"lf", false, true, true},
3840 {"ft", true, true, false},
3841 {"bk", false, false, false},
3842 {"up", true, false, true},
3843 {"dn", true, false, true}
3847 static int componentorder[4] = {0, 1, 2, 3};
3849 static rtexture_t *R_LoadCubemap(const char *basename)
3851 int i, j, cubemapsize;
3852 unsigned char *cubemappixels, *image_buffer;
3853 rtexture_t *cubemaptexture;
3855 // must start 0 so the first loadimagepixels has no requested width/height
3857 cubemappixels = NULL;
3858 cubemaptexture = NULL;
3859 // keep trying different suffix groups (posx, px, rt) until one loads
3860 for (j = 0;j < 3 && !cubemappixels;j++)
3862 // load the 6 images in the suffix group
3863 for (i = 0;i < 6;i++)
3865 // generate an image name based on the base and and suffix
3866 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3868 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3870 // an image loaded, make sure width and height are equal
3871 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3873 // if this is the first image to load successfully, allocate the cubemap memory
3874 if (!cubemappixels && image_width >= 1)
3876 cubemapsize = image_width;
3877 // note this clears to black, so unavailable sides are black
3878 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3880 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3882 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);
3885 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3887 Mem_Free(image_buffer);
3891 // if a cubemap loaded, upload it
3894 if (developer_loading.integer)
3895 Con_Printf("loading cubemap \"%s\"\n", basename);
3897 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);
3898 Mem_Free(cubemappixels);
3902 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3903 if (developer_loading.integer)
3905 Con_Printf("(tried tried images ");
3906 for (j = 0;j < 3;j++)
3907 for (i = 0;i < 6;i++)
3908 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3909 Con_Print(" and was unable to find any of them).\n");
3912 return cubemaptexture;
3915 rtexture_t *R_GetCubemap(const char *basename)
3918 for (i = 0;i < r_texture_numcubemaps;i++)
3919 if (r_texture_cubemaps[i] != NULL)
3920 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3921 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3922 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3923 return r_texture_whitecube;
3924 r_texture_numcubemaps++;
3925 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3926 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3927 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3928 return r_texture_cubemaps[i]->texture;
3931 static void R_Main_FreeViewCache(void)
3933 if (r_refdef.viewcache.entityvisible)
3934 Mem_Free(r_refdef.viewcache.entityvisible);
3935 if (r_refdef.viewcache.world_pvsbits)
3936 Mem_Free(r_refdef.viewcache.world_pvsbits);
3937 if (r_refdef.viewcache.world_leafvisible)
3938 Mem_Free(r_refdef.viewcache.world_leafvisible);
3939 if (r_refdef.viewcache.world_surfacevisible)
3940 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3941 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3944 static void R_Main_ResizeViewCache(void)
3946 int numentities = r_refdef.scene.numentities;
3947 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3948 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3949 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3950 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3951 if (r_refdef.viewcache.maxentities < numentities)
3953 r_refdef.viewcache.maxentities = numentities;
3954 if (r_refdef.viewcache.entityvisible)
3955 Mem_Free(r_refdef.viewcache.entityvisible);
3956 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3958 if (r_refdef.viewcache.world_numclusters != numclusters)
3960 r_refdef.viewcache.world_numclusters = numclusters;
3961 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3962 if (r_refdef.viewcache.world_pvsbits)
3963 Mem_Free(r_refdef.viewcache.world_pvsbits);
3964 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3966 if (r_refdef.viewcache.world_numleafs != numleafs)
3968 r_refdef.viewcache.world_numleafs = numleafs;
3969 if (r_refdef.viewcache.world_leafvisible)
3970 Mem_Free(r_refdef.viewcache.world_leafvisible);
3971 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3973 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3975 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3976 if (r_refdef.viewcache.world_surfacevisible)
3977 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3978 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3982 extern rtexture_t *loadingscreentexture;
3983 static void gl_main_start(void)
3985 loadingscreentexture = NULL;
3986 r_texture_blanknormalmap = NULL;
3987 r_texture_white = NULL;
3988 r_texture_grey128 = NULL;
3989 r_texture_black = NULL;
3990 r_texture_whitecube = NULL;
3991 r_texture_normalizationcube = NULL;
3992 r_texture_fogattenuation = NULL;
3993 r_texture_fogheighttexture = NULL;
3994 r_texture_gammaramps = NULL;
3995 r_texture_numcubemaps = 0;
3996 r_uniformbufferalignment = 32;
3998 r_loaddds = r_texture_dds_load.integer != 0;
3999 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4001 switch(vid.renderpath)
4003 case RENDERPATH_GL20:
4004 case RENDERPATH_D3D9:
4005 case RENDERPATH_D3D10:
4006 case RENDERPATH_D3D11:
4007 case RENDERPATH_SOFT:
4008 case RENDERPATH_GLES2:
4009 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4010 Cvar_SetValueQuick(&gl_combine, 1);
4011 Cvar_SetValueQuick(&r_glsl, 1);
4012 r_loadnormalmap = true;
4015 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4016 if (vid.support.arb_uniform_buffer_object)
4017 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4020 case RENDERPATH_GL13:
4021 case RENDERPATH_GLES1:
4022 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4023 Cvar_SetValueQuick(&gl_combine, 1);
4024 Cvar_SetValueQuick(&r_glsl, 0);
4025 r_loadnormalmap = false;
4026 r_loadgloss = false;
4029 case RENDERPATH_GL11:
4030 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4031 Cvar_SetValueQuick(&gl_combine, 0);
4032 Cvar_SetValueQuick(&r_glsl, 0);
4033 r_loadnormalmap = false;
4034 r_loadgloss = false;
4040 R_FrameData_Reset();
4041 R_BufferData_Reset();
4045 memset(r_queries, 0, sizeof(r_queries));
4047 r_qwskincache = NULL;
4048 r_qwskincache_size = 0;
4050 // due to caching of texture_t references, the collision cache must be reset
4051 Collision_Cache_Reset(true);
4053 // set up r_skinframe loading system for textures
4054 memset(&r_skinframe, 0, sizeof(r_skinframe));
4055 r_skinframe.loadsequence = 1;
4056 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4058 r_main_texturepool = R_AllocTexturePool();
4059 R_BuildBlankTextures();
4061 if (vid.support.arb_texture_cube_map)
4064 R_BuildNormalizationCube();
4066 r_texture_fogattenuation = NULL;
4067 r_texture_fogheighttexture = NULL;
4068 r_texture_gammaramps = NULL;
4069 //r_texture_fogintensity = NULL;
4070 memset(&r_fb, 0, sizeof(r_fb));
4071 r_glsl_permutation = NULL;
4072 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4073 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4075 r_hlsl_permutation = NULL;
4076 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4077 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4079 memset(&r_svbsp, 0, sizeof (r_svbsp));
4081 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4082 r_texture_numcubemaps = 0;
4084 r_refdef.fogmasktable_density = 0;
4087 // For Steelstorm Android
4088 // FIXME CACHE the program and reload
4089 // FIXME see possible combinations for SS:BR android
4090 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4091 R_SetupShader_SetPermutationGLSL(0, 12);
4092 R_SetupShader_SetPermutationGLSL(0, 13);
4093 R_SetupShader_SetPermutationGLSL(0, 8388621);
4094 R_SetupShader_SetPermutationGLSL(3, 0);
4095 R_SetupShader_SetPermutationGLSL(3, 2048);
4096 R_SetupShader_SetPermutationGLSL(5, 0);
4097 R_SetupShader_SetPermutationGLSL(5, 2);
4098 R_SetupShader_SetPermutationGLSL(5, 2048);
4099 R_SetupShader_SetPermutationGLSL(5, 8388608);
4100 R_SetupShader_SetPermutationGLSL(11, 1);
4101 R_SetupShader_SetPermutationGLSL(11, 2049);
4102 R_SetupShader_SetPermutationGLSL(11, 8193);
4103 R_SetupShader_SetPermutationGLSL(11, 10241);
4104 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4108 static void gl_main_shutdown(void)
4111 R_FrameData_Reset();
4112 R_BufferData_Reset();
4114 R_Main_FreeViewCache();
4116 switch(vid.renderpath)
4118 case RENDERPATH_GL11:
4119 case RENDERPATH_GL13:
4120 case RENDERPATH_GL20:
4121 case RENDERPATH_GLES1:
4122 case RENDERPATH_GLES2:
4123 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4125 qglDeleteQueriesARB(r_maxqueries, r_queries);
4128 case RENDERPATH_D3D9:
4129 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4131 case RENDERPATH_D3D10:
4132 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4134 case RENDERPATH_D3D11:
4135 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4137 case RENDERPATH_SOFT:
4143 memset(r_queries, 0, sizeof(r_queries));
4145 r_qwskincache = NULL;
4146 r_qwskincache_size = 0;
4148 // clear out the r_skinframe state
4149 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4150 memset(&r_skinframe, 0, sizeof(r_skinframe));
4153 Mem_Free(r_svbsp.nodes);
4154 memset(&r_svbsp, 0, sizeof (r_svbsp));
4155 R_FreeTexturePool(&r_main_texturepool);
4156 loadingscreentexture = NULL;
4157 r_texture_blanknormalmap = NULL;
4158 r_texture_white = NULL;
4159 r_texture_grey128 = NULL;
4160 r_texture_black = NULL;
4161 r_texture_whitecube = NULL;
4162 r_texture_normalizationcube = NULL;
4163 r_texture_fogattenuation = NULL;
4164 r_texture_fogheighttexture = NULL;
4165 r_texture_gammaramps = NULL;
4166 r_texture_numcubemaps = 0;
4167 //r_texture_fogintensity = NULL;
4168 memset(&r_fb, 0, sizeof(r_fb));
4171 r_glsl_permutation = NULL;
4172 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4173 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4175 r_hlsl_permutation = NULL;
4176 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4177 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4181 static void gl_main_newmap(void)
4183 // FIXME: move this code to client
4184 char *entities, entname[MAX_QPATH];
4186 Mem_Free(r_qwskincache);
4187 r_qwskincache = NULL;
4188 r_qwskincache_size = 0;
4191 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4192 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4194 CL_ParseEntityLump(entities);
4198 if (cl.worldmodel->brush.entities)
4199 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4201 R_Main_FreeViewCache();
4203 R_FrameData_Reset();
4204 R_BufferData_Reset();
4207 void GL_Main_Init(void)
4210 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4211 R_InitShaderModeInfo();
4213 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4214 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4215 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4216 if (gamemode == GAME_NEHAHRA)
4218 Cvar_RegisterVariable (&gl_fogenable);
4219 Cvar_RegisterVariable (&gl_fogdensity);
4220 Cvar_RegisterVariable (&gl_fogred);
4221 Cvar_RegisterVariable (&gl_foggreen);
4222 Cvar_RegisterVariable (&gl_fogblue);
4223 Cvar_RegisterVariable (&gl_fogstart);
4224 Cvar_RegisterVariable (&gl_fogend);
4225 Cvar_RegisterVariable (&gl_skyclip);
4227 Cvar_RegisterVariable(&r_motionblur);
4228 Cvar_RegisterVariable(&r_damageblur);
4229 Cvar_RegisterVariable(&r_motionblur_averaging);
4230 Cvar_RegisterVariable(&r_motionblur_randomize);
4231 Cvar_RegisterVariable(&r_motionblur_minblur);
4232 Cvar_RegisterVariable(&r_motionblur_maxblur);
4233 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4234 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4235 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4236 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4237 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4238 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4239 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4240 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4241 Cvar_RegisterVariable(&r_equalize_entities_by);
4242 Cvar_RegisterVariable(&r_equalize_entities_to);
4243 Cvar_RegisterVariable(&r_depthfirst);
4244 Cvar_RegisterVariable(&r_useinfinitefarclip);
4245 Cvar_RegisterVariable(&r_farclip_base);
4246 Cvar_RegisterVariable(&r_farclip_world);
4247 Cvar_RegisterVariable(&r_nearclip);
4248 Cvar_RegisterVariable(&r_deformvertexes);
4249 Cvar_RegisterVariable(&r_transparent);
4250 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4251 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4252 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4253 Cvar_RegisterVariable(&r_showoverdraw);
4254 Cvar_RegisterVariable(&r_showbboxes);
4255 Cvar_RegisterVariable(&r_showbboxes_client);
4256 Cvar_RegisterVariable(&r_showsurfaces);
4257 Cvar_RegisterVariable(&r_showtris);
4258 Cvar_RegisterVariable(&r_shownormals);
4259 Cvar_RegisterVariable(&r_showlighting);
4260 Cvar_RegisterVariable(&r_showshadowvolumes);
4261 Cvar_RegisterVariable(&r_showcollisionbrushes);
4262 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4263 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4264 Cvar_RegisterVariable(&r_showdisabledepthtest);
4265 Cvar_RegisterVariable(&r_drawportals);
4266 Cvar_RegisterVariable(&r_drawentities);
4267 Cvar_RegisterVariable(&r_draw2d);
4268 Cvar_RegisterVariable(&r_drawworld);
4269 Cvar_RegisterVariable(&r_cullentities_trace);
4270 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4271 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4272 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4273 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4274 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4275 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
4276 Cvar_RegisterVariable(&r_sortentities);
4277 Cvar_RegisterVariable(&r_drawviewmodel);
4278 Cvar_RegisterVariable(&r_drawexteriormodel);
4279 Cvar_RegisterVariable(&r_speeds);
4280 Cvar_RegisterVariable(&r_fullbrights);
4281 Cvar_RegisterVariable(&r_wateralpha);
4282 Cvar_RegisterVariable(&r_dynamic);
4283 Cvar_RegisterVariable(&r_fakelight);
4284 Cvar_RegisterVariable(&r_fakelight_intensity);
4285 Cvar_RegisterVariable(&r_fullbright_directed);
4286 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
4287 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
4288 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
4289 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
4290 Cvar_RegisterVariable(&r_fullbright);
4291 Cvar_RegisterVariable(&r_shadows);
4292 Cvar_RegisterVariable(&r_shadows_darken);
4293 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4294 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4295 Cvar_RegisterVariable(&r_shadows_throwdistance);
4296 Cvar_RegisterVariable(&r_shadows_throwdirection);
4297 Cvar_RegisterVariable(&r_shadows_focus);
4298 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4299 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4300 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4301 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4302 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4303 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4304 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4305 Cvar_RegisterVariable(&r_fog_exp2);
4306 Cvar_RegisterVariable(&r_fog_clear);
4307 Cvar_RegisterVariable(&r_drawfog);
4308 Cvar_RegisterVariable(&r_transparentdepthmasking);
4309 Cvar_RegisterVariable(&r_transparent_sortmindist);
4310 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4311 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4312 Cvar_RegisterVariable(&r_texture_dds_load);
4313 Cvar_RegisterVariable(&r_texture_dds_save);
4314 Cvar_RegisterVariable(&r_textureunits);
4315 Cvar_RegisterVariable(&gl_combine);
4316 Cvar_RegisterVariable(&r_usedepthtextures);
4317 Cvar_RegisterVariable(&r_viewfbo);
4318 Cvar_RegisterVariable(&r_viewscale);
4319 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4320 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4321 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4322 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4323 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4324 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4325 Cvar_RegisterVariable(&r_glsl);
4326 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4327 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4328 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4329 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4330 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4331 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4332 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4333 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4334 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4335 Cvar_RegisterVariable(&r_glsl_postprocess);
4336 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4337 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4338 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4339 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4340 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4341 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4342 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4343 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4344 Cvar_RegisterVariable(&r_celshading);
4345 Cvar_RegisterVariable(&r_celoutlines);
4347 Cvar_RegisterVariable(&r_water);
4348 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4349 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4350 Cvar_RegisterVariable(&r_water_clippingplanebias);
4351 Cvar_RegisterVariable(&r_water_refractdistort);
4352 Cvar_RegisterVariable(&r_water_reflectdistort);
4353 Cvar_RegisterVariable(&r_water_scissormode);
4354 Cvar_RegisterVariable(&r_water_lowquality);
4355 Cvar_RegisterVariable(&r_water_hideplayer);
4356 Cvar_RegisterVariable(&r_water_fbo);
4358 Cvar_RegisterVariable(&r_lerpsprites);
4359 Cvar_RegisterVariable(&r_lerpmodels);
4360 Cvar_RegisterVariable(&r_lerplightstyles);
4361 Cvar_RegisterVariable(&r_waterscroll);
4362 Cvar_RegisterVariable(&r_bloom);
4363 Cvar_RegisterVariable(&r_bloom_colorscale);
4364 Cvar_RegisterVariable(&r_bloom_brighten);
4365 Cvar_RegisterVariable(&r_bloom_blur);
4366 Cvar_RegisterVariable(&r_bloom_resolution);
4367 Cvar_RegisterVariable(&r_bloom_colorexponent);
4368 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4369 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4370 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4371 Cvar_RegisterVariable(&r_hdr_glowintensity);
4372 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4373 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4374 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4375 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4376 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4377 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4378 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4379 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4380 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4381 Cvar_RegisterVariable(&developer_texturelogging);
4382 Cvar_RegisterVariable(&gl_lightmaps);
4383 Cvar_RegisterVariable(&r_test);
4384 Cvar_RegisterVariable(&r_batch_multidraw);
4385 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4386 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4387 Cvar_RegisterVariable(&r_glsl_skeletal);
4388 Cvar_RegisterVariable(&r_glsl_saturation);
4389 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4390 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4391 Cvar_RegisterVariable(&r_framedatasize);
4392 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4393 Cvar_RegisterVariable(&r_buffermegs[i]);
4394 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4395 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4396 Cvar_SetValue("r_fullbrights", 0);
4397 #ifdef DP_MOBILETOUCH
4398 // GLES devices have terrible depth precision in general, so...
4399 Cvar_SetValueQuick(&r_nearclip, 4);
4400 Cvar_SetValueQuick(&r_farclip_base, 4096);
4401 Cvar_SetValueQuick(&r_farclip_world, 0);
4402 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4404 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4407 void Render_Init(void)
4420 R_LightningBeams_Init();
4430 extern char *ENGINE_EXTENSIONS;
4433 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4434 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4435 gl_version = (const char *)qglGetString(GL_VERSION);
4436 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4440 if (!gl_platformextensions)
4441 gl_platformextensions = "";
4443 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4444 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4445 Con_Printf("GL_VERSION: %s\n", gl_version);
4446 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4447 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4449 VID_CheckExtensions();
4451 // LordHavoc: report supported extensions
4453 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4455 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4458 // clear to black (loading plaque will be seen over this)
4459 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4463 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4467 if (r_trippy.integer)
4469 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4471 p = r_refdef.view.frustum + i;
4476 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4480 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4484 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4488 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4492 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4496 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4500 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4504 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4512 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4516 if (r_trippy.integer)
4518 for (i = 0;i < numplanes;i++)
4525 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4529 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4533 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4537 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4541 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4545 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4549 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4553 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4561 //==================================================================================
4563 // LordHavoc: this stores temporary data used within the same frame
4565 typedef struct r_framedata_mem_s
4567 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4568 size_t size; // how much usable space
4569 size_t current; // how much space in use
4570 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4571 size_t wantedsize; // how much space was allocated
4572 unsigned char *data; // start of real data (16byte aligned)
4576 static r_framedata_mem_t *r_framedata_mem;
4578 void R_FrameData_Reset(void)
4580 while (r_framedata_mem)
4582 r_framedata_mem_t *next = r_framedata_mem->purge;
4583 Mem_Free(r_framedata_mem);
4584 r_framedata_mem = next;
4588 static void R_FrameData_Resize(qboolean mustgrow)
4591 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4592 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4593 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4595 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4596 newmem->wantedsize = wantedsize;
4597 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4598 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4599 newmem->current = 0;
4601 newmem->purge = r_framedata_mem;
4602 r_framedata_mem = newmem;
4606 void R_FrameData_NewFrame(void)
4608 R_FrameData_Resize(false);
4609 if (!r_framedata_mem)
4611 // if we ran out of space on the last frame, free the old memory now
4612 while (r_framedata_mem->purge)
4614 // repeatedly remove the second item in the list, leaving only head
4615 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4616 Mem_Free(r_framedata_mem->purge);
4617 r_framedata_mem->purge = next;
4619 // reset the current mem pointer
4620 r_framedata_mem->current = 0;
4621 r_framedata_mem->mark = 0;
4624 void *R_FrameData_Alloc(size_t size)
4629 // align to 16 byte boundary - the data pointer is already aligned, so we
4630 // only need to ensure the size of every allocation is also aligned
4631 size = (size + 15) & ~15;
4633 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4635 // emergency - we ran out of space, allocate more memory
4636 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4637 newvalue = r_framedatasize.value * 2.0f;
4638 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
4639 if (sizeof(size_t) >= 8)
4640 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4642 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4643 // this might not be a growing it, but we'll allocate another buffer every time
4644 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4645 R_FrameData_Resize(true);
4648 data = r_framedata_mem->data + r_framedata_mem->current;
4649 r_framedata_mem->current += size;
4651 // count the usage for stats
4652 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4653 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4655 return (void *)data;
4658 void *R_FrameData_Store(size_t size, void *data)
4660 void *d = R_FrameData_Alloc(size);
4662 memcpy(d, data, size);
4666 void R_FrameData_SetMark(void)
4668 if (!r_framedata_mem)
4670 r_framedata_mem->mark = r_framedata_mem->current;
4673 void R_FrameData_ReturnToMark(void)
4675 if (!r_framedata_mem)
4677 r_framedata_mem->current = r_framedata_mem->mark;
4680 //==================================================================================
4682 // avoid reusing the same buffer objects on consecutive frames
4683 #define R_BUFFERDATA_CYCLE 3
4685 typedef struct r_bufferdata_buffer_s
4687 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4688 size_t size; // how much usable space
4689 size_t current; // how much space in use
4690 r_meshbuffer_t *buffer; // the buffer itself
4692 r_bufferdata_buffer_t;
4694 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4695 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4697 /// frees all dynamic buffers
4698 void R_BufferData_Reset(void)
4701 r_bufferdata_buffer_t **p, *mem;
4702 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4704 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4707 p = &r_bufferdata_buffer[cycle][type];
4713 R_Mesh_DestroyMeshBuffer(mem->buffer);
4720 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4721 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4723 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4725 float newvalue = r_buffermegs[type].value;
4727 // increase the cvar if we have to (but only if we already have a mem)
4728 if (mustgrow && mem)
4730 newvalue = bound(0.25f, newvalue, 256.0f);
4731 while (newvalue * 1024*1024 < minsize)
4734 // clamp the cvar to valid range
4735 newvalue = bound(0.25f, newvalue, 256.0f);
4736 if (r_buffermegs[type].value != newvalue)
4737 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4739 // calculate size in bytes
4740 size = (size_t)(newvalue * 1024*1024);
4741 size = bound(131072, size, 256*1024*1024);
4743 // allocate a new buffer if the size is different (purge old one later)
4744 // or if we were told we must grow the buffer
4745 if (!mem || mem->size != size || mustgrow)
4747 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4750 if (type == R_BUFFERDATA_VERTEX)
4751 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4752 else if (type == R_BUFFERDATA_INDEX16)
4753 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4754 else if (type == R_BUFFERDATA_INDEX32)
4755 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4756 else if (type == R_BUFFERDATA_UNIFORM)
4757 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4758 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4759 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4763 void R_BufferData_NewFrame(void)
4766 r_bufferdata_buffer_t **p, *mem;
4767 // cycle to the next frame's buffers
4768 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4769 // if we ran out of space on the last time we used these buffers, free the old memory now
4770 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4772 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4774 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4775 // free all but the head buffer, this is how we recycle obsolete
4776 // buffers after they are no longer in use
4777 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4783 R_Mesh_DestroyMeshBuffer(mem->buffer);
4786 // reset the current offset
4787 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4792 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4794 r_bufferdata_buffer_t *mem;
4798 *returnbufferoffset = 0;
4800 // align size to a byte boundary appropriate for the buffer type, this
4801 // makes all allocations have aligned start offsets
4802 if (type == R_BUFFERDATA_UNIFORM)
4803 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4805 padsize = (datasize + 15) & ~15;
4807 // if we ran out of space in this buffer we must allocate a new one
4808 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4809 R_BufferData_Resize(type, true, padsize);
4811 // if the resize did not give us enough memory, fail
4812 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4813 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4815 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4816 offset = (int)mem->current;
4817 mem->current += padsize;
4819 // upload the data to the buffer at the chosen offset
4821 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4822 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4824 // count the usage for stats
4825 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4826 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4828 // return the buffer offset
4829 *returnbufferoffset = offset;
4834 //==================================================================================
4836 // LordHavoc: animcache originally written by Echon, rewritten since then
4839 * Animation cache prevents re-generating mesh data for an animated model
4840 * multiple times in one frame for lighting, shadowing, reflections, etc.
4843 void R_AnimCache_Free(void)
4847 void R_AnimCache_ClearCache(void)
4850 entity_render_t *ent;
4852 for (i = 0;i < r_refdef.scene.numentities;i++)
4854 ent = r_refdef.scene.entities[i];
4855 ent->animcache_vertex3f = NULL;
4856 ent->animcache_vertex3f_vertexbuffer = NULL;
4857 ent->animcache_vertex3f_bufferoffset = 0;
4858 ent->animcache_normal3f = NULL;
4859 ent->animcache_normal3f_vertexbuffer = NULL;
4860 ent->animcache_normal3f_bufferoffset = 0;
4861 ent->animcache_svector3f = NULL;
4862 ent->animcache_svector3f_vertexbuffer = NULL;
4863 ent->animcache_svector3f_bufferoffset = 0;
4864 ent->animcache_tvector3f = NULL;
4865 ent->animcache_tvector3f_vertexbuffer = NULL;
4866 ent->animcache_tvector3f_bufferoffset = 0;
4867 ent->animcache_vertexmesh = NULL;
4868 ent->animcache_vertexmesh_vertexbuffer = NULL;
4869 ent->animcache_vertexmesh_bufferoffset = 0;
4870 ent->animcache_skeletaltransform3x4 = NULL;
4871 ent->animcache_skeletaltransform3x4buffer = NULL;
4872 ent->animcache_skeletaltransform3x4offset = 0;
4873 ent->animcache_skeletaltransform3x4size = 0;
4877 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4881 // check if we need the meshbuffers
4882 if (!vid.useinterleavedarrays)
4885 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4886 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4887 // TODO: upload vertexbuffer?
4888 if (ent->animcache_vertexmesh)
4890 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4891 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4892 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4893 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4894 for (i = 0;i < numvertices;i++)
4895 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4896 if (ent->animcache_svector3f)
4897 for (i = 0;i < numvertices;i++)
4898 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4899 if (ent->animcache_tvector3f)
4900 for (i = 0;i < numvertices;i++)
4901 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4902 if (ent->animcache_normal3f)
4903 for (i = 0;i < numvertices;i++)
4904 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4908 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4910 dp_model_t *model = ent->model;
4913 // see if this ent is worth caching
4914 if (!model || !model->Draw || !model->AnimateVertices)
4916 // nothing to cache if it contains no animations and has no skeleton
4917 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4919 // see if it is already cached for gpuskeletal
4920 if (ent->animcache_skeletaltransform3x4)
4922 // see if it is already cached as a mesh
4923 if (ent->animcache_vertex3f)
4925 // check if we need to add normals or tangents
4926 if (ent->animcache_normal3f)
4927 wantnormals = false;
4928 if (ent->animcache_svector3f)
4929 wanttangents = false;
4930 if (!wantnormals && !wanttangents)
4934 // check which kind of cache we need to generate
4935 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4937 // cache the skeleton so the vertex shader can use it
4938 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4939 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4940 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4941 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4942 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4943 // note: this can fail if the buffer is at the grow limit
4944 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4945 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4947 else if (ent->animcache_vertex3f)
4949 // mesh was already cached but we may need to add normals/tangents
4950 // (this only happens with multiple views, reflections, cameras, etc)
4951 if (wantnormals || wanttangents)
4953 numvertices = model->surfmesh.num_vertices;
4955 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4958 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4959 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4961 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4962 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4963 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4964 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4965 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4970 // generate mesh cache
4971 numvertices = model->surfmesh.num_vertices;
4972 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4974 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4977 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4978 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4980 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4981 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4982 if (wantnormals || wanttangents)
4984 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4985 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4986 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4988 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4989 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4990 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4995 void R_AnimCache_CacheVisibleEntities(void)
4998 qboolean wantnormals = true;
4999 qboolean wanttangents = !r_showsurfaces.integer;
5001 switch(vid.renderpath)
5003 case RENDERPATH_GL20:
5004 case RENDERPATH_D3D9:
5005 case RENDERPATH_D3D10:
5006 case RENDERPATH_D3D11:
5007 case RENDERPATH_GLES2:
5009 case RENDERPATH_GL11:
5010 case RENDERPATH_GL13:
5011 case RENDERPATH_GLES1:
5012 wanttangents = false;
5014 case RENDERPATH_SOFT:
5018 if (r_shownormals.integer)
5019 wanttangents = wantnormals = true;
5021 // TODO: thread this
5022 // NOTE: R_PrepareRTLights() also caches entities
5024 for (i = 0;i < r_refdef.scene.numentities;i++)
5025 if (r_refdef.viewcache.entityvisible[i])
5026 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5029 //==================================================================================
5031 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5034 vec3_t eyemins, eyemaxs;
5035 vec3_t boxmins, boxmaxs;
5038 dp_model_t *model = r_refdef.scene.worldmodel;
5039 static vec3_t positions[] = {
5040 { 0.5f, 0.5f, 0.5f },
5041 { 0.0f, 0.0f, 0.0f },
5042 { 0.0f, 0.0f, 1.0f },
5043 { 0.0f, 1.0f, 0.0f },
5044 { 0.0f, 1.0f, 1.0f },
5045 { 1.0f, 0.0f, 0.0f },
5046 { 1.0f, 0.0f, 1.0f },
5047 { 1.0f, 1.0f, 0.0f },
5048 { 1.0f, 1.0f, 1.0f },
5051 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5055 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5056 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5059 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5062 // expand the eye box a little
5063 eyemins[0] = eye[0] - eyejitter;
5064 eyemaxs[0] = eye[0] + eyejitter;
5065 eyemins[1] = eye[1] - eyejitter;
5066 eyemaxs[1] = eye[1] + eyejitter;
5067 eyemins[2] = eye[2] - eyejitter;
5068 eyemaxs[2] = eye[2] + eyejitter;
5069 // expand the box a little
5070 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
5071 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
5072 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
5073 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
5074 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
5075 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
5077 // return true if eye overlaps enlarged box
5078 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5081 // try specific positions in the box first - note that these can be cached
5082 if (r_cullentities_trace_entityocclusion.integer)
5084 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5086 VectorCopy(eye, start);
5087 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5088 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5089 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5090 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5091 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5092 // not picky - if the trace ended anywhere in the box we're good
5093 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5097 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5100 // try various random positions
5101 for (i = 0; i < numsamples; i++)
5103 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5104 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5105 if (r_cullentities_trace_entityocclusion.integer)
5107 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5108 // not picky - if the trace ended anywhere in the box we're good
5109 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5112 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5120 static void R_View_UpdateEntityVisible (void)
5125 entity_render_t *ent;
5127 if (r_refdef.envmap || r_fb.water.hideplayer)
5128 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5129 else if (chase_active.integer || r_fb.water.renderingscene)
5130 renderimask = RENDER_VIEWMODEL;
5132 renderimask = RENDER_EXTERIORMODEL;
5133 if (!r_drawviewmodel.integer)
5134 renderimask |= RENDER_VIEWMODEL;
5135 if (!r_drawexteriormodel.integer)
5136 renderimask |= RENDER_EXTERIORMODEL;
5137 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5138 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5140 // worldmodel can check visibility
5141 for (i = 0;i < r_refdef.scene.numentities;i++)
5143 ent = r_refdef.scene.entities[i];
5144 if (!(ent->flags & renderimask))
5145 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)))
5146 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
5147 r_refdef.viewcache.entityvisible[i] = true;
5152 // no worldmodel or it can't check visibility
5153 for (i = 0;i < r_refdef.scene.numentities;i++)
5155 ent = r_refdef.scene.entities[i];
5156 if (!(ent->flags & renderimask))
5157 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)))
5158 r_refdef.viewcache.entityvisible[i] = true;
5161 if (r_cullentities_trace.integer)
5163 for (i = 0;i < r_refdef.scene.numentities;i++)
5165 if (!r_refdef.viewcache.entityvisible[i])
5167 ent = r_refdef.scene.entities[i];
5168 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5170 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5171 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5172 ent->last_trace_visibility = realtime;
5173 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5174 r_refdef.viewcache.entityvisible[i] = 0;
5180 /// only used if skyrendermasked, and normally returns false
5181 static int R_DrawBrushModelsSky (void)
5184 entity_render_t *ent;
5187 for (i = 0;i < r_refdef.scene.numentities;i++)
5189 if (!r_refdef.viewcache.entityvisible[i])
5191 ent = r_refdef.scene.entities[i];
5192 if (!ent->model || !ent->model->DrawSky)
5194 ent->model->DrawSky(ent);
5200 static void R_DrawNoModel(entity_render_t *ent);
5201 static void R_DrawModels(void)
5204 entity_render_t *ent;
5206 for (i = 0;i < r_refdef.scene.numentities;i++)
5208 if (!r_refdef.viewcache.entityvisible[i])
5210 ent = r_refdef.scene.entities[i];
5211 r_refdef.stats[r_stat_entities]++;
5213 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5216 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5217 Con_Printf("R_DrawModels\n");
5218 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]);
5219 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);
5220 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);
5223 if (ent->model && ent->model->Draw != NULL)
5224 ent->model->Draw(ent);
5230 static void R_DrawModelsDepth(void)
5233 entity_render_t *ent;
5235 for (i = 0;i < r_refdef.scene.numentities;i++)
5237 if (!r_refdef.viewcache.entityvisible[i])
5239 ent = r_refdef.scene.entities[i];
5240 if (ent->model && ent->model->DrawDepth != NULL)
5241 ent->model->DrawDepth(ent);
5245 static void R_DrawModelsDebug(void)
5248 entity_render_t *ent;
5250 for (i = 0;i < r_refdef.scene.numentities;i++)
5252 if (!r_refdef.viewcache.entityvisible[i])
5254 ent = r_refdef.scene.entities[i];
5255 if (ent->model && ent->model->DrawDebug != NULL)
5256 ent->model->DrawDebug(ent);
5260 static void R_DrawModelsAddWaterPlanes(void)
5263 entity_render_t *ent;
5265 for (i = 0;i < r_refdef.scene.numentities;i++)
5267 if (!r_refdef.viewcache.entityvisible[i])
5269 ent = r_refdef.scene.entities[i];
5270 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5271 ent->model->DrawAddWaterPlanes(ent);
5275 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5277 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5279 if (r_hdr_irisadaptation.integer)
5284 vec3_t diffusenormal;
5286 vec_t brightness = 0.0f;
5291 VectorCopy(r_refdef.view.forward, forward);
5292 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5294 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5295 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5296 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5297 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
5298 d = DotProduct(forward, diffusenormal);
5299 brightness += VectorLength(ambient);
5301 brightness += d * VectorLength(diffuse);
5303 brightness *= 1.0f / c;
5304 brightness += 0.00001f; // make sure it's never zero
5305 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5306 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5307 current = r_hdr_irisadaptation_value.value;
5309 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5310 else if (current > goal)
5311 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5312 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5313 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5315 else if (r_hdr_irisadaptation_value.value != 1.0f)
5316 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5319 static void R_View_SetFrustum(const int *scissor)
5322 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5323 vec3_t forward, left, up, origin, v;
5327 // flipped x coordinates (because x points left here)
5328 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5329 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5331 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5332 switch(vid.renderpath)
5334 case RENDERPATH_D3D9:
5335 case RENDERPATH_D3D10:
5336 case RENDERPATH_D3D11:
5337 // non-flipped y coordinates
5338 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5339 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5341 case RENDERPATH_SOFT:
5342 case RENDERPATH_GL11:
5343 case RENDERPATH_GL13:
5344 case RENDERPATH_GL20:
5345 case RENDERPATH_GLES1:
5346 case RENDERPATH_GLES2:
5347 // non-flipped y coordinates
5348 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5349 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5354 // we can't trust r_refdef.view.forward and friends in reflected scenes
5355 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5358 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5359 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5360 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5361 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5362 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5363 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5364 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5365 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5366 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5367 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5368 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5369 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5373 zNear = r_refdef.nearclip;
5374 nudge = 1.0 - 1.0 / (1<<23);
5375 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5376 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5377 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5378 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5379 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5380 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5381 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5382 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5388 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5389 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5390 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5391 r_refdef.view.frustum[0].dist = m[15] - m[12];
5393 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5394 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5395 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5396 r_refdef.view.frustum[1].dist = m[15] + m[12];
5398 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5399 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5400 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5401 r_refdef.view.frustum[2].dist = m[15] - m[13];
5403 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5404 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5405 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5406 r_refdef.view.frustum[3].dist = m[15] + m[13];
5408 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5409 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5410 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5411 r_refdef.view.frustum[4].dist = m[15] - m[14];
5413 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5414 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5415 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5416 r_refdef.view.frustum[5].dist = m[15] + m[14];
5419 if (r_refdef.view.useperspective)
5421 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5422 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]);
5423 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]);
5424 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]);
5425 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]);
5427 // then the normals from the corners relative to origin
5428 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5429 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5430 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5431 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5433 // in a NORMAL view, forward cross left == up
5434 // in a REFLECTED view, forward cross left == down
5435 // so our cross products above need to be adjusted for a left handed coordinate system
5436 CrossProduct(forward, left, v);
5437 if(DotProduct(v, up) < 0)
5439 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5440 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5441 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5442 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5445 // Leaving those out was a mistake, those were in the old code, and they
5446 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5447 // I couldn't reproduce it after adding those normalizations. --blub
5448 VectorNormalize(r_refdef.view.frustum[0].normal);
5449 VectorNormalize(r_refdef.view.frustum[1].normal);
5450 VectorNormalize(r_refdef.view.frustum[2].normal);
5451 VectorNormalize(r_refdef.view.frustum[3].normal);
5453 // make the corners absolute
5454 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5455 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5456 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5457 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5460 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5462 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5463 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5464 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5465 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5466 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5470 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5471 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5472 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5473 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5474 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5475 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5476 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5477 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5478 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5479 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5481 r_refdef.view.numfrustumplanes = 5;
5483 if (r_refdef.view.useclipplane)
5485 r_refdef.view.numfrustumplanes = 6;
5486 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5489 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5490 PlaneClassify(r_refdef.view.frustum + i);
5492 // LordHavoc: note to all quake engine coders, Quake had a special case
5493 // for 90 degrees which assumed a square view (wrong), so I removed it,
5494 // Quake2 has it disabled as well.
5496 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5497 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5498 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5499 //PlaneClassify(&frustum[0]);
5501 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5502 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5503 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5504 //PlaneClassify(&frustum[1]);
5506 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5507 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5508 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5509 //PlaneClassify(&frustum[2]);
5511 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5512 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5513 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5514 //PlaneClassify(&frustum[3]);
5517 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5518 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5519 //PlaneClassify(&frustum[4]);
5522 static void R_View_UpdateWithScissor(const int *myscissor)
5524 R_Main_ResizeViewCache();
5525 R_View_SetFrustum(myscissor);
5526 R_View_WorldVisibility(r_refdef.view.useclipplane);
5527 R_View_UpdateEntityVisible();
5530 static void R_View_Update(void)
5532 R_Main_ResizeViewCache();
5533 R_View_SetFrustum(NULL);
5534 R_View_WorldVisibility(r_refdef.view.useclipplane);
5535 R_View_UpdateEntityVisible();
5538 float viewscalefpsadjusted = 1.0f;
5540 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5542 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5543 scale = bound(0.03125f, scale, 1.0f);
5544 *outwidth = (int)ceil(width * scale);
5545 *outheight = (int)ceil(height * scale);
5548 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5550 const float *customclipplane = NULL;
5552 int /*rtwidth,*/ rtheight;
5553 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5555 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
5556 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5557 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5558 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5559 dist = r_refdef.view.clipplane.dist;
5560 plane[0] = r_refdef.view.clipplane.normal[0];
5561 plane[1] = r_refdef.view.clipplane.normal[1];
5562 plane[2] = r_refdef.view.clipplane.normal[2];
5564 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5567 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
5568 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
5570 if (!r_refdef.view.useperspective)
5571 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, -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);
5572 else if (vid.stencil && r_useinfinitefarclip.integer)
5573 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5575 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5576 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
5577 R_SetViewport(&r_refdef.view.viewport);
5578 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5580 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5581 float screenplane[4];
5582 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5583 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5584 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5585 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5586 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5590 void R_EntityMatrix(const matrix4x4_t *matrix)
5592 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5594 gl_modelmatrixchanged = false;
5595 gl_modelmatrix = *matrix;
5596 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5597 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5598 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5599 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5601 switch(vid.renderpath)
5603 case RENDERPATH_D3D9:
5605 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5606 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5609 case RENDERPATH_D3D10:
5610 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5612 case RENDERPATH_D3D11:
5613 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5615 case RENDERPATH_GL11:
5616 case RENDERPATH_GL13:
5617 case RENDERPATH_GLES1:
5619 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5622 case RENDERPATH_SOFT:
5623 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5624 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5626 case RENDERPATH_GL20:
5627 case RENDERPATH_GLES2:
5628 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5629 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5635 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
5637 r_viewport_t viewport;
5641 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5642 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
5643 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
5644 R_SetViewport(&viewport);
5645 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5646 GL_Color(1, 1, 1, 1);
5647 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5648 GL_BlendFunc(GL_ONE, GL_ZERO);
5649 GL_ScissorTest(false);
5650 GL_DepthMask(false);
5651 GL_DepthRange(0, 1);
5652 GL_DepthTest(false);
5653 GL_DepthFunc(GL_LEQUAL);
5654 R_EntityMatrix(&identitymatrix);
5655 R_Mesh_ResetTextureState();
5656 GL_PolygonOffset(0, 0);
5657 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5658 switch(vid.renderpath)
5660 case RENDERPATH_GL11:
5661 case RENDERPATH_GL13:
5662 case RENDERPATH_GL20:
5663 case RENDERPATH_GLES1:
5664 case RENDERPATH_GLES2:
5665 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5667 case RENDERPATH_D3D9:
5668 case RENDERPATH_D3D10:
5669 case RENDERPATH_D3D11:
5670 case RENDERPATH_SOFT:
5673 GL_CullFace(GL_NONE);
5678 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5682 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
5685 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5689 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5690 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5691 GL_Color(1, 1, 1, 1);
5692 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5693 GL_BlendFunc(GL_ONE, GL_ZERO);
5694 GL_ScissorTest(true);
5696 GL_DepthRange(0, 1);
5698 GL_DepthFunc(GL_LEQUAL);
5699 R_EntityMatrix(&identitymatrix);
5700 R_Mesh_ResetTextureState();
5701 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5702 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5703 switch(vid.renderpath)
5705 case RENDERPATH_GL11:
5706 case RENDERPATH_GL13:
5707 case RENDERPATH_GL20:
5708 case RENDERPATH_GLES1:
5709 case RENDERPATH_GLES2:
5710 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5712 case RENDERPATH_D3D9:
5713 case RENDERPATH_D3D10:
5714 case RENDERPATH_D3D11:
5715 case RENDERPATH_SOFT:
5718 GL_CullFace(r_refdef.view.cullface_back);
5723 R_RenderView_UpdateViewVectors
5726 void R_RenderView_UpdateViewVectors(void)
5728 // break apart the view matrix into vectors for various purposes
5729 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5730 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5731 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5732 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5733 // make an inverted copy of the view matrix for tracking sprites
5734 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5737 static void R_Water_StartFrame(void)
5740 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5741 r_waterstate_waterplane_t *p;
5742 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5744 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5747 switch(vid.renderpath)
5749 case RENDERPATH_GL20:
5750 case RENDERPATH_D3D9:
5751 case RENDERPATH_D3D10:
5752 case RENDERPATH_D3D11:
5753 case RENDERPATH_SOFT:
5754 case RENDERPATH_GLES2:
5756 case RENDERPATH_GL11:
5757 case RENDERPATH_GL13:
5758 case RENDERPATH_GLES1:
5762 // set waterwidth and waterheight to the water resolution that will be
5763 // used (often less than the screen resolution for faster rendering)
5764 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5766 // calculate desired texture sizes
5767 // can't use water if the card does not support the texture size
5768 if (!r_water.integer || r_showsurfaces.integer)
5769 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5770 else if (vid.support.arb_texture_non_power_of_two)
5772 texturewidth = waterwidth;
5773 textureheight = waterheight;
5774 camerawidth = waterwidth;
5775 cameraheight = waterheight;
5779 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5780 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5781 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5782 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5785 // allocate textures as needed
5786 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5788 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5789 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5791 if (p->texture_refraction)
5792 R_FreeTexture(p->texture_refraction);
5793 p->texture_refraction = NULL;
5794 if (p->fbo_refraction)
5795 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5796 p->fbo_refraction = 0;
5797 if (p->texture_reflection)
5798 R_FreeTexture(p->texture_reflection);
5799 p->texture_reflection = NULL;
5800 if (p->fbo_reflection)
5801 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5802 p->fbo_reflection = 0;
5803 if (p->texture_camera)
5804 R_FreeTexture(p->texture_camera);
5805 p->texture_camera = NULL;
5807 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5810 memset(&r_fb.water, 0, sizeof(r_fb.water));
5811 r_fb.water.texturewidth = texturewidth;
5812 r_fb.water.textureheight = textureheight;
5813 r_fb.water.camerawidth = camerawidth;
5814 r_fb.water.cameraheight = cameraheight;
5817 if (r_fb.water.texturewidth)
5819 int scaledwidth, scaledheight;
5821 r_fb.water.enabled = true;
5823 // water resolution is usually reduced
5824 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5825 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5826 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5828 // set up variables that will be used in shader setup
5829 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5830 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5831 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5832 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5835 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5836 r_fb.water.numwaterplanes = 0;
5839 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5841 int planeindex, bestplaneindex, vertexindex;
5842 vec3_t mins, maxs, normal, center, v, n;
5843 vec_t planescore, bestplanescore;
5845 r_waterstate_waterplane_t *p;
5846 texture_t *t = R_GetCurrentTexture(surface->texture);
5848 rsurface.texture = t;
5849 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5850 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5851 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5853 // average the vertex normals, find the surface bounds (after deformvertexes)
5854 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5855 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5856 VectorCopy(n, normal);
5857 VectorCopy(v, mins);
5858 VectorCopy(v, maxs);
5859 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5861 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5862 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5863 VectorAdd(normal, n, normal);
5864 mins[0] = min(mins[0], v[0]);
5865 mins[1] = min(mins[1], v[1]);
5866 mins[2] = min(mins[2], v[2]);
5867 maxs[0] = max(maxs[0], v[0]);
5868 maxs[1] = max(maxs[1], v[1]);
5869 maxs[2] = max(maxs[2], v[2]);
5871 VectorNormalize(normal);
5872 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5874 VectorCopy(normal, plane.normal);
5875 VectorNormalize(plane.normal);
5876 plane.dist = DotProduct(center, plane.normal);
5877 PlaneClassify(&plane);
5878 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5880 // skip backfaces (except if nocullface is set)
5881 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5883 VectorNegate(plane.normal, plane.normal);
5885 PlaneClassify(&plane);
5889 // find a matching plane if there is one
5890 bestplaneindex = -1;
5891 bestplanescore = 1048576.0f;
5892 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5894 if(p->camera_entity == t->camera_entity)
5896 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5897 if (bestplaneindex < 0 || bestplanescore > planescore)
5899 bestplaneindex = planeindex;
5900 bestplanescore = planescore;
5904 planeindex = bestplaneindex;
5906 // if this surface does not fit any known plane rendered this frame, add one
5907 if (planeindex < 0 || bestplanescore > 0.001f)
5909 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5911 // store the new plane
5912 planeindex = r_fb.water.numwaterplanes++;
5913 p = r_fb.water.waterplanes + planeindex;
5915 // clear materialflags and pvs
5916 p->materialflags = 0;
5917 p->pvsvalid = false;
5918 p->camera_entity = t->camera_entity;
5919 VectorCopy(mins, p->mins);
5920 VectorCopy(maxs, p->maxs);
5924 // We're totally screwed.
5930 // merge mins/maxs when we're adding this surface to the plane
5931 p = r_fb.water.waterplanes + planeindex;
5932 p->mins[0] = min(p->mins[0], mins[0]);
5933 p->mins[1] = min(p->mins[1], mins[1]);
5934 p->mins[2] = min(p->mins[2], mins[2]);
5935 p->maxs[0] = max(p->maxs[0], maxs[0]);
5936 p->maxs[1] = max(p->maxs[1], maxs[1]);
5937 p->maxs[2] = max(p->maxs[2], maxs[2]);
5939 // merge this surface's materialflags into the waterplane
5940 p->materialflags |= t->currentmaterialflags;
5941 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5943 // merge this surface's PVS into the waterplane
5944 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5945 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5947 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5953 extern cvar_t r_drawparticles;
5954 extern cvar_t r_drawdecals;
5956 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5959 r_refdef_view_t originalview;
5960 r_refdef_view_t myview;
5961 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;
5963 r_waterstate_waterplane_t *p;
5965 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5968 originalview = r_refdef.view;
5969 waterx = usewaterfbo ? 0 : x;
5970 watery = usewaterfbo ? 0 : y;
5972 // lowquality hack, temporarily shut down some cvars and restore afterwards
5973 qualityreduction = r_water_lowquality.integer;
5974 if (qualityreduction > 0)
5976 if (qualityreduction >= 1)
5978 old_r_shadows = r_shadows.integer;
5979 old_r_worldrtlight = r_shadow_realtime_world.integer;
5980 old_r_dlight = r_shadow_realtime_dlight.integer;
5981 Cvar_SetValueQuick(&r_shadows, 0);
5982 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5983 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5985 if (qualityreduction >= 2)
5987 old_r_dynamic = r_dynamic.integer;
5988 old_r_particles = r_drawparticles.integer;
5989 old_r_decals = r_drawdecals.integer;
5990 Cvar_SetValueQuick(&r_dynamic, 0);
5991 Cvar_SetValueQuick(&r_drawparticles, 0);
5992 Cvar_SetValueQuick(&r_drawdecals, 0);
5996 // make sure enough textures are allocated
5997 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5999 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6001 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6003 if (!p->texture_refraction)
6004 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6005 if (!p->texture_refraction)
6009 if (r_fb.water.depthtexture == NULL)
6010 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6011 if (p->fbo_refraction == 0)
6012 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6015 else if (p->materialflags & MATERIALFLAG_CAMERA)
6017 if (!p->texture_camera)
6018 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6019 if (!p->texture_camera)
6023 if (r_fb.water.depthtexture == NULL)
6024 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6025 if (p->fbo_camera == 0)
6026 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6030 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6032 if (!p->texture_reflection)
6033 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6034 if (!p->texture_reflection)
6038 if (r_fb.water.depthtexture == NULL)
6039 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6040 if (p->fbo_reflection == 0)
6041 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6047 r_refdef.view = originalview;
6048 r_refdef.view.showdebug = false;
6049 r_refdef.view.x = waterx;
6050 r_refdef.view.y = watery;
6051 r_refdef.view.width = r_fb.water.waterwidth;
6052 r_refdef.view.height = r_fb.water.waterheight;
6053 r_refdef.view.useclipplane = true;
6054 myview = r_refdef.view;
6055 r_fb.water.renderingscene = true;
6056 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6058 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6060 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6062 r_refdef.view = myview;
6063 if(r_water_scissormode.integer)
6065 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6066 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6067 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6070 // render reflected scene and copy into texture
6071 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6072 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6073 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6074 r_refdef.view.clipplane = p->plane;
6075 // reverse the cullface settings for this render
6076 r_refdef.view.cullface_front = GL_FRONT;
6077 r_refdef.view.cullface_back = GL_BACK;
6078 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6080 r_refdef.view.usecustompvs = true;
6082 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6084 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6087 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6088 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6089 if (p->fbo_reflection)
6090 GL_ScissorTest(false);
6091 R_ClearScreen(r_refdef.fogenabled);
6092 if (p->fbo_reflection)
6093 GL_ScissorTest(true);
6094 if(r_water_scissormode.integer & 2)
6095 R_View_UpdateWithScissor(myscissor);
6098 R_AnimCache_CacheVisibleEntities();
6099 if(r_water_scissormode.integer & 1)
6100 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6101 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6103 if (!p->fbo_reflection)
6104 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6105 r_fb.water.hideplayer = false;
6108 // render the normal view scene and copy into texture
6109 // (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)
6110 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6112 r_refdef.view = myview;
6113 if(r_water_scissormode.integer)
6115 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6116 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6117 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6120 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6122 r_refdef.view.clipplane = p->plane;
6123 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6124 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6126 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6128 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6129 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6130 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6131 R_RenderView_UpdateViewVectors();
6132 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6134 r_refdef.view.usecustompvs = true;
6135 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);
6139 PlaneClassify(&r_refdef.view.clipplane);
6141 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6142 if (p->fbo_refraction)
6143 GL_ScissorTest(false);
6144 R_ClearScreen(r_refdef.fogenabled);
6145 if (p->fbo_refraction)
6146 GL_ScissorTest(true);
6147 if(r_water_scissormode.integer & 2)
6148 R_View_UpdateWithScissor(myscissor);
6151 R_AnimCache_CacheVisibleEntities();
6152 if(r_water_scissormode.integer & 1)
6153 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6154 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6156 if (!p->fbo_refraction)
6157 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, waterx, watery, r_fb.water.waterwidth, r_fb.water.waterheight);
6158 r_fb.water.hideplayer = false;
6160 else if (p->materialflags & MATERIALFLAG_CAMERA)
6162 r_refdef.view = myview;
6164 r_refdef.view.clipplane = p->plane;
6165 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6166 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6168 r_refdef.view.x = waterx;
6169 r_refdef.view.y = watery;
6170 r_refdef.view.width = r_fb.water.camerawidth;
6171 r_refdef.view.height = r_fb.water.cameraheight;
6172 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6173 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6174 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6175 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6177 if(p->camera_entity)
6179 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6180 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6183 // note: all of the view is used for displaying... so
6184 // there is no use in scissoring
6186 // reverse the cullface settings for this render
6187 r_refdef.view.cullface_front = GL_FRONT;
6188 r_refdef.view.cullface_back = GL_BACK;
6189 // also reverse the view matrix
6190 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
6191 R_RenderView_UpdateViewVectors();
6192 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6194 r_refdef.view.usecustompvs = true;
6195 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);
6198 // camera needs no clipplane
6199 r_refdef.view.useclipplane = false;
6201 PlaneClassify(&r_refdef.view.clipplane);
6203 r_fb.water.hideplayer = false;
6205 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera, waterx, watery, r_fb.water.camerawidth, r_fb.water.cameraheight);
6207 GL_ScissorTest(false);
6208 R_ClearScreen(r_refdef.fogenabled);
6210 GL_ScissorTest(true);
6212 R_AnimCache_CacheVisibleEntities();
6213 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera, waterx, watery, r_fb.water.camerawidth, r_fb.water.cameraheight);
6216 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, waterx, watery, r_fb.water.camerawidth, r_fb.water.cameraheight);
6217 r_fb.water.hideplayer = false;
6221 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6222 r_fb.water.renderingscene = false;
6223 r_refdef.view = originalview;
6224 R_ResetViewRendering3D(fbo, depthtexture, colortexture, x, y, width, height);
6225 if (!r_fb.water.depthtexture)
6226 R_ClearScreen(r_refdef.fogenabled);
6228 R_AnimCache_CacheVisibleEntities();
6231 r_refdef.view = originalview;
6232 r_fb.water.renderingscene = false;
6233 Cvar_SetValueQuick(&r_water, 0);
6234 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6236 // lowquality hack, restore cvars
6237 if (qualityreduction > 0)
6239 if (qualityreduction >= 1)
6241 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6242 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6243 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6245 if (qualityreduction >= 2)
6247 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6248 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6249 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6254 static void R_Bloom_StartFrame(void)
6257 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6258 int viewwidth, viewheight;
6259 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6260 textype_t textype = TEXTYPE_COLORBUFFER;
6262 switch (vid.renderpath)
6264 case RENDERPATH_GL20:
6265 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6266 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6268 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6269 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6272 case RENDERPATH_GL11:
6273 case RENDERPATH_GL13:
6274 case RENDERPATH_GLES1:
6275 return; // don't bother
6276 case RENDERPATH_GLES2:
6277 case RENDERPATH_D3D9:
6278 case RENDERPATH_D3D10:
6279 case RENDERPATH_D3D11:
6280 r_fb.usedepthtextures = false;
6282 case RENDERPATH_SOFT:
6283 r_fb.usedepthtextures = true;
6287 if (r_viewscale_fpsscaling.integer)
6289 double actualframetime;
6290 double targetframetime;
6292 actualframetime = r_refdef.lastdrawscreentime;
6293 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6294 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6295 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6296 if (r_viewscale_fpsscaling_stepsize.value > 0)
6297 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6298 viewscalefpsadjusted += adjust;
6299 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6302 viewscalefpsadjusted = 1.0f;
6304 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6306 switch(vid.renderpath)
6308 case RENDERPATH_GL20:
6309 case RENDERPATH_D3D9:
6310 case RENDERPATH_D3D10:
6311 case RENDERPATH_D3D11:
6312 case RENDERPATH_SOFT:
6313 case RENDERPATH_GLES2:
6315 case RENDERPATH_GL11:
6316 case RENDERPATH_GL13:
6317 case RENDERPATH_GLES1:
6321 // set bloomwidth and bloomheight to the bloom resolution that will be
6322 // used (often less than the screen resolution for faster rendering)
6323 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6324 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6325 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6326 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6327 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6329 // calculate desired texture sizes
6330 if (vid.support.arb_texture_non_power_of_two)
6332 screentexturewidth = vid.width;
6333 screentextureheight = vid.height;
6334 bloomtexturewidth = r_fb.bloomwidth;
6335 bloomtextureheight = r_fb.bloomheight;
6339 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6340 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6341 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6342 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6345 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6347 Cvar_SetValueQuick(&r_bloom, 0);
6348 Cvar_SetValueQuick(&r_motionblur, 0);
6349 Cvar_SetValueQuick(&r_damageblur, 0);
6352 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || !vid_gammatables_trivial)
6354 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6356 && r_viewscale.value == 1.0f
6357 && !r_viewscale_fpsscaling.integer)
6358 screentexturewidth = screentextureheight = 0;
6359 if (!r_bloom.integer)
6360 bloomtexturewidth = bloomtextureheight = 0;
6362 // allocate textures as needed
6363 if (r_fb.screentexturewidth != screentexturewidth
6364 || r_fb.screentextureheight != screentextureheight
6365 || r_fb.bloomtexturewidth != bloomtexturewidth
6366 || r_fb.bloomtextureheight != bloomtextureheight
6367 || r_fb.textype != textype
6368 || useviewfbo != (r_fb.fbo != 0))
6370 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6372 if (r_fb.bloomtexture[i])
6373 R_FreeTexture(r_fb.bloomtexture[i]);
6374 r_fb.bloomtexture[i] = NULL;
6376 if (r_fb.bloomfbo[i])
6377 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6378 r_fb.bloomfbo[i] = 0;
6382 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6385 if (r_fb.colortexture)
6386 R_FreeTexture(r_fb.colortexture);
6387 r_fb.colortexture = NULL;
6389 if (r_fb.depthtexture)
6390 R_FreeTexture(r_fb.depthtexture);
6391 r_fb.depthtexture = NULL;
6393 if (r_fb.ghosttexture)
6394 R_FreeTexture(r_fb.ghosttexture);
6395 r_fb.ghosttexture = NULL;
6397 r_fb.screentexturewidth = screentexturewidth;
6398 r_fb.screentextureheight = screentextureheight;
6399 r_fb.bloomtexturewidth = bloomtexturewidth;
6400 r_fb.bloomtextureheight = bloomtextureheight;
6401 r_fb.textype = textype;
6403 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6405 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6406 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6407 r_fb.ghosttexture_valid = false;
6408 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6411 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6412 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6413 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6417 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6419 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6421 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6423 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6428 // bloom texture is a different resolution
6429 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6430 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6431 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6432 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6433 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6435 // set up a texcoord array for the full resolution screen image
6436 // (we have to keep this around to copy back during final render)
6437 r_fb.screentexcoord2f[0] = 0;
6438 r_fb.screentexcoord2f[1] = 1.0f;
6439 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6440 r_fb.screentexcoord2f[3] = 1.0f;
6441 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6442 r_fb.screentexcoord2f[5] = 1.0f - (float)viewheight / (float)r_fb.screentextureheight;
6443 r_fb.screentexcoord2f[6] = 0;
6444 r_fb.screentexcoord2f[7] = 1.0f - (float)viewheight / (float)r_fb.screentextureheight;
6446 // set up a texcoord array for the reduced resolution bloom image
6447 // (which will be additive blended over the screen image)
6448 r_fb.bloomtexcoord2f[0] = 0;
6449 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6450 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6451 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6452 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6453 r_fb.bloomtexcoord2f[5] = 0;
6454 r_fb.bloomtexcoord2f[6] = 0;
6455 r_fb.bloomtexcoord2f[7] = 0;
6457 switch(vid.renderpath)
6459 case RENDERPATH_GL11:
6460 case RENDERPATH_GL13:
6461 case RENDERPATH_GL20:
6462 case RENDERPATH_SOFT:
6463 case RENDERPATH_GLES1:
6464 case RENDERPATH_GLES2:
6466 case RENDERPATH_D3D9:
6467 case RENDERPATH_D3D10:
6468 case RENDERPATH_D3D11:
6469 for (i = 0;i < 4;i++)
6471 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6472 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6473 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6474 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6479 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_fb.fbo ? 0 : r_refdef.view.x, r_fb.fbo ? 0 : r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6482 r_refdef.view.clear = true;
6485 static void R_Bloom_MakeTexture(void)
6488 float xoffset, yoffset, r, brighten;
6490 float colorscale = r_bloom_colorscale.value;
6492 r_refdef.stats[r_stat_bloom]++;
6495 // this copy is unnecessary since it happens in R_BlendView already
6498 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6499 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6503 // scale down screen texture to the bloom texture size
6505 r_fb.bloomindex = 0;
6506 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6507 R_SetViewport(&r_fb.bloomviewport);
6508 GL_CullFace(GL_NONE);
6509 GL_DepthTest(false);
6510 GL_BlendFunc(GL_ONE, GL_ZERO);
6511 GL_Color(colorscale, colorscale, colorscale, 1);
6512 // 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...
6513 switch(vid.renderpath)
6515 case RENDERPATH_GL11:
6516 case RENDERPATH_GL13:
6517 case RENDERPATH_GL20:
6518 case RENDERPATH_GLES1:
6519 case RENDERPATH_GLES2:
6520 case RENDERPATH_SOFT:
6521 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6523 case RENDERPATH_D3D9:
6524 case RENDERPATH_D3D10:
6525 case RENDERPATH_D3D11:
6526 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6529 // TODO: do boxfilter scale-down in shader?
6530 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6531 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6532 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6534 // we now have a properly scaled bloom image
6535 if (!r_fb.bloomfbo[r_fb.bloomindex])
6537 // copy it into the bloom texture
6538 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6539 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6542 // multiply bloom image by itself as many times as desired
6543 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6545 intex = r_fb.bloomtexture[r_fb.bloomindex];
6546 r_fb.bloomindex ^= 1;
6547 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6549 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6550 if (!r_fb.bloomfbo[r_fb.bloomindex])
6552 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6553 GL_Color(r,r,r,1); // apply fix factor
6558 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6559 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6560 GL_Color(1,1,1,1); // no fix factor supported here
6562 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6563 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6564 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6565 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6567 if (!r_fb.bloomfbo[r_fb.bloomindex])
6569 // copy the darkened image to a texture
6570 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6571 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6575 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6576 brighten = r_bloom_brighten.value;
6577 brighten = sqrt(brighten);
6579 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6581 for (dir = 0;dir < 2;dir++)
6583 intex = r_fb.bloomtexture[r_fb.bloomindex];
6584 r_fb.bloomindex ^= 1;
6585 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6586 // blend on at multiple vertical offsets to achieve a vertical blur
6587 // TODO: do offset blends using GLSL
6588 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6589 GL_BlendFunc(GL_ONE, GL_ZERO);
6590 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6591 for (x = -range;x <= range;x++)
6593 if (!dir){xoffset = 0;yoffset = x;}
6594 else {xoffset = x;yoffset = 0;}
6595 xoffset /= (float)r_fb.bloomtexturewidth;
6596 yoffset /= (float)r_fb.bloomtextureheight;
6597 // compute a texcoord array with the specified x and y offset
6598 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6599 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6600 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6601 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6602 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6603 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6604 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6605 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6606 // this r value looks like a 'dot' particle, fading sharply to
6607 // black at the edges
6608 // (probably not realistic but looks good enough)
6609 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6610 //r = brighten/(range*2+1);
6611 r = brighten / (range * 2 + 1);
6613 r *= (1 - x*x/(float)(range*range));
6614 GL_Color(r, r, r, 1);
6615 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6616 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6617 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6618 GL_BlendFunc(GL_ONE, GL_ONE);
6621 if (!r_fb.bloomfbo[r_fb.bloomindex])
6623 // copy the vertically or horizontally blurred bloom view to a texture
6624 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6625 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6630 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
6632 dpuint64 permutation;
6633 float uservecs[4][4];
6635 R_EntityMatrix(&identitymatrix);
6637 switch (vid.renderpath)
6639 case RENDERPATH_GL20:
6640 case RENDERPATH_D3D9:
6641 case RENDERPATH_D3D10:
6642 case RENDERPATH_D3D11:
6643 case RENDERPATH_SOFT:
6644 case RENDERPATH_GLES2:
6646 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6647 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6648 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
6649 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6650 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6652 if (r_fb.colortexture)
6656 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6657 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6660 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6662 // declare variables
6663 float blur_factor, blur_mouseaccel, blur_velocity;
6664 static float blur_average;
6665 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6667 // set a goal for the factoring
6668 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6669 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6670 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6671 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6672 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6673 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6675 // from the goal, pick an averaged value between goal and last value
6676 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6677 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6679 // enforce minimum amount of blur
6680 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6682 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6684 // calculate values into a standard alpha
6685 cl.motionbluralpha = 1 - exp(-
6687 (r_motionblur.value * blur_factor / 80)
6689 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6692 max(0.0001, cl.time - cl.oldtime) // fps independent
6695 // randomization for the blur value to combat persistent ghosting
6696 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6697 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6700 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6701 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6703 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6704 GL_Color(1, 1, 1, cl.motionbluralpha);
6705 switch(vid.renderpath)
6707 case RENDERPATH_GL11:
6708 case RENDERPATH_GL13:
6709 case RENDERPATH_GL20:
6710 case RENDERPATH_GLES1:
6711 case RENDERPATH_GLES2:
6712 case RENDERPATH_SOFT:
6713 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6715 case RENDERPATH_D3D9:
6716 case RENDERPATH_D3D10:
6717 case RENDERPATH_D3D11:
6718 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6721 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6722 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6723 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6726 // updates old view angles for next pass
6727 VectorCopy(cl.viewangles, blur_oldangles);
6729 // copy view into the ghost texture
6730 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6731 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6732 r_fb.ghosttexture_valid = true;
6737 // no r_fb.colortexture means we're rendering to the real fb
6738 // we may still have to do view tint...
6739 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6741 // apply a color tint to the whole view
6742 R_ResetViewRendering2D(0, NULL, NULL, viewx, viewy, viewwidth, viewheight);
6743 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6744 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6745 R_SetupShader_Generic_NoTexture(false, true);
6746 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6747 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6749 break; // no screen processing, no bloom, skip it
6752 if (r_fb.bloomtexture[0])
6754 // make the bloom texture
6755 R_Bloom_MakeTexture();
6758 #if _MSC_VER >= 1400
6759 #define sscanf sscanf_s
6761 memset(uservecs, 0, sizeof(uservecs));
6762 if (r_glsl_postprocess_uservec1_enable.integer)
6763 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6764 if (r_glsl_postprocess_uservec2_enable.integer)
6765 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6766 if (r_glsl_postprocess_uservec3_enable.integer)
6767 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6768 if (r_glsl_postprocess_uservec4_enable.integer)
6769 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6771 // render to the screen fbo
6772 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6773 GL_Color(1, 1, 1, 1);
6774 GL_BlendFunc(GL_ONE, GL_ZERO);
6776 switch(vid.renderpath)
6778 case RENDERPATH_GL20:
6779 case RENDERPATH_GLES2:
6780 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6781 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6782 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6783 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6784 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6785 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]);
6786 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6787 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]);
6788 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]);
6789 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]);
6790 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]);
6791 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6792 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6793 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);
6795 case RENDERPATH_D3D9:
6797 // 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...
6798 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6799 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6800 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6801 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6802 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6803 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6804 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6805 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6806 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6807 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6808 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6809 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6810 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6811 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6814 case RENDERPATH_D3D10:
6815 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6817 case RENDERPATH_D3D11:
6818 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6820 case RENDERPATH_SOFT:
6821 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6822 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6823 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6824 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6825 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6826 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6827 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6828 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6829 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6830 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6831 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6832 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6833 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6834 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6839 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6840 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6842 case RENDERPATH_GL11:
6843 case RENDERPATH_GL13:
6844 case RENDERPATH_GLES1:
6845 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6847 // apply a color tint to the whole view
6848 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6849 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6850 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6851 R_SetupShader_Generic_NoTexture(false, true);
6852 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6853 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6859 matrix4x4_t r_waterscrollmatrix;
6861 void R_UpdateFog(void)
6864 if (gamemode == GAME_NEHAHRA)
6866 if (gl_fogenable.integer)
6868 r_refdef.oldgl_fogenable = true;
6869 r_refdef.fog_density = gl_fogdensity.value;
6870 r_refdef.fog_red = gl_fogred.value;
6871 r_refdef.fog_green = gl_foggreen.value;
6872 r_refdef.fog_blue = gl_fogblue.value;
6873 r_refdef.fog_alpha = 1;
6874 r_refdef.fog_start = 0;
6875 r_refdef.fog_end = gl_skyclip.value;
6876 r_refdef.fog_height = 1<<30;
6877 r_refdef.fog_fadedepth = 128;
6879 else if (r_refdef.oldgl_fogenable)
6881 r_refdef.oldgl_fogenable = false;
6882 r_refdef.fog_density = 0;
6883 r_refdef.fog_red = 0;
6884 r_refdef.fog_green = 0;
6885 r_refdef.fog_blue = 0;
6886 r_refdef.fog_alpha = 0;
6887 r_refdef.fog_start = 0;
6888 r_refdef.fog_end = 0;
6889 r_refdef.fog_height = 1<<30;
6890 r_refdef.fog_fadedepth = 128;
6895 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6896 r_refdef.fog_start = max(0, r_refdef.fog_start);
6897 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6899 if (r_refdef.fog_density && r_drawfog.integer)
6901 r_refdef.fogenabled = true;
6902 // this is the point where the fog reaches 0.9986 alpha, which we
6903 // consider a good enough cutoff point for the texture
6904 // (0.9986 * 256 == 255.6)
6905 if (r_fog_exp2.integer)
6906 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6908 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6909 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6910 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6911 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6912 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6913 R_BuildFogHeightTexture();
6914 // fog color was already set
6915 // update the fog texture
6916 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)
6917 R_BuildFogTexture();
6918 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6919 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6922 r_refdef.fogenabled = false;
6925 if (r_refdef.fog_density)
6927 r_refdef.fogcolor[0] = r_refdef.fog_red;
6928 r_refdef.fogcolor[1] = r_refdef.fog_green;
6929 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6931 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6932 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6933 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6934 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6938 VectorCopy(r_refdef.fogcolor, fogvec);
6939 // color.rgb *= ContrastBoost * SceneBrightness;
6940 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6941 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6942 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6943 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6948 void R_UpdateVariables(void)
6952 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
6954 r_refdef.farclip = r_farclip_base.value;
6955 if (r_refdef.scene.worldmodel)
6956 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6957 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6959 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6960 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6961 r_refdef.polygonfactor = 0;
6962 r_refdef.polygonoffset = 0;
6963 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6964 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6966 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6967 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6968 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6969 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6970 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6971 if (FAKELIGHT_ENABLED)
6973 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
6975 else if (r_refdef.scene.worldmodel)
6977 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6979 if (r_showsurfaces.integer)
6981 r_refdef.scene.rtworld = false;
6982 r_refdef.scene.rtworldshadows = false;
6983 r_refdef.scene.rtdlight = false;
6984 r_refdef.scene.rtdlightshadows = false;
6985 r_refdef.scene.lightmapintensity = 0;
6988 r_gpuskeletal = false;
6989 switch(vid.renderpath)
6991 case RENDERPATH_GL20:
6992 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6993 case RENDERPATH_D3D9:
6994 case RENDERPATH_D3D10:
6995 case RENDERPATH_D3D11:
6996 case RENDERPATH_SOFT:
6997 case RENDERPATH_GLES2:
6998 if(!vid_gammatables_trivial)
7000 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7002 // build GLSL gamma texture
7003 #define RAMPWIDTH 256
7004 unsigned short ramp[RAMPWIDTH * 3];
7005 unsigned char rampbgr[RAMPWIDTH][4];
7008 r_texture_gammaramps_serial = vid_gammatables_serial;
7010 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7011 for(i = 0; i < RAMPWIDTH; ++i)
7013 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7014 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7015 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7018 if (r_texture_gammaramps)
7020 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7024 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7030 // remove GLSL gamma texture
7033 case RENDERPATH_GL11:
7034 case RENDERPATH_GL13:
7035 case RENDERPATH_GLES1:
7040 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7041 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7047 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7048 if( scenetype != r_currentscenetype ) {
7049 // store the old scenetype
7050 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7051 r_currentscenetype = scenetype;
7052 // move in the new scene
7053 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7062 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7064 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7065 if( scenetype == r_currentscenetype ) {
7066 return &r_refdef.scene;
7068 return &r_scenes_store[ scenetype ];
7072 static int R_SortEntities_Compare(const void *ap, const void *bp)
7074 const entity_render_t *a = *(const entity_render_t **)ap;
7075 const entity_render_t *b = *(const entity_render_t **)bp;
7078 if(a->model < b->model)
7080 if(a->model > b->model)
7084 // TODO possibly calculate the REAL skinnum here first using
7086 if(a->skinnum < b->skinnum)
7088 if(a->skinnum > b->skinnum)
7091 // everything we compared is equal
7094 static void R_SortEntities(void)
7096 // below or equal 2 ents, sorting never gains anything
7097 if(r_refdef.scene.numentities <= 2)
7100 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7108 int dpsoftrast_test;
7109 extern cvar_t r_shadow_bouncegrid;
7110 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
7112 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7114 rtexture_t *viewdepthtexture = NULL;
7115 rtexture_t *viewcolortexture = NULL;
7116 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
7118 dpsoftrast_test = r_test.integer;
7120 if (r_timereport_active)
7121 R_TimeReport("start");
7122 r_textureframe++; // used only by R_GetCurrentTexture
7123 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
7125 if(R_CompileShader_CheckStaticParms())
7128 if (!r_drawentities.integer)
7129 r_refdef.scene.numentities = 0;
7130 else if (r_sortentities.integer)
7133 R_AnimCache_ClearCache();
7135 /* adjust for stereo display */
7136 if(R_Stereo_Active())
7138 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);
7139 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7142 if (r_refdef.view.isoverlay)
7144 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7145 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7146 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7147 R_TimeReport("depthclear");
7149 r_refdef.view.showdebug = false;
7151 r_fb.water.enabled = false;
7152 r_fb.water.numwaterplanes = 0;
7154 R_RenderScene(fbo, depthtexture, colortexture, x, y, width, height);
7156 r_refdef.view.matrix = originalmatrix;
7162 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7164 r_refdef.view.matrix = originalmatrix;
7168 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7170 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7171 // in sRGB fallback, behave similar to true sRGB: convert this
7172 // value from linear to sRGB
7173 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7175 R_RenderView_UpdateViewVectors();
7177 R_Shadow_UpdateWorldLightSelection();
7179 // this will set up r_fb.fbo
7180 R_Bloom_StartFrame();
7182 // apply bloom brightness offset
7183 if(r_fb.bloomtexture[0])
7184 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7186 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
7190 viewdepthtexture = r_fb.depthtexture;
7191 viewcolortexture = r_fb.colortexture;
7195 viewheight = height;
7198 R_Water_StartFrame();
7201 if (r_timereport_active)
7202 R_TimeReport("viewsetup");
7204 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7206 // clear the whole fbo every frame - otherwise the driver will consider
7207 // it to be an inter-frame texture and stall in multi-gpu configurations
7209 GL_ScissorTest(false);
7210 R_ClearScreen(r_refdef.fogenabled);
7211 if (r_timereport_active)
7212 R_TimeReport("viewclear");
7214 r_refdef.view.clear = true;
7216 r_refdef.view.showdebug = true;
7219 if (r_timereport_active)
7220 R_TimeReport("visibility");
7222 R_AnimCache_CacheVisibleEntities();
7223 if (r_timereport_active)
7224 R_TimeReport("animcache");
7226 R_Shadow_UpdateBounceGridTexture();
7227 if (r_timereport_active && r_shadow_bouncegrid.integer)
7228 R_TimeReport("bouncegrid");
7230 r_fb.water.numwaterplanes = 0;
7231 if (r_fb.water.enabled)
7232 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7234 // for the actual view render we use scissoring a fair amount, so scissor
7235 // test needs to be on
7237 GL_ScissorTest(true);
7238 GL_Scissor(viewx, viewy, viewwidth, viewheight);
7239 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7240 r_fb.water.numwaterplanes = 0;
7242 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
7243 GL_ScissorTest(false);
7245 // R_BlendView will render the viewfbo image into the provided fbo using
7246 // the postprocess shader (including gamma correction and sRGB)
7247 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
7248 if (r_timereport_active)
7249 R_TimeReport("blendview");
7251 r_refdef.view.matrix = originalmatrix;
7256 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
7258 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7260 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7261 if (r_timereport_active)
7262 R_TimeReport("waterworld");
7265 // don't let sound skip if going slow
7266 if (r_refdef.scene.extraupdate)
7269 R_DrawModelsAddWaterPlanes();
7270 if (r_timereport_active)
7271 R_TimeReport("watermodels");
7273 if (r_fb.water.numwaterplanes)
7275 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7276 if (r_timereport_active)
7277 R_TimeReport("waterscenes");
7281 extern cvar_t cl_locs_show;
7282 static void R_DrawLocs(void);
7283 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
7284 static void R_DrawModelDecals(void);
7285 extern cvar_t cl_decals_newsystem;
7286 extern qboolean r_shadow_usingdeferredprepass;
7287 extern int r_shadow_shadowmapatlas_modelshadows_size;
7288 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
7290 qboolean shadowmapping = false;
7292 if (r_timereport_active)
7293 R_TimeReport("beginscene");
7295 r_refdef.stats[r_stat_renders]++;
7299 // don't let sound skip if going slow
7300 if (r_refdef.scene.extraupdate)
7303 R_MeshQueue_BeginScene();
7307 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);
7309 if (r_timereport_active)
7310 R_TimeReport("skystartframe");
7312 if (cl.csqc_vidvars.drawworld)
7314 // don't let sound skip if going slow
7315 if (r_refdef.scene.extraupdate)
7318 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7320 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7321 if (r_timereport_active)
7322 R_TimeReport("worldsky");
7325 if (R_DrawBrushModelsSky() && r_timereport_active)
7326 R_TimeReport("bmodelsky");
7328 if (skyrendermasked && skyrenderlater)
7330 // we have to force off the water clipping plane while rendering sky
7331 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7333 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7334 if (r_timereport_active)
7335 R_TimeReport("sky");
7339 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
7340 r_shadow_viewfbo = viewfbo;
7341 r_shadow_viewdepthtexture = viewdepthtexture;
7342 r_shadow_viewcolortexture = viewcolortexture;
7343 r_shadow_viewx = viewx;
7344 r_shadow_viewy = viewy;
7345 r_shadow_viewwidth = viewwidth;
7346 r_shadow_viewheight = viewheight;
7348 R_Shadow_PrepareModelShadows();
7349 R_Shadow_PrepareLights();
7350 if (r_timereport_active)
7351 R_TimeReport("preparelights");
7353 // render all the shadowmaps that will be used for this view
7354 shadowmapping = R_Shadow_ShadowMappingEnabled();
7355 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7357 R_Shadow_DrawShadowMaps();
7358 if (r_timereport_active)
7359 R_TimeReport("shadowmaps");
7362 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7363 if (r_shadow_usingdeferredprepass)
7364 R_Shadow_DrawPrepass();
7366 // now we begin the forward pass of the view render
7367 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7369 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7370 if (r_timereport_active)
7371 R_TimeReport("worlddepth");
7373 if (r_depthfirst.integer >= 2)
7375 R_DrawModelsDepth();
7376 if (r_timereport_active)
7377 R_TimeReport("modeldepth");
7380 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7382 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7383 if (r_timereport_active)
7384 R_TimeReport("world");
7387 // don't let sound skip if going slow
7388 if (r_refdef.scene.extraupdate)
7392 if (r_timereport_active)
7393 R_TimeReport("models");
7395 // don't let sound skip if going slow
7396 if (r_refdef.scene.extraupdate)
7399 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7401 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7402 R_Shadow_DrawModelShadows();
7403 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7404 // don't let sound skip if going slow
7405 if (r_refdef.scene.extraupdate)
7409 if (!r_shadow_usingdeferredprepass)
7411 R_Shadow_DrawLights();
7412 if (r_timereport_active)
7413 R_TimeReport("rtlights");
7416 // don't let sound skip if going slow
7417 if (r_refdef.scene.extraupdate)
7420 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7422 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7423 R_Shadow_DrawModelShadows();
7424 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7425 // don't let sound skip if going slow
7426 if (r_refdef.scene.extraupdate)
7430 if (cl.csqc_vidvars.drawworld)
7432 if (cl_decals_newsystem.integer)
7434 R_DrawModelDecals();
7435 if (r_timereport_active)
7436 R_TimeReport("modeldecals");
7441 if (r_timereport_active)
7442 R_TimeReport("decals");
7446 if (r_timereport_active)
7447 R_TimeReport("particles");
7450 if (r_timereport_active)
7451 R_TimeReport("explosions");
7454 if (r_refdef.view.showdebug)
7456 if (cl_locs_show.integer)
7459 if (r_timereport_active)
7460 R_TimeReport("showlocs");
7463 if (r_drawportals.integer)
7466 if (r_timereport_active)
7467 R_TimeReport("portals");
7470 if (r_showbboxes_client.value > 0)
7472 R_DrawEntityBBoxes(CLVM_prog);
7473 if (r_timereport_active)
7474 R_TimeReport("clbboxes");
7476 if (r_showbboxes.value > 0)
7478 R_DrawEntityBBoxes(SVVM_prog);
7479 if (r_timereport_active)
7480 R_TimeReport("svbboxes");
7484 if (r_transparent.integer)
7486 R_MeshQueue_RenderTransparent();
7487 if (r_timereport_active)
7488 R_TimeReport("drawtrans");
7491 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))
7493 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7494 if (r_timereport_active)
7495 R_TimeReport("worlddebug");
7496 R_DrawModelsDebug();
7497 if (r_timereport_active)
7498 R_TimeReport("modeldebug");
7501 if (cl.csqc_vidvars.drawworld)
7503 R_Shadow_DrawCoronas();
7504 if (r_timereport_active)
7505 R_TimeReport("coronas");
7510 GL_DepthTest(false);
7511 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7512 GL_Color(1, 1, 1, 1);
7513 qglBegin(GL_POLYGON);
7514 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7515 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7516 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7517 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7519 qglBegin(GL_POLYGON);
7520 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]);
7521 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]);
7522 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]);
7523 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]);
7525 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7529 // don't let sound skip if going slow
7530 if (r_refdef.scene.extraupdate)
7534 static const unsigned short bboxelements[36] =
7544 #define BBOXEDGES 13
7545 static const float bboxedges[BBOXEDGES][6] =
7548 { 0, 0, 0, 1, 1, 1 },
7550 { 0, 0, 0, 0, 1, 0 },
7551 { 0, 0, 0, 1, 0, 0 },
7552 { 0, 1, 0, 1, 1, 0 },
7553 { 1, 0, 0, 1, 1, 0 },
7555 { 0, 0, 1, 0, 1, 1 },
7556 { 0, 0, 1, 1, 0, 1 },
7557 { 0, 1, 1, 1, 1, 1 },
7558 { 1, 0, 1, 1, 1, 1 },
7560 { 0, 0, 0, 0, 0, 1 },
7561 { 1, 0, 0, 1, 0, 1 },
7562 { 0, 1, 0, 0, 1, 1 },
7563 { 1, 1, 0, 1, 1, 1 },
7566 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7568 int numvertices = BBOXEDGES * 8;
7569 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
7570 int numtriangles = BBOXEDGES * 12;
7571 unsigned short elements[BBOXEDGES * 36];
7573 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
7575 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
7577 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7578 GL_DepthMask(false);
7579 GL_DepthRange(0, 1);
7580 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7582 for (edge = 0; edge < BBOXEDGES; edge++)
7584 for (i = 0; i < 3; i++)
7586 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
7587 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
7589 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
7590 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
7591 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
7592 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
7593 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
7594 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
7595 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
7596 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
7597 for (i = 0; i < 36; i++)
7598 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
7600 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
7601 if (r_refdef.fogenabled)
7603 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
7605 f1 = RSurf_FogVertex(v);
7607 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7608 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7609 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7612 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
7613 R_Mesh_ResetTextureState();
7614 R_SetupShader_Generic_NoTexture(false, false);
7615 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
7618 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7620 // hacky overloading of the parameters
7621 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
7624 prvm_edict_t *edict;
7626 GL_CullFace(GL_NONE);
7627 R_SetupShader_Generic_NoTexture(false, false);
7629 for (i = 0;i < numsurfaces;i++)
7631 edict = PRVM_EDICT_NUM(surfacelist[i]);
7632 switch ((int)PRVM_serveredictfloat(edict, solid))
7634 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7635 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7636 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7637 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7638 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7639 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7640 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7642 if (prog == CLVM_prog)
7643 color[3] *= r_showbboxes_client.value;
7645 color[3] *= r_showbboxes.value;
7646 color[3] = bound(0, color[3], 1);
7647 GL_DepthTest(!r_showdisabledepthtest.integer);
7648 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7652 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
7655 prvm_edict_t *edict;
7661 for (i = 0; i < prog->num_edicts; i++)
7663 edict = PRVM_EDICT_NUM(i);
7664 if (edict->priv.server->free)
7666 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7667 if (PRVM_serveredictedict(edict, tag_entity) != 0)
7669 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7671 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7672 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
7676 static const int nomodelelement3i[24] =
7688 static const unsigned short nomodelelement3s[24] =
7700 static const float nomodelvertex3f[6*3] =
7710 static const float nomodelcolor4f[6*4] =
7712 0.0f, 0.0f, 0.5f, 1.0f,
7713 0.0f, 0.0f, 0.5f, 1.0f,
7714 0.0f, 0.5f, 0.0f, 1.0f,
7715 0.0f, 0.5f, 0.0f, 1.0f,
7716 0.5f, 0.0f, 0.0f, 1.0f,
7717 0.5f, 0.0f, 0.0f, 1.0f
7720 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7726 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);
7728 // this is only called once per entity so numsurfaces is always 1, and
7729 // surfacelist is always {0}, so this code does not handle batches
7731 if (rsurface.ent_flags & RENDER_ADDITIVE)
7733 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7734 GL_DepthMask(false);
7736 else if (ent->alpha < 1)
7738 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7739 GL_DepthMask(false);
7743 GL_BlendFunc(GL_ONE, GL_ZERO);
7746 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7747 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7748 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7749 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7750 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7751 for (i = 0, c = color4f;i < 6;i++, c += 4)
7753 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
7754 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
7755 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
7758 if (r_refdef.fogenabled)
7760 for (i = 0, c = color4f;i < 6;i++, c += 4)
7762 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7764 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7765 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7766 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7769 // R_Mesh_ResetTextureState();
7770 R_SetupShader_Generic_NoTexture(false, false);
7771 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7772 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7775 void R_DrawNoModel(entity_render_t *ent)
7778 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7779 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7780 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7782 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7785 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7787 vec3_t right1, right2, diff, normal;
7789 VectorSubtract (org2, org1, normal);
7791 // calculate 'right' vector for start
7792 VectorSubtract (r_refdef.view.origin, org1, diff);
7793 CrossProduct (normal, diff, right1);
7794 VectorNormalize (right1);
7796 // calculate 'right' vector for end
7797 VectorSubtract (r_refdef.view.origin, org2, diff);
7798 CrossProduct (normal, diff, right2);
7799 VectorNormalize (right2);
7801 vert[ 0] = org1[0] + width * right1[0];
7802 vert[ 1] = org1[1] + width * right1[1];
7803 vert[ 2] = org1[2] + width * right1[2];
7804 vert[ 3] = org1[0] - width * right1[0];
7805 vert[ 4] = org1[1] - width * right1[1];
7806 vert[ 5] = org1[2] - width * right1[2];
7807 vert[ 6] = org2[0] - width * right2[0];
7808 vert[ 7] = org2[1] - width * right2[1];
7809 vert[ 8] = org2[2] - width * right2[2];
7810 vert[ 9] = org2[0] + width * right2[0];
7811 vert[10] = org2[1] + width * right2[1];
7812 vert[11] = org2[2] + width * right2[2];
7815 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)
7817 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7818 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7819 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7820 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7821 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7822 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7823 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7824 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7825 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7826 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7827 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7828 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7831 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7836 VectorSet(v, x, y, z);
7837 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7838 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7840 if (i == mesh->numvertices)
7842 if (mesh->numvertices < mesh->maxvertices)
7844 VectorCopy(v, vertex3f);
7845 mesh->numvertices++;
7847 return mesh->numvertices;
7853 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7857 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7858 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7859 e = mesh->element3i + mesh->numtriangles * 3;
7860 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7862 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7863 if (mesh->numtriangles < mesh->maxtriangles)
7868 mesh->numtriangles++;
7870 element[1] = element[2];
7874 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7878 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7879 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7880 e = mesh->element3i + mesh->numtriangles * 3;
7881 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7883 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7884 if (mesh->numtriangles < mesh->maxtriangles)
7889 mesh->numtriangles++;
7891 element[1] = element[2];
7895 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7896 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7898 int planenum, planenum2;
7901 mplane_t *plane, *plane2;
7903 double temppoints[2][256*3];
7904 // figure out how large a bounding box we need to properly compute this brush
7906 for (w = 0;w < numplanes;w++)
7907 maxdist = max(maxdist, fabs(planes[w].dist));
7908 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7909 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7910 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7914 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7915 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7917 if (planenum2 == planenum)
7919 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);
7922 if (tempnumpoints < 3)
7924 // generate elements forming a triangle fan for this polygon
7925 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7929 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)
7931 texturelayer_t *layer;
7932 layer = t->currentlayers + t->currentnumlayers++;
7934 layer->depthmask = depthmask;
7935 layer->blendfunc1 = blendfunc1;
7936 layer->blendfunc2 = blendfunc2;
7937 layer->texture = texture;
7938 layer->texmatrix = *matrix;
7939 layer->color[0] = r;
7940 layer->color[1] = g;
7941 layer->color[2] = b;
7942 layer->color[3] = a;
7945 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7947 if(parms[0] == 0 && parms[1] == 0)
7949 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7950 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7955 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7958 index = parms[2] + rsurface.shadertime * parms[3];
7959 index -= floor(index);
7960 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7963 case Q3WAVEFUNC_NONE:
7964 case Q3WAVEFUNC_NOISE:
7965 case Q3WAVEFUNC_COUNT:
7968 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7969 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7970 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7971 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7972 case Q3WAVEFUNC_TRIANGLE:
7974 f = index - floor(index);
7987 f = parms[0] + parms[1] * f;
7988 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7989 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7993 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8000 matrix4x4_t matrix, temp;
8001 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8002 // it's better to have one huge fixup every 9 hours than gradual
8003 // degradation over time which looks consistently bad after many hours.
8005 // tcmod scroll in particular suffers from this degradation which can't be
8006 // effectively worked around even with floor() tricks because we don't
8007 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8008 // a workaround involving floor() would be incorrect anyway...
8009 shadertime = rsurface.shadertime;
8010 if (shadertime >= 32768.0f)
8011 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8012 switch(tcmod->tcmod)
8016 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8017 matrix = r_waterscrollmatrix;
8019 matrix = identitymatrix;
8021 case Q3TCMOD_ENTITYTRANSLATE:
8022 // this is used in Q3 to allow the gamecode to control texcoord
8023 // scrolling on the entity, which is not supported in darkplaces yet.
8024 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8026 case Q3TCMOD_ROTATE:
8027 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8028 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8029 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8032 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8034 case Q3TCMOD_SCROLL:
8035 // this particular tcmod is a "bug for bug" compatible one with regards to
8036 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8037 // specifically did the wrapping and so we must mimic that...
8038 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8039 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8040 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8042 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8043 w = (int) tcmod->parms[0];
8044 h = (int) tcmod->parms[1];
8045 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8047 idx = (int) floor(f * w * h);
8048 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8050 case Q3TCMOD_STRETCH:
8051 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8052 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8054 case Q3TCMOD_TRANSFORM:
8055 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8056 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8057 VectorSet(tcmat + 6, 0 , 0 , 1);
8058 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8059 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8061 case Q3TCMOD_TURBULENT:
8062 // this is handled in the RSurf_PrepareVertices function
8063 matrix = identitymatrix;
8067 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8070 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8072 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8073 char name[MAX_QPATH];
8074 skinframe_t *skinframe;
8075 unsigned char pixels[296*194];
8076 strlcpy(cache->name, skinname, sizeof(cache->name));
8077 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8078 if (developer_loading.integer)
8079 Con_Printf("loading %s\n", name);
8080 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8081 if (!skinframe || !skinframe->base)
8084 fs_offset_t filesize;
8086 f = FS_LoadFile(name, tempmempool, true, &filesize);
8089 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8090 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8094 cache->skinframe = skinframe;
8097 texture_t *R_GetCurrentTexture(texture_t *t)
8100 const entity_render_t *ent = rsurface.entity;
8101 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8102 q3shaderinfo_layer_tcmod_t *tcmod;
8103 float specularscale = 0.0f;
8105 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8106 return t->currentframe;
8107 t->update_lastrenderframe = r_textureframe;
8108 t->update_lastrenderentity = (void *)ent;
8110 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8111 t->camera_entity = ent->entitynumber;
8113 t->camera_entity = 0;
8115 // switch to an alternate material if this is a q1bsp animated material
8117 texture_t *texture = t;
8118 int s = rsurface.ent_skinnum;
8119 if ((unsigned int)s >= (unsigned int)model->numskins)
8121 if (model->skinscenes)
8123 if (model->skinscenes[s].framecount > 1)
8124 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8126 s = model->skinscenes[s].firstframe;
8129 t = t + s * model->num_surfaces;
8132 // use an alternate animation if the entity's frame is not 0,
8133 // and only if the texture has an alternate animation
8134 if (t->animated == 2) // q2bsp
8135 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8136 else if (rsurface.ent_alttextures && t->anim_total[1])
8137 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8139 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8141 texture->currentframe = t;
8144 // update currentskinframe to be a qw skin or animation frame
8145 if (rsurface.ent_qwskin >= 0)
8147 i = rsurface.ent_qwskin;
8148 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8150 r_qwskincache_size = cl.maxclients;
8152 Mem_Free(r_qwskincache);
8153 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8155 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8156 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8157 t->currentskinframe = r_qwskincache[i].skinframe;
8158 if (t->materialshaderpass && t->currentskinframe == NULL)
8159 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8161 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8162 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8163 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8164 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
8166 t->currentmaterialflags = t->basematerialflags;
8167 t->currentalpha = rsurface.entity->alpha * t->basealpha;
8168 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8169 t->currentalpha *= r_wateralpha.value;
8170 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8171 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8172 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8173 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8175 // decide on which type of lighting to use for this surface
8176 if (rsurface.entity->render_modellight_forced)
8177 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8178 if (rsurface.entity->render_rtlight_disabled)
8179 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
8180 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
8182 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
8183 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
8184 for (q = 0; q < 3; q++)
8186 t->render_glowmod[q] = rsurface.entity->glowmod[q];
8187 t->render_modellight_lightdir[q] = q == 2;
8188 t->render_modellight_ambient[q] = 1;
8189 t->render_modellight_diffuse[q] = 0;
8190 t->render_modellight_specular[q] = 0;
8191 t->render_lightmap_ambient[q] = 0;
8192 t->render_lightmap_diffuse[q] = 0;
8193 t->render_lightmap_specular[q] = 0;
8194 t->render_rtlight_diffuse[q] = 0;
8195 t->render_rtlight_specular[q] = 0;
8198 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
8200 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
8201 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
8202 for (q = 0; q < 3; q++)
8204 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8205 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
8206 t->render_modellight_lightdir[q] = q == 2;
8207 t->render_modellight_diffuse[q] = 0;
8208 t->render_modellight_specular[q] = 0;
8209 t->render_lightmap_ambient[q] = 0;
8210 t->render_lightmap_diffuse[q] = 0;
8211 t->render_lightmap_specular[q] = 0;
8212 t->render_rtlight_diffuse[q] = 0;
8213 t->render_rtlight_specular[q] = 0;
8216 else if (FAKELIGHT_ENABLED)
8218 // no modellight if using fakelight for the map
8219 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
8220 for (q = 0; q < 3; q++)
8222 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8223 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8224 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8225 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8226 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8227 t->render_lightmap_ambient[q] = 0;
8228 t->render_lightmap_diffuse[q] = 0;
8229 t->render_lightmap_specular[q] = 0;
8230 t->render_rtlight_diffuse[q] = 0;
8231 t->render_rtlight_specular[q] = 0;
8234 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
8236 // ambient + single direction light (modellight)
8237 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8238 for (q = 0; q < 3; q++)
8240 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8241 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8242 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8243 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8244 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8245 t->render_lightmap_ambient[q] = 0;
8246 t->render_lightmap_diffuse[q] = 0;
8247 t->render_lightmap_specular[q] = 0;
8248 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8249 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8254 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
8255 for (q = 0; q < 3; q++)
8257 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8258 t->render_modellight_lightdir[q] = q == 2;
8259 t->render_modellight_ambient[q] = 0;
8260 t->render_modellight_diffuse[q] = 0;
8261 t->render_modellight_specular[q] = 0;
8262 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
8263 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
8264 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
8265 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8266 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8270 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
8272 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
8273 // attribute, we punt it to the lightmap path and hope for the best,
8274 // but lighting doesn't work.
8276 // FIXME: this is fine for effects but CSQC polygons should be subject
8278 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
8279 for (q = 0; q < 3; q++)
8281 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8282 t->render_modellight_lightdir[q] = q == 2;
8283 t->render_modellight_ambient[q] = 0;
8284 t->render_modellight_diffuse[q] = 0;
8285 t->render_modellight_specular[q] = 0;
8286 t->render_lightmap_ambient[q] = 0;
8287 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
8288 t->render_lightmap_specular[q] = 0;
8289 t->render_rtlight_diffuse[q] = 0;
8290 t->render_rtlight_specular[q] = 0;
8294 for (q = 0; q < 3; q++)
8296 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
8297 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
8300 if (rsurface.ent_flags & RENDER_ADDITIVE)
8301 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8302 else if (t->currentalpha < 1)
8303 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8304 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8305 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8306 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8307 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8308 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8309 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8310 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8311 if (t->backgroundshaderpass)
8312 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8313 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8315 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8316 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8319 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8320 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8322 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8323 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8325 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8326 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8328 // there is no tcmod
8329 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8331 t->currenttexmatrix = r_waterscrollmatrix;
8332 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8334 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8336 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8337 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8340 if (t->materialshaderpass)
8341 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8342 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8344 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
8345 if (t->currentskinframe->qpixels)
8346 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8347 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8348 if (!t->basetexture)
8349 t->basetexture = r_texture_notexture;
8350 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8351 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8352 t->nmaptexture = t->currentskinframe->nmap;
8353 if (!t->nmaptexture)
8354 t->nmaptexture = r_texture_blanknormalmap;
8355 t->glosstexture = r_texture_black;
8356 t->glowtexture = t->currentskinframe->glow;
8357 t->fogtexture = t->currentskinframe->fog;
8358 t->reflectmasktexture = t->currentskinframe->reflect;
8359 if (t->backgroundshaderpass)
8361 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8362 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8363 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8364 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8365 t->backgroundglosstexture = r_texture_black;
8366 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8367 if (!t->backgroundnmaptexture)
8368 t->backgroundnmaptexture = r_texture_blanknormalmap;
8369 // make sure that if glow is going to be used, both textures are not NULL
8370 if (!t->backgroundglowtexture && t->glowtexture)
8371 t->backgroundglowtexture = r_texture_black;
8372 if (!t->glowtexture && t->backgroundglowtexture)
8373 t->glowtexture = r_texture_black;
8377 t->backgroundbasetexture = r_texture_white;
8378 t->backgroundnmaptexture = r_texture_blanknormalmap;
8379 t->backgroundglosstexture = r_texture_black;
8380 t->backgroundglowtexture = NULL;
8382 t->specularpower = r_shadow_glossexponent.value;
8383 // TODO: store reference values for these in the texture?
8384 if (r_shadow_gloss.integer > 0)
8386 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8388 if (r_shadow_glossintensity.value > 0)
8390 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8391 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8392 specularscale = r_shadow_glossintensity.value;
8395 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8397 t->glosstexture = r_texture_white;
8398 t->backgroundglosstexture = r_texture_white;
8399 specularscale = r_shadow_gloss2intensity.value;
8400 t->specularpower = r_shadow_gloss2exponent.value;
8403 specularscale *= t->specularscalemod;
8404 t->specularpower *= t->specularpowermod;
8406 // lightmaps mode looks bad with dlights using actual texturing, so turn
8407 // off the colormap and glossmap, but leave the normalmap on as it still
8408 // accurately represents the shading involved
8409 if (gl_lightmaps.integer)
8411 t->basetexture = r_texture_grey128;
8412 t->pantstexture = r_texture_black;
8413 t->shirttexture = r_texture_black;
8414 if (gl_lightmaps.integer < 2)
8415 t->nmaptexture = r_texture_blanknormalmap;
8416 t->glosstexture = r_texture_black;
8417 t->glowtexture = NULL;
8418 t->fogtexture = NULL;
8419 t->reflectmasktexture = NULL;
8420 t->backgroundbasetexture = NULL;
8421 if (gl_lightmaps.integer < 2)
8422 t->backgroundnmaptexture = r_texture_blanknormalmap;
8423 t->backgroundglosstexture = r_texture_black;
8424 t->backgroundglowtexture = NULL;
8426 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8429 if (specularscale != 1.0f)
8431 for (q = 0; q < 3; q++)
8433 t->render_modellight_specular[q] *= specularscale;
8434 t->render_lightmap_specular[q] *= specularscale;
8435 t->render_rtlight_specular[q] *= specularscale;
8439 t->currentnumlayers = 0;
8440 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8442 int blendfunc1, blendfunc2;
8444 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8446 blendfunc1 = GL_SRC_ALPHA;
8447 blendfunc2 = GL_ONE;
8449 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8451 blendfunc1 = GL_SRC_ALPHA;
8452 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8454 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8456 blendfunc1 = t->customblendfunc[0];
8457 blendfunc2 = t->customblendfunc[1];
8461 blendfunc1 = GL_ONE;
8462 blendfunc2 = GL_ZERO;
8464 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8465 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8467 // basic lit geometry
8468 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8469 // add pants/shirt if needed
8470 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8471 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8472 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8473 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8477 // basic lit geometry
8478 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8479 // add pants/shirt if needed
8480 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8481 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8482 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8483 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8484 // now add ambient passes if needed
8485 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
8487 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
8488 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8489 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
8490 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8491 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
8494 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8495 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
8496 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8498 // if this is opaque use alpha blend which will darken the earlier
8501 // if this is an alpha blended material, all the earlier passes
8502 // were darkened by fog already, so we only need to add the fog
8503 // color ontop through the fog mask texture
8505 // if this is an additive blended material, all the earlier passes
8506 // were darkened by fog already, and we should not add fog color
8507 // (because the background was not darkened, there is no fog color
8508 // that was lost behind it).
8509 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
8516 rsurfacestate_t rsurface;
8518 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8520 dp_model_t *model = ent->model;
8521 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8523 rsurface.entity = (entity_render_t *)ent;
8524 rsurface.skeleton = ent->skeleton;
8525 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8526 rsurface.ent_skinnum = ent->skinnum;
8527 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;
8528 rsurface.ent_flags = ent->flags;
8529 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
8530 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
8531 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8532 rsurface.matrix = ent->matrix;
8533 rsurface.inversematrix = ent->inversematrix;
8534 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8535 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8536 R_EntityMatrix(&rsurface.matrix);
8537 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8538 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8539 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
8540 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8541 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8542 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8543 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8544 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8545 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8546 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8547 if (ent->model->brush.submodel && !prepass)
8549 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8550 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8552 // if the animcache code decided it should use the shader path, skip the deform step
8553 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8554 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8555 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8556 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8557 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8558 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8560 if (ent->animcache_vertex3f)
8562 r_refdef.stats[r_stat_batch_entitycache_count]++;
8563 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8564 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8565 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8566 rsurface.modelvertex3f = ent->animcache_vertex3f;
8567 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8568 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8569 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8570 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8571 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8572 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8573 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8574 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8575 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8576 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8577 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8578 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8579 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8580 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8582 else if (wanttangents)
8584 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8585 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8586 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8587 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8588 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8589 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8590 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8591 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8592 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8593 rsurface.modelvertexmesh = NULL;
8594 rsurface.modelvertexmesh_vertexbuffer = NULL;
8595 rsurface.modelvertexmesh_bufferoffset = 0;
8596 rsurface.modelvertex3f_vertexbuffer = NULL;
8597 rsurface.modelvertex3f_bufferoffset = 0;
8598 rsurface.modelvertex3f_vertexbuffer = 0;
8599 rsurface.modelvertex3f_bufferoffset = 0;
8600 rsurface.modelsvector3f_vertexbuffer = 0;
8601 rsurface.modelsvector3f_bufferoffset = 0;
8602 rsurface.modeltvector3f_vertexbuffer = 0;
8603 rsurface.modeltvector3f_bufferoffset = 0;
8604 rsurface.modelnormal3f_vertexbuffer = 0;
8605 rsurface.modelnormal3f_bufferoffset = 0;
8607 else if (wantnormals)
8609 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8610 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8611 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8612 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8613 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8614 rsurface.modelsvector3f = NULL;
8615 rsurface.modeltvector3f = NULL;
8616 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8617 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8618 rsurface.modelvertexmesh = NULL;
8619 rsurface.modelvertexmesh_vertexbuffer = NULL;
8620 rsurface.modelvertexmesh_bufferoffset = 0;
8621 rsurface.modelvertex3f_vertexbuffer = NULL;
8622 rsurface.modelvertex3f_bufferoffset = 0;
8623 rsurface.modelvertex3f_vertexbuffer = 0;
8624 rsurface.modelvertex3f_bufferoffset = 0;
8625 rsurface.modelsvector3f_vertexbuffer = 0;
8626 rsurface.modelsvector3f_bufferoffset = 0;
8627 rsurface.modeltvector3f_vertexbuffer = 0;
8628 rsurface.modeltvector3f_bufferoffset = 0;
8629 rsurface.modelnormal3f_vertexbuffer = 0;
8630 rsurface.modelnormal3f_bufferoffset = 0;
8634 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8635 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8636 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8637 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8638 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8639 rsurface.modelsvector3f = NULL;
8640 rsurface.modeltvector3f = NULL;
8641 rsurface.modelnormal3f = NULL;
8642 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8643 rsurface.modelvertexmesh = NULL;
8644 rsurface.modelvertexmesh_vertexbuffer = NULL;
8645 rsurface.modelvertexmesh_bufferoffset = 0;
8646 rsurface.modelvertex3f_vertexbuffer = NULL;
8647 rsurface.modelvertex3f_bufferoffset = 0;
8648 rsurface.modelvertex3f_vertexbuffer = 0;
8649 rsurface.modelvertex3f_bufferoffset = 0;
8650 rsurface.modelsvector3f_vertexbuffer = 0;
8651 rsurface.modelsvector3f_bufferoffset = 0;
8652 rsurface.modeltvector3f_vertexbuffer = 0;
8653 rsurface.modeltvector3f_bufferoffset = 0;
8654 rsurface.modelnormal3f_vertexbuffer = 0;
8655 rsurface.modelnormal3f_bufferoffset = 0;
8657 rsurface.modelgeneratedvertex = true;
8661 if (rsurface.entityskeletaltransform3x4)
8663 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8664 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8665 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8666 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8670 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8671 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8672 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8673 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8675 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8676 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8677 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8678 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8679 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8680 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8681 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8682 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8683 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8684 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8685 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8686 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8687 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8688 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8689 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8690 rsurface.modelgeneratedvertex = false;
8692 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8693 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8694 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8695 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8696 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8697 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8698 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8699 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8700 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8701 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8702 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8703 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8704 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8705 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8706 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8707 rsurface.modelelement3i = model->surfmesh.data_element3i;
8708 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8709 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8710 rsurface.modelelement3s = model->surfmesh.data_element3s;
8711 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8712 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8713 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8714 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8715 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8716 rsurface.modelsurfaces = model->data_surfaces;
8717 rsurface.batchgeneratedvertex = false;
8718 rsurface.batchfirstvertex = 0;
8719 rsurface.batchnumvertices = 0;
8720 rsurface.batchfirsttriangle = 0;
8721 rsurface.batchnumtriangles = 0;
8722 rsurface.batchvertex3f = NULL;
8723 rsurface.batchvertex3f_vertexbuffer = NULL;
8724 rsurface.batchvertex3f_bufferoffset = 0;
8725 rsurface.batchsvector3f = NULL;
8726 rsurface.batchsvector3f_vertexbuffer = NULL;
8727 rsurface.batchsvector3f_bufferoffset = 0;
8728 rsurface.batchtvector3f = NULL;
8729 rsurface.batchtvector3f_vertexbuffer = NULL;
8730 rsurface.batchtvector3f_bufferoffset = 0;
8731 rsurface.batchnormal3f = NULL;
8732 rsurface.batchnormal3f_vertexbuffer = NULL;
8733 rsurface.batchnormal3f_bufferoffset = 0;
8734 rsurface.batchlightmapcolor4f = NULL;
8735 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8736 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8737 rsurface.batchtexcoordtexture2f = NULL;
8738 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8739 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8740 rsurface.batchtexcoordlightmap2f = NULL;
8741 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8742 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8743 rsurface.batchskeletalindex4ub = NULL;
8744 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8745 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8746 rsurface.batchskeletalweight4ub = NULL;
8747 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8748 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8749 rsurface.batchvertexmesh = NULL;
8750 rsurface.batchvertexmesh_vertexbuffer = NULL;
8751 rsurface.batchvertexmesh_bufferoffset = 0;
8752 rsurface.batchelement3i = NULL;
8753 rsurface.batchelement3i_indexbuffer = NULL;
8754 rsurface.batchelement3i_bufferoffset = 0;
8755 rsurface.batchelement3s = NULL;
8756 rsurface.batchelement3s_indexbuffer = NULL;
8757 rsurface.batchelement3s_bufferoffset = 0;
8758 rsurface.passcolor4f = NULL;
8759 rsurface.passcolor4f_vertexbuffer = NULL;
8760 rsurface.passcolor4f_bufferoffset = 0;
8761 rsurface.forcecurrenttextureupdate = false;
8764 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)
8766 rsurface.entity = r_refdef.scene.worldentity;
8767 rsurface.skeleton = NULL;
8768 rsurface.ent_skinnum = 0;
8769 rsurface.ent_qwskin = -1;
8770 rsurface.ent_flags = entflags;
8771 rsurface.shadertime = r_refdef.scene.time - shadertime;
8772 rsurface.modelnumvertices = numvertices;
8773 rsurface.modelnumtriangles = numtriangles;
8774 rsurface.matrix = *matrix;
8775 rsurface.inversematrix = *inversematrix;
8776 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8777 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8778 R_EntityMatrix(&rsurface.matrix);
8779 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8780 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8781 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8782 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8783 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8784 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8785 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8786 rsurface.frameblend[0].lerp = 1;
8787 rsurface.ent_alttextures = false;
8788 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8789 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8790 rsurface.entityskeletaltransform3x4 = NULL;
8791 rsurface.entityskeletaltransform3x4buffer = NULL;
8792 rsurface.entityskeletaltransform3x4offset = 0;
8793 rsurface.entityskeletaltransform3x4size = 0;
8794 rsurface.entityskeletalnumtransforms = 0;
8795 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8796 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8797 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8798 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8801 rsurface.modelvertex3f = (float *)vertex3f;
8802 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8803 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8804 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8806 else if (wantnormals)
8808 rsurface.modelvertex3f = (float *)vertex3f;
8809 rsurface.modelsvector3f = NULL;
8810 rsurface.modeltvector3f = NULL;
8811 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8815 rsurface.modelvertex3f = (float *)vertex3f;
8816 rsurface.modelsvector3f = NULL;
8817 rsurface.modeltvector3f = NULL;
8818 rsurface.modelnormal3f = NULL;
8820 rsurface.modelvertexmesh = NULL;
8821 rsurface.modelvertexmesh_vertexbuffer = NULL;
8822 rsurface.modelvertexmesh_bufferoffset = 0;
8823 rsurface.modelvertex3f_vertexbuffer = 0;
8824 rsurface.modelvertex3f_bufferoffset = 0;
8825 rsurface.modelsvector3f_vertexbuffer = 0;
8826 rsurface.modelsvector3f_bufferoffset = 0;
8827 rsurface.modeltvector3f_vertexbuffer = 0;
8828 rsurface.modeltvector3f_bufferoffset = 0;
8829 rsurface.modelnormal3f_vertexbuffer = 0;
8830 rsurface.modelnormal3f_bufferoffset = 0;
8831 rsurface.modelgeneratedvertex = true;
8832 rsurface.modellightmapcolor4f = (float *)color4f;
8833 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8834 rsurface.modellightmapcolor4f_bufferoffset = 0;
8835 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8836 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8837 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8838 rsurface.modeltexcoordlightmap2f = NULL;
8839 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8840 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8841 rsurface.modelskeletalindex4ub = NULL;
8842 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8843 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8844 rsurface.modelskeletalweight4ub = NULL;
8845 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8846 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8847 rsurface.modelelement3i = (int *)element3i;
8848 rsurface.modelelement3i_indexbuffer = NULL;
8849 rsurface.modelelement3i_bufferoffset = 0;
8850 rsurface.modelelement3s = (unsigned short *)element3s;
8851 rsurface.modelelement3s_indexbuffer = NULL;
8852 rsurface.modelelement3s_bufferoffset = 0;
8853 rsurface.modellightmapoffsets = NULL;
8854 rsurface.modelsurfaces = NULL;
8855 rsurface.batchgeneratedvertex = false;
8856 rsurface.batchfirstvertex = 0;
8857 rsurface.batchnumvertices = 0;
8858 rsurface.batchfirsttriangle = 0;
8859 rsurface.batchnumtriangles = 0;
8860 rsurface.batchvertex3f = NULL;
8861 rsurface.batchvertex3f_vertexbuffer = NULL;
8862 rsurface.batchvertex3f_bufferoffset = 0;
8863 rsurface.batchsvector3f = NULL;
8864 rsurface.batchsvector3f_vertexbuffer = NULL;
8865 rsurface.batchsvector3f_bufferoffset = 0;
8866 rsurface.batchtvector3f = NULL;
8867 rsurface.batchtvector3f_vertexbuffer = NULL;
8868 rsurface.batchtvector3f_bufferoffset = 0;
8869 rsurface.batchnormal3f = NULL;
8870 rsurface.batchnormal3f_vertexbuffer = NULL;
8871 rsurface.batchnormal3f_bufferoffset = 0;
8872 rsurface.batchlightmapcolor4f = NULL;
8873 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8874 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8875 rsurface.batchtexcoordtexture2f = NULL;
8876 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8877 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8878 rsurface.batchtexcoordlightmap2f = NULL;
8879 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8880 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8881 rsurface.batchskeletalindex4ub = NULL;
8882 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8883 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8884 rsurface.batchskeletalweight4ub = NULL;
8885 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8886 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8887 rsurface.batchvertexmesh = NULL;
8888 rsurface.batchvertexmesh_vertexbuffer = NULL;
8889 rsurface.batchvertexmesh_bufferoffset = 0;
8890 rsurface.batchelement3i = NULL;
8891 rsurface.batchelement3i_indexbuffer = NULL;
8892 rsurface.batchelement3i_bufferoffset = 0;
8893 rsurface.batchelement3s = NULL;
8894 rsurface.batchelement3s_indexbuffer = NULL;
8895 rsurface.batchelement3s_bufferoffset = 0;
8896 rsurface.passcolor4f = NULL;
8897 rsurface.passcolor4f_vertexbuffer = NULL;
8898 rsurface.passcolor4f_bufferoffset = 0;
8899 rsurface.forcecurrenttextureupdate = true;
8901 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8903 if ((wantnormals || wanttangents) && !normal3f)
8905 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8906 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8908 if (wanttangents && !svector3f)
8910 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8911 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8912 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8917 float RSurf_FogPoint(const float *v)
8919 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8920 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8921 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8922 float FogHeightFade = r_refdef.fogheightfade;
8924 unsigned int fogmasktableindex;
8925 if (r_refdef.fogplaneviewabove)
8926 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8928 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8929 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8930 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8933 float RSurf_FogVertex(const float *v)
8935 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8936 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8937 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8938 float FogHeightFade = rsurface.fogheightfade;
8940 unsigned int fogmasktableindex;
8941 if (r_refdef.fogplaneviewabove)
8942 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8944 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8945 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8946 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8949 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8952 for (i = 0;i < numelements;i++)
8953 outelement3i[i] = inelement3i[i] + adjust;
8956 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8957 extern cvar_t gl_vbo;
8958 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8966 int surfacefirsttriangle;
8967 int surfacenumtriangles;
8968 int surfacefirstvertex;
8969 int surfaceendvertex;
8970 int surfacenumvertices;
8971 int batchnumsurfaces = texturenumsurfaces;
8972 int batchnumvertices;
8973 int batchnumtriangles;
8977 qboolean dynamicvertex;
8980 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8983 q3shaderinfo_deform_t *deform;
8984 const msurface_t *surface, *firstsurface;
8985 r_vertexmesh_t *vertexmesh;
8986 if (!texturenumsurfaces)
8988 // find vertex range of this surface batch
8990 firstsurface = texturesurfacelist[0];
8991 firsttriangle = firstsurface->num_firsttriangle;
8992 batchnumvertices = 0;
8993 batchnumtriangles = 0;
8994 firstvertex = endvertex = firstsurface->num_firstvertex;
8995 for (i = 0;i < texturenumsurfaces;i++)
8997 surface = texturesurfacelist[i];
8998 if (surface != firstsurface + i)
9000 surfacefirstvertex = surface->num_firstvertex;
9001 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9002 surfacenumvertices = surface->num_vertices;
9003 surfacenumtriangles = surface->num_triangles;
9004 if (firstvertex > surfacefirstvertex)
9005 firstvertex = surfacefirstvertex;
9006 if (endvertex < surfaceendvertex)
9007 endvertex = surfaceendvertex;
9008 batchnumvertices += surfacenumvertices;
9009 batchnumtriangles += surfacenumtriangles;
9012 r_refdef.stats[r_stat_batch_batches]++;
9014 r_refdef.stats[r_stat_batch_withgaps]++;
9015 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9016 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9017 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9019 // we now know the vertex range used, and if there are any gaps in it
9020 rsurface.batchfirstvertex = firstvertex;
9021 rsurface.batchnumvertices = endvertex - firstvertex;
9022 rsurface.batchfirsttriangle = firsttriangle;
9023 rsurface.batchnumtriangles = batchnumtriangles;
9025 // this variable holds flags for which properties have been updated that
9026 // may require regenerating vertexmesh array...
9029 // check if any dynamic vertex processing must occur
9030 dynamicvertex = false;
9032 // a cvar to force the dynamic vertex path to be taken, for debugging
9033 if (r_batch_debugdynamicvertexpath.integer)
9037 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9038 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9039 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9040 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9042 dynamicvertex = true;
9045 // if there is a chance of animated vertex colors, it's a dynamic batch
9046 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9050 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9051 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9052 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9053 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9055 dynamicvertex = true;
9056 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9059 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9061 switch (deform->deform)
9064 case Q3DEFORM_PROJECTIONSHADOW:
9065 case Q3DEFORM_TEXT0:
9066 case Q3DEFORM_TEXT1:
9067 case Q3DEFORM_TEXT2:
9068 case Q3DEFORM_TEXT3:
9069 case Q3DEFORM_TEXT4:
9070 case Q3DEFORM_TEXT5:
9071 case Q3DEFORM_TEXT6:
9072 case Q3DEFORM_TEXT7:
9075 case Q3DEFORM_AUTOSPRITE:
9078 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9079 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9080 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9081 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9083 dynamicvertex = true;
9084 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9085 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9087 case Q3DEFORM_AUTOSPRITE2:
9090 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9091 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9092 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9093 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9095 dynamicvertex = true;
9096 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9097 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9099 case Q3DEFORM_NORMAL:
9102 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9103 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9104 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9105 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9107 dynamicvertex = true;
9108 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9109 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9112 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9113 break; // if wavefunc is a nop, ignore this transform
9116 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9117 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9118 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9119 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9121 dynamicvertex = true;
9122 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9123 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9125 case Q3DEFORM_BULGE:
9128 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9129 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9130 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9131 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9133 dynamicvertex = true;
9134 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9135 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9138 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9139 break; // if wavefunc is a nop, ignore this transform
9142 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9143 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9144 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9145 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9147 dynamicvertex = true;
9148 batchneed |= BATCHNEED_ARRAY_VERTEX;
9149 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9153 if (rsurface.texture->materialshaderpass)
9155 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9158 case Q3TCGEN_TEXTURE:
9160 case Q3TCGEN_LIGHTMAP:
9163 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9164 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9165 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9166 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9168 dynamicvertex = true;
9169 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9170 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9172 case Q3TCGEN_VECTOR:
9175 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9176 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9177 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9178 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9180 dynamicvertex = true;
9181 batchneed |= BATCHNEED_ARRAY_VERTEX;
9182 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9184 case Q3TCGEN_ENVIRONMENT:
9187 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9188 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9189 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9190 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9192 dynamicvertex = true;
9193 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9194 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9197 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9201 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9202 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9203 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9204 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9206 dynamicvertex = true;
9207 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9208 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9212 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9216 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9217 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9218 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9219 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9221 dynamicvertex = true;
9222 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9225 // when the model data has no vertex buffer (dynamic mesh), we need to
9227 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9228 batchneed |= BATCHNEED_NOGAPS;
9230 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9231 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9232 // we ensure this by treating the vertex batch as dynamic...
9233 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9237 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9238 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9239 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9240 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9242 dynamicvertex = true;
9247 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9248 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9249 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9250 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9251 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9252 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9253 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9254 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9257 // if needsupdate, we have to do a dynamic vertex batch for sure
9258 if (needsupdate & batchneed)
9262 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9263 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9264 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9265 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9267 dynamicvertex = true;
9270 // see if we need to build vertexmesh from arrays
9271 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9275 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9276 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9277 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9278 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9280 dynamicvertex = true;
9283 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9284 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9285 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9287 rsurface.batchvertex3f = rsurface.modelvertex3f;
9288 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9289 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9290 rsurface.batchsvector3f = rsurface.modelsvector3f;
9291 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9292 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9293 rsurface.batchtvector3f = rsurface.modeltvector3f;
9294 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9295 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9296 rsurface.batchnormal3f = rsurface.modelnormal3f;
9297 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9298 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9299 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9300 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9301 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9302 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9303 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9304 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9305 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9306 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9307 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9308 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9309 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9310 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9311 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9312 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9313 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9314 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9315 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9316 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9317 rsurface.batchelement3i = rsurface.modelelement3i;
9318 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9319 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9320 rsurface.batchelement3s = rsurface.modelelement3s;
9321 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9322 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9323 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9324 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9325 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9326 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9327 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9329 // if any dynamic vertex processing has to occur in software, we copy the
9330 // entire surface list together before processing to rebase the vertices
9331 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9333 // if any gaps exist and we do not have a static vertex buffer, we have to
9334 // copy the surface list together to avoid wasting upload bandwidth on the
9335 // vertices in the gaps.
9337 // if gaps exist and we have a static vertex buffer, we can choose whether
9338 // to combine the index buffer ranges into one dynamic index buffer or
9339 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9341 // in many cases the batch is reduced to one draw call.
9343 rsurface.batchmultidraw = false;
9344 rsurface.batchmultidrawnumsurfaces = 0;
9345 rsurface.batchmultidrawsurfacelist = NULL;
9349 // static vertex data, just set pointers...
9350 rsurface.batchgeneratedvertex = false;
9351 // if there are gaps, we want to build a combined index buffer,
9352 // otherwise use the original static buffer with an appropriate offset
9355 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9356 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9357 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9358 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9359 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9361 rsurface.batchmultidraw = true;
9362 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9363 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9366 // build a new triangle elements array for this batch
9367 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9368 rsurface.batchfirsttriangle = 0;
9370 for (i = 0;i < texturenumsurfaces;i++)
9372 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9373 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9374 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9375 numtriangles += surfacenumtriangles;
9377 rsurface.batchelement3i_indexbuffer = NULL;
9378 rsurface.batchelement3i_bufferoffset = 0;
9379 rsurface.batchelement3s = NULL;
9380 rsurface.batchelement3s_indexbuffer = NULL;
9381 rsurface.batchelement3s_bufferoffset = 0;
9382 if (endvertex <= 65536)
9384 // make a 16bit (unsigned short) index array if possible
9385 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9386 for (i = 0;i < numtriangles*3;i++)
9387 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9389 // upload buffer data for the copytriangles batch
9390 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9392 if (rsurface.batchelement3s)
9393 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9394 else if (rsurface.batchelement3i)
9395 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9400 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9401 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9402 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9403 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9408 // something needs software processing, do it for real...
9409 // we only directly handle separate array data in this case and then
9410 // generate interleaved data if needed...
9411 rsurface.batchgeneratedvertex = true;
9412 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9413 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9414 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9415 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9417 // now copy the vertex data into a combined array and make an index array
9418 // (this is what Quake3 does all the time)
9419 // we also apply any skeletal animation here that would have been done in
9420 // the vertex shader, because most of the dynamic vertex animation cases
9421 // need actual vertex positions and normals
9422 //if (dynamicvertex)
9424 rsurface.batchvertexmesh = NULL;
9425 rsurface.batchvertexmesh_vertexbuffer = NULL;
9426 rsurface.batchvertexmesh_bufferoffset = 0;
9427 rsurface.batchvertex3f = NULL;
9428 rsurface.batchvertex3f_vertexbuffer = NULL;
9429 rsurface.batchvertex3f_bufferoffset = 0;
9430 rsurface.batchsvector3f = NULL;
9431 rsurface.batchsvector3f_vertexbuffer = NULL;
9432 rsurface.batchsvector3f_bufferoffset = 0;
9433 rsurface.batchtvector3f = NULL;
9434 rsurface.batchtvector3f_vertexbuffer = NULL;
9435 rsurface.batchtvector3f_bufferoffset = 0;
9436 rsurface.batchnormal3f = NULL;
9437 rsurface.batchnormal3f_vertexbuffer = NULL;
9438 rsurface.batchnormal3f_bufferoffset = 0;
9439 rsurface.batchlightmapcolor4f = NULL;
9440 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9441 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9442 rsurface.batchtexcoordtexture2f = NULL;
9443 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9444 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9445 rsurface.batchtexcoordlightmap2f = NULL;
9446 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9447 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9448 rsurface.batchskeletalindex4ub = NULL;
9449 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9450 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9451 rsurface.batchskeletalweight4ub = NULL;
9452 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9453 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9454 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9455 rsurface.batchelement3i_indexbuffer = NULL;
9456 rsurface.batchelement3i_bufferoffset = 0;
9457 rsurface.batchelement3s = NULL;
9458 rsurface.batchelement3s_indexbuffer = NULL;
9459 rsurface.batchelement3s_bufferoffset = 0;
9460 rsurface.batchskeletaltransform3x4buffer = NULL;
9461 rsurface.batchskeletaltransform3x4offset = 0;
9462 rsurface.batchskeletaltransform3x4size = 0;
9463 // we'll only be setting up certain arrays as needed
9464 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9465 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9466 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9467 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9468 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9469 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9470 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9472 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9473 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9475 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9476 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9477 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9478 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9479 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9480 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9481 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9483 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9484 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9488 for (i = 0;i < texturenumsurfaces;i++)
9490 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9491 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9492 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9493 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9494 // copy only the data requested
9495 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9496 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9497 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9499 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9501 if (rsurface.batchvertex3f)
9502 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9504 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9506 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9508 if (rsurface.modelnormal3f)
9509 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9511 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9513 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9515 if (rsurface.modelsvector3f)
9517 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9518 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9522 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9523 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9526 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9528 if (rsurface.modellightmapcolor4f)
9529 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9531 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9533 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9535 if (rsurface.modeltexcoordtexture2f)
9536 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9538 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9540 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9542 if (rsurface.modeltexcoordlightmap2f)
9543 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9545 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9547 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9549 if (rsurface.modelskeletalindex4ub)
9551 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9552 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9556 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9557 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9558 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9559 for (j = 0;j < surfacenumvertices;j++)
9564 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9565 numvertices += surfacenumvertices;
9566 numtriangles += surfacenumtriangles;
9569 // generate a 16bit index array as well if possible
9570 // (in general, dynamic batches fit)
9571 if (numvertices <= 65536)
9573 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9574 for (i = 0;i < numtriangles*3;i++)
9575 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9578 // since we've copied everything, the batch now starts at 0
9579 rsurface.batchfirstvertex = 0;
9580 rsurface.batchnumvertices = batchnumvertices;
9581 rsurface.batchfirsttriangle = 0;
9582 rsurface.batchnumtriangles = batchnumtriangles;
9585 // apply skeletal animation that would have been done in the vertex shader
9586 if (rsurface.batchskeletaltransform3x4)
9588 const unsigned char *si;
9589 const unsigned char *sw;
9591 const float *b = rsurface.batchskeletaltransform3x4;
9592 float *vp, *vs, *vt, *vn;
9594 float m[3][4], n[3][4];
9595 float tp[3], ts[3], tt[3], tn[3];
9596 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9597 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9598 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9599 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9600 si = rsurface.batchskeletalindex4ub;
9601 sw = rsurface.batchskeletalweight4ub;
9602 vp = rsurface.batchvertex3f;
9603 vs = rsurface.batchsvector3f;
9604 vt = rsurface.batchtvector3f;
9605 vn = rsurface.batchnormal3f;
9606 memset(m[0], 0, sizeof(m));
9607 memset(n[0], 0, sizeof(n));
9608 for (i = 0;i < batchnumvertices;i++)
9610 t[0] = b + si[0]*12;
9613 // common case - only one matrix
9627 else if (sw[2] + sw[3])
9630 t[1] = b + si[1]*12;
9631 t[2] = b + si[2]*12;
9632 t[3] = b + si[3]*12;
9633 w[0] = sw[0] * (1.0f / 255.0f);
9634 w[1] = sw[1] * (1.0f / 255.0f);
9635 w[2] = sw[2] * (1.0f / 255.0f);
9636 w[3] = sw[3] * (1.0f / 255.0f);
9637 // blend the matrices
9638 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9639 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9640 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9641 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9642 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9643 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9644 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9645 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9646 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9647 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9648 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9649 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9654 t[1] = b + si[1]*12;
9655 w[0] = sw[0] * (1.0f / 255.0f);
9656 w[1] = sw[1] * (1.0f / 255.0f);
9657 // blend the matrices
9658 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9659 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9660 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9661 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9662 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9663 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9664 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9665 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9666 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9667 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9668 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9669 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9673 // modify the vertex
9675 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9676 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9677 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9681 // the normal transformation matrix is a set of cross products...
9682 CrossProduct(m[1], m[2], n[0]);
9683 CrossProduct(m[2], m[0], n[1]);
9684 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9686 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9687 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9688 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9689 VectorNormalize(vn);
9694 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9695 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9696 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9697 VectorNormalize(vs);
9700 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9701 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9702 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9703 VectorNormalize(vt);
9708 rsurface.batchskeletaltransform3x4 = NULL;
9709 rsurface.batchskeletalnumtransforms = 0;
9712 // q1bsp surfaces rendered in vertex color mode have to have colors
9713 // calculated based on lightstyles
9714 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9716 // generate color arrays for the surfaces in this list
9721 const unsigned char *lm;
9722 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9723 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9724 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9726 for (i = 0;i < texturenumsurfaces;i++)
9728 surface = texturesurfacelist[i];
9729 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9730 surfacenumvertices = surface->num_vertices;
9731 if (surface->lightmapinfo->samples)
9733 for (j = 0;j < surfacenumvertices;j++)
9735 lm = surface->lightmapinfo->samples + offsets[j];
9736 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9737 VectorScale(lm, scale, c);
9738 if (surface->lightmapinfo->styles[1] != 255)
9740 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9742 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9743 VectorMA(c, scale, lm, c);
9744 if (surface->lightmapinfo->styles[2] != 255)
9747 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9748 VectorMA(c, scale, lm, c);
9749 if (surface->lightmapinfo->styles[3] != 255)
9752 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9753 VectorMA(c, scale, lm, c);
9760 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);
9766 for (j = 0;j < surfacenumvertices;j++)
9768 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9775 // if vertices are deformed (sprite flares and things in maps, possibly
9776 // water waves, bulges and other deformations), modify the copied vertices
9778 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9781 switch (deform->deform)
9784 case Q3DEFORM_PROJECTIONSHADOW:
9785 case Q3DEFORM_TEXT0:
9786 case Q3DEFORM_TEXT1:
9787 case Q3DEFORM_TEXT2:
9788 case Q3DEFORM_TEXT3:
9789 case Q3DEFORM_TEXT4:
9790 case Q3DEFORM_TEXT5:
9791 case Q3DEFORM_TEXT6:
9792 case Q3DEFORM_TEXT7:
9795 case Q3DEFORM_AUTOSPRITE:
9796 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9797 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9798 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9799 VectorNormalize(newforward);
9800 VectorNormalize(newright);
9801 VectorNormalize(newup);
9802 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9803 // rsurface.batchvertex3f_vertexbuffer = NULL;
9804 // rsurface.batchvertex3f_bufferoffset = 0;
9805 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9806 // rsurface.batchsvector3f_vertexbuffer = NULL;
9807 // rsurface.batchsvector3f_bufferoffset = 0;
9808 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9809 // rsurface.batchtvector3f_vertexbuffer = NULL;
9810 // rsurface.batchtvector3f_bufferoffset = 0;
9811 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9812 // rsurface.batchnormal3f_vertexbuffer = NULL;
9813 // rsurface.batchnormal3f_bufferoffset = 0;
9814 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9815 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9816 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9817 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9818 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);
9819 // a single autosprite surface can contain multiple sprites...
9820 for (j = 0;j < batchnumvertices - 3;j += 4)
9822 VectorClear(center);
9823 for (i = 0;i < 4;i++)
9824 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9825 VectorScale(center, 0.25f, center);
9826 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9827 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9828 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9829 for (i = 0;i < 4;i++)
9831 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9832 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9835 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9836 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9837 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);
9839 case Q3DEFORM_AUTOSPRITE2:
9840 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9841 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9842 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9843 VectorNormalize(newforward);
9844 VectorNormalize(newright);
9845 VectorNormalize(newup);
9846 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9847 // rsurface.batchvertex3f_vertexbuffer = NULL;
9848 // rsurface.batchvertex3f_bufferoffset = 0;
9850 const float *v1, *v2;
9860 memset(shortest, 0, sizeof(shortest));
9861 // a single autosprite surface can contain multiple sprites...
9862 for (j = 0;j < batchnumvertices - 3;j += 4)
9864 VectorClear(center);
9865 for (i = 0;i < 4;i++)
9866 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9867 VectorScale(center, 0.25f, center);
9868 // find the two shortest edges, then use them to define the
9869 // axis vectors for rotating around the central axis
9870 for (i = 0;i < 6;i++)
9872 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9873 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9874 l = VectorDistance2(v1, v2);
9875 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9877 l += (1.0f / 1024.0f);
9878 if (shortest[0].length2 > l || i == 0)
9880 shortest[1] = shortest[0];
9881 shortest[0].length2 = l;
9882 shortest[0].v1 = v1;
9883 shortest[0].v2 = v2;
9885 else if (shortest[1].length2 > l || i == 1)
9887 shortest[1].length2 = l;
9888 shortest[1].v1 = v1;
9889 shortest[1].v2 = v2;
9892 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9893 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9894 // this calculates the right vector from the shortest edge
9895 // and the up vector from the edge midpoints
9896 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9897 VectorNormalize(right);
9898 VectorSubtract(end, start, up);
9899 VectorNormalize(up);
9900 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9901 VectorSubtract(rsurface.localvieworigin, center, forward);
9902 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9903 VectorNegate(forward, forward);
9904 VectorReflect(forward, 0, up, forward);
9905 VectorNormalize(forward);
9906 CrossProduct(up, forward, newright);
9907 VectorNormalize(newright);
9908 // rotate the quad around the up axis vector, this is made
9909 // especially easy by the fact we know the quad is flat,
9910 // so we only have to subtract the center position and
9911 // measure distance along the right vector, and then
9912 // multiply that by the newright vector and add back the
9914 // we also need to subtract the old position to undo the
9915 // displacement from the center, which we do with a
9916 // DotProduct, the subtraction/addition of center is also
9917 // optimized into DotProducts here
9918 l = DotProduct(right, center);
9919 for (i = 0;i < 4;i++)
9921 v1 = rsurface.batchvertex3f + 3*(j+i);
9922 f = DotProduct(right, v1) - l;
9923 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9927 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9929 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9930 // rsurface.batchnormal3f_vertexbuffer = NULL;
9931 // rsurface.batchnormal3f_bufferoffset = 0;
9932 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9934 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9936 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9937 // rsurface.batchsvector3f_vertexbuffer = NULL;
9938 // rsurface.batchsvector3f_bufferoffset = 0;
9939 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9940 // rsurface.batchtvector3f_vertexbuffer = NULL;
9941 // rsurface.batchtvector3f_bufferoffset = 0;
9942 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);
9945 case Q3DEFORM_NORMAL:
9946 // deform the normals to make reflections wavey
9947 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9948 rsurface.batchnormal3f_vertexbuffer = NULL;
9949 rsurface.batchnormal3f_bufferoffset = 0;
9950 for (j = 0;j < batchnumvertices;j++)
9953 float *normal = rsurface.batchnormal3f + 3*j;
9954 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9955 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9956 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9957 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9958 VectorNormalize(normal);
9960 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9962 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9963 // rsurface.batchsvector3f_vertexbuffer = NULL;
9964 // rsurface.batchsvector3f_bufferoffset = 0;
9965 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9966 // rsurface.batchtvector3f_vertexbuffer = NULL;
9967 // rsurface.batchtvector3f_bufferoffset = 0;
9968 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);
9972 // deform vertex array to make wavey water and flags and such
9973 waveparms[0] = deform->waveparms[0];
9974 waveparms[1] = deform->waveparms[1];
9975 waveparms[2] = deform->waveparms[2];
9976 waveparms[3] = deform->waveparms[3];
9977 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9978 break; // if wavefunc is a nop, don't make a dynamic vertex array
9979 // this is how a divisor of vertex influence on deformation
9980 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9981 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9982 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9983 // rsurface.batchvertex3f_vertexbuffer = NULL;
9984 // rsurface.batchvertex3f_bufferoffset = 0;
9985 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9986 // rsurface.batchnormal3f_vertexbuffer = NULL;
9987 // rsurface.batchnormal3f_bufferoffset = 0;
9988 for (j = 0;j < batchnumvertices;j++)
9990 // if the wavefunc depends on time, evaluate it per-vertex
9993 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9994 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9996 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9998 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9999 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10000 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10002 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10003 // rsurface.batchsvector3f_vertexbuffer = NULL;
10004 // rsurface.batchsvector3f_bufferoffset = 0;
10005 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10006 // rsurface.batchtvector3f_vertexbuffer = NULL;
10007 // rsurface.batchtvector3f_bufferoffset = 0;
10008 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);
10011 case Q3DEFORM_BULGE:
10012 // deform vertex array to make the surface have moving bulges
10013 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10014 // rsurface.batchvertex3f_vertexbuffer = NULL;
10015 // rsurface.batchvertex3f_bufferoffset = 0;
10016 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10017 // rsurface.batchnormal3f_vertexbuffer = NULL;
10018 // rsurface.batchnormal3f_bufferoffset = 0;
10019 for (j = 0;j < batchnumvertices;j++)
10021 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10022 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10024 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10025 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10026 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10028 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10029 // rsurface.batchsvector3f_vertexbuffer = NULL;
10030 // rsurface.batchsvector3f_bufferoffset = 0;
10031 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10032 // rsurface.batchtvector3f_vertexbuffer = NULL;
10033 // rsurface.batchtvector3f_bufferoffset = 0;
10034 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);
10037 case Q3DEFORM_MOVE:
10038 // deform vertex array
10039 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10040 break; // if wavefunc is a nop, don't make a dynamic vertex array
10041 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10042 VectorScale(deform->parms, scale, waveparms);
10043 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10044 // rsurface.batchvertex3f_vertexbuffer = NULL;
10045 // rsurface.batchvertex3f_bufferoffset = 0;
10046 for (j = 0;j < batchnumvertices;j++)
10047 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10052 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
10054 // generate texcoords based on the chosen texcoord source
10055 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
10058 case Q3TCGEN_TEXTURE:
10060 case Q3TCGEN_LIGHTMAP:
10061 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10062 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10063 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10064 if (rsurface.batchtexcoordlightmap2f)
10065 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10067 case Q3TCGEN_VECTOR:
10068 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10069 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10070 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10071 for (j = 0;j < batchnumvertices;j++)
10073 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
10074 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
10077 case Q3TCGEN_ENVIRONMENT:
10078 // make environment reflections using a spheremap
10079 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10080 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10081 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10082 for (j = 0;j < batchnumvertices;j++)
10084 // identical to Q3A's method, but executed in worldspace so
10085 // carried models can be shiny too
10087 float viewer[3], d, reflected[3], worldreflected[3];
10089 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10090 // VectorNormalize(viewer);
10092 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10094 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10095 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10096 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10097 // note: this is proportinal to viewer, so we can normalize later
10099 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10100 VectorNormalize(worldreflected);
10102 // note: this sphere map only uses world x and z!
10103 // so positive and negative y will LOOK THE SAME.
10104 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10105 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10109 // the only tcmod that needs software vertex processing is turbulent, so
10110 // check for it here and apply the changes if needed
10111 // and we only support that as the first one
10112 // (handling a mixture of turbulent and other tcmods would be problematic
10113 // without punting it entirely to a software path)
10114 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10116 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10117 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10118 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10119 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10120 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10121 for (j = 0;j < batchnumvertices;j++)
10123 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);
10124 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10129 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10131 // convert the modified arrays to vertex structs
10132 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10133 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10134 // rsurface.batchvertexmesh_bufferoffset = 0;
10135 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10136 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10137 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10138 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10139 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10140 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10141 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10143 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10145 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10146 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10149 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10150 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10151 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10152 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10153 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10154 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10155 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10156 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10157 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10158 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10160 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10162 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10163 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10168 // upload buffer data for the dynamic batch
10169 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10171 if (rsurface.batchvertexmesh)
10172 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10175 if (rsurface.batchvertex3f)
10176 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10177 if (rsurface.batchsvector3f)
10178 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10179 if (rsurface.batchtvector3f)
10180 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10181 if (rsurface.batchnormal3f)
10182 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10183 if (rsurface.batchlightmapcolor4f)
10184 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10185 if (rsurface.batchtexcoordtexture2f)
10186 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10187 if (rsurface.batchtexcoordlightmap2f)
10188 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10189 if (rsurface.batchskeletalindex4ub)
10190 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10191 if (rsurface.batchskeletalweight4ub)
10192 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10194 if (rsurface.batchelement3s)
10195 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10196 else if (rsurface.batchelement3i)
10197 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10201 void RSurf_DrawBatch(void)
10203 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10204 // through the pipeline, killing it earlier in the pipeline would have
10205 // per-surface overhead rather than per-batch overhead, so it's best to
10206 // reject it here, before it hits glDraw.
10207 if (rsurface.batchnumtriangles == 0)
10210 // batch debugging code
10211 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10217 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10218 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10221 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10223 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10225 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10226 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);
10233 if (rsurface.batchmultidraw)
10235 // issue multiple draws rather than copying index data
10236 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10237 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10238 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10239 for (i = 0;i < numsurfaces;)
10241 // combine consecutive surfaces as one draw
10242 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10243 if (surfacelist[j] != surfacelist[k] + 1)
10245 firstvertex = surfacelist[i]->num_firstvertex;
10246 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10247 firsttriangle = surfacelist[i]->num_firsttriangle;
10248 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10249 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10255 // there is only one consecutive run of index data (may have been combined)
10256 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);
10260 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10262 // pick the closest matching water plane
10263 int planeindex, vertexindex, bestplaneindex = -1;
10267 r_waterstate_waterplane_t *p;
10268 qboolean prepared = false;
10270 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10272 if(p->camera_entity != rsurface.texture->camera_entity)
10277 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10279 if(rsurface.batchnumvertices == 0)
10282 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10284 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10285 d += fabs(PlaneDiff(vert, &p->plane));
10287 if (bestd > d || bestplaneindex < 0)
10290 bestplaneindex = planeindex;
10293 return bestplaneindex;
10294 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10295 // this situation though, as it might be better to render single larger
10296 // batches with useless stuff (backface culled for example) than to
10297 // render multiple smaller batches
10300 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10303 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10304 rsurface.passcolor4f_vertexbuffer = 0;
10305 rsurface.passcolor4f_bufferoffset = 0;
10306 for (i = 0;i < rsurface.batchnumvertices;i++)
10307 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10310 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10317 if (rsurface.passcolor4f)
10319 // generate color arrays
10320 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10321 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10322 rsurface.passcolor4f_vertexbuffer = 0;
10323 rsurface.passcolor4f_bufferoffset = 0;
10324 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)
10326 f = RSurf_FogVertex(v);
10335 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10336 rsurface.passcolor4f_vertexbuffer = 0;
10337 rsurface.passcolor4f_bufferoffset = 0;
10338 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10340 f = RSurf_FogVertex(v);
10349 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10356 if (!rsurface.passcolor4f)
10358 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10359 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10360 rsurface.passcolor4f_vertexbuffer = 0;
10361 rsurface.passcolor4f_bufferoffset = 0;
10362 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)
10364 f = RSurf_FogVertex(v);
10365 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10366 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10367 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10372 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10377 if (!rsurface.passcolor4f)
10379 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10380 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10381 rsurface.passcolor4f_vertexbuffer = 0;
10382 rsurface.passcolor4f_bufferoffset = 0;
10383 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10392 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10397 if (!rsurface.passcolor4f)
10399 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10400 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10401 rsurface.passcolor4f_vertexbuffer = 0;
10402 rsurface.passcolor4f_bufferoffset = 0;
10403 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10405 c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0];
10406 c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1];
10407 c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2];
10412 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10415 rsurface.passcolor4f = NULL;
10416 rsurface.passcolor4f_vertexbuffer = 0;
10417 rsurface.passcolor4f_bufferoffset = 0;
10418 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10419 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10420 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10421 GL_Color(r, g, b, a);
10422 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10423 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10424 R_Mesh_TexMatrix(0, NULL);
10428 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10430 // TODO: optimize applyfog && applycolor case
10431 // just apply fog if necessary, and tint the fog color array if necessary
10432 rsurface.passcolor4f = NULL;
10433 rsurface.passcolor4f_vertexbuffer = 0;
10434 rsurface.passcolor4f_bufferoffset = 0;
10435 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10436 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10437 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10438 GL_Color(r, g, b, a);
10442 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10445 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10446 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10447 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10448 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10449 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10450 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10451 GL_Color(r, g, b, a);
10455 static void RSurf_DrawBatch_GL11_ClampColor(void)
10460 if (!rsurface.passcolor4f)
10462 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10464 c2[0] = bound(0.0f, c1[0], 1.0f);
10465 c2[1] = bound(0.0f, c1[1], 1.0f);
10466 c2[2] = bound(0.0f, c1[2], 1.0f);
10467 c2[3] = bound(0.0f, c1[3], 1.0f);
10471 static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity)
10481 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10482 rsurface.passcolor4f_vertexbuffer = 0;
10483 rsurface.passcolor4f_bufferoffset = 0;
10484 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)
10486 f = -DotProduct(r_refdef.view.forward, n);
10488 f = f * 0.85 + 0.15; // work around so stuff won't get black
10489 f *= fakelightintensity;
10490 Vector4Set(c, f, f, f, 1);
10494 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10496 RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value);
10497 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10498 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10499 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10500 GL_Color(r, g, b, a);
10504 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor)
10512 vec3_t ambientcolor;
10513 vec3_t diffusecolor;
10517 VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir);
10518 f = 0.5f * lightmapintensity;
10519 ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f;
10520 ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f;
10521 ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f;
10522 diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f;
10523 diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f;
10524 diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f;
10526 if (VectorLength2(diffusecolor) > 0)
10528 // q3-style directional shading
10529 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10530 rsurface.passcolor4f_vertexbuffer = 0;
10531 rsurface.passcolor4f_bufferoffset = 0;
10532 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)
10534 if ((f = DotProduct(n, lightdir)) > 0)
10535 VectorMA(ambientcolor, f, diffusecolor, c);
10537 VectorCopy(ambientcolor, c);
10544 *applycolor = false;
10548 *r = ambientcolor[0];
10549 *g = ambientcolor[1];
10550 *b = ambientcolor[2];
10551 rsurface.passcolor4f = NULL;
10552 rsurface.passcolor4f_vertexbuffer = 0;
10553 rsurface.passcolor4f_bufferoffset = 0;
10557 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10559 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor);
10560 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10561 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10562 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10563 GL_Color(r, g, b, a);
10567 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10575 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10576 rsurface.passcolor4f_vertexbuffer = 0;
10577 rsurface.passcolor4f_bufferoffset = 0;
10579 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10581 f = 1 - RSurf_FogVertex(v);
10589 void RSurf_SetupDepthAndCulling(void)
10591 // submodels are biased to avoid z-fighting with world surfaces that they
10592 // may be exactly overlapping (avoids z-fighting artifacts on certain
10593 // doors and things in Quake maps)
10594 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10595 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10596 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10597 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10600 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10603 // transparent sky would be ridiculous
10604 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10606 R_SetupShader_Generic_NoTexture(false, false);
10607 skyrenderlater = true;
10608 RSurf_SetupDepthAndCulling();
10609 GL_DepthMask(true);
10611 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
10612 if (r_sky_scissor.integer)
10614 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10615 for (i = 0; i < texturenumsurfaces; i++)
10617 const msurface_t *surf = texturesurfacelist[i];
10620 float mins[3], maxs[3];
10622 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
10624 Matrix4x4_Transform(&rsurface.matrix, v, p);
10627 if (mins[0] > p[0]) mins[0] = p[0];
10628 if (mins[1] > p[1]) mins[1] = p[1];
10629 if (mins[2] > p[2]) mins[2] = p[2];
10630 if (maxs[0] < p[0]) maxs[0] = p[0];
10631 if (maxs[1] < p[1]) maxs[1] = p[1];
10632 if (maxs[2] < p[2]) maxs[2] = p[2];
10636 VectorCopy(p, mins);
10637 VectorCopy(p, maxs);
10640 if (!R_ScissorForBBox(mins, maxs, scissor))
10644 if (skyscissor[0] > scissor[0])
10646 skyscissor[2] += skyscissor[0] - scissor[0];
10647 skyscissor[0] = scissor[0];
10649 if (skyscissor[1] > scissor[1])
10651 skyscissor[3] += skyscissor[1] - scissor[1];
10652 skyscissor[1] = scissor[1];
10654 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
10655 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
10656 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
10657 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
10660 Vector4Copy(scissor, skyscissor);
10665 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
10666 // skymasking on them, and Quake3 never did sky masking (unlike
10667 // software Quake and software Quake2), so disable the sky masking
10668 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10669 // and skymasking also looks very bad when noclipping outside the
10670 // level, so don't use it then either.
10671 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10673 R_Mesh_ResetTextureState();
10674 if (skyrendermasked)
10676 R_SetupShader_DepthOrShadow(false, false, false);
10677 // depth-only (masking)
10678 GL_ColorMask(0, 0, 0, 0);
10679 // just to make sure that braindead drivers don't draw
10680 // anything despite that colormask...
10681 GL_BlendFunc(GL_ZERO, GL_ONE);
10682 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10683 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10687 R_SetupShader_Generic_NoTexture(false, false);
10689 GL_BlendFunc(GL_ONE, GL_ZERO);
10690 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10691 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10692 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10695 if (skyrendermasked)
10696 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10698 R_Mesh_ResetTextureState();
10699 GL_Color(1, 1, 1, 1);
10702 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10703 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10704 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10706 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10710 // render screenspace normalmap to texture
10711 GL_DepthMask(true);
10712 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10717 // bind lightmap texture
10719 // water/refraction/reflection/camera surfaces have to be handled specially
10720 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10722 int start, end, startplaneindex;
10723 for (start = 0;start < texturenumsurfaces;start = end)
10725 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10726 if(startplaneindex < 0)
10728 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10729 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10733 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10735 // now that we have a batch using the same planeindex, render it
10736 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10738 // render water or distortion background
10739 GL_DepthMask(true);
10740 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10742 // blend surface on top
10743 GL_DepthMask(false);
10744 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10747 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10749 // render surface with reflection texture as input
10750 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10751 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10758 // render surface batch normally
10759 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10760 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10764 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10766 // OpenGL 1.3 path - anything not completely ancient
10767 qboolean applycolor;
10770 const texturelayer_t *layer;
10771 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10772 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10774 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10777 int layertexrgbscale;
10778 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10780 if (layerindex == 0)
10781 GL_AlphaTest(true);
10784 GL_AlphaTest(false);
10785 GL_DepthFunc(GL_EQUAL);
10788 GL_DepthMask(layer->depthmask && writedepth);
10789 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10790 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10792 layertexrgbscale = 4;
10793 VectorScale(layer->color, 0.25f, layercolor);
10795 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10797 layertexrgbscale = 2;
10798 VectorScale(layer->color, 0.5f, layercolor);
10802 layertexrgbscale = 1;
10803 VectorScale(layer->color, 1.0f, layercolor);
10805 layercolor[3] = layer->color[3];
10806 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10807 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10808 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10809 switch (layer->type)
10811 case TEXTURELAYERTYPE_LITTEXTURE:
10812 // single-pass lightmapped texture with 2x rgbscale
10813 R_Mesh_TexBind(0, r_texture_white);
10814 R_Mesh_TexMatrix(0, NULL);
10815 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10816 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10817 R_Mesh_TexBind(1, layer->texture);
10818 R_Mesh_TexMatrix(1, &layer->texmatrix);
10819 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10820 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10821 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10822 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10823 else if (FAKELIGHT_ENABLED)
10824 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10825 else if (rsurface.uselightmaptexture)
10826 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10828 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10830 case TEXTURELAYERTYPE_TEXTURE:
10831 // singletexture unlit texture with transparency support
10832 R_Mesh_TexBind(0, layer->texture);
10833 R_Mesh_TexMatrix(0, &layer->texmatrix);
10834 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10835 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10836 R_Mesh_TexBind(1, 0);
10837 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10838 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10840 case TEXTURELAYERTYPE_FOG:
10841 // singletexture fogging
10842 if (layer->texture)
10844 R_Mesh_TexBind(0, layer->texture);
10845 R_Mesh_TexMatrix(0, &layer->texmatrix);
10846 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10847 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10851 R_Mesh_TexBind(0, 0);
10852 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10854 R_Mesh_TexBind(1, 0);
10855 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10856 // generate a color array for the fog pass
10857 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10858 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10862 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10865 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10867 GL_DepthFunc(GL_LEQUAL);
10868 GL_AlphaTest(false);
10872 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10874 // OpenGL 1.1 - crusty old voodoo path
10877 const texturelayer_t *layer;
10878 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10879 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10881 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10883 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10885 if (layerindex == 0)
10886 GL_AlphaTest(true);
10889 GL_AlphaTest(false);
10890 GL_DepthFunc(GL_EQUAL);
10893 GL_DepthMask(layer->depthmask && writedepth);
10894 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10895 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10896 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10897 switch (layer->type)
10899 case TEXTURELAYERTYPE_LITTEXTURE:
10900 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10902 // two-pass lit texture with 2x rgbscale
10903 // first the lightmap pass
10904 R_Mesh_TexBind(0, r_texture_white);
10905 R_Mesh_TexMatrix(0, NULL);
10906 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10907 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10908 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10909 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10910 else if (FAKELIGHT_ENABLED)
10911 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10912 else if (rsurface.uselightmaptexture)
10913 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10915 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10916 // then apply the texture to it
10917 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10918 R_Mesh_TexBind(0, layer->texture);
10919 R_Mesh_TexMatrix(0, &layer->texmatrix);
10920 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10921 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10922 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);
10926 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10927 R_Mesh_TexBind(0, layer->texture);
10928 R_Mesh_TexMatrix(0, &layer->texmatrix);
10929 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10930 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10931 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10932 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);
10933 else if (FAKELIGHT_ENABLED)
10934 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10936 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);
10939 case TEXTURELAYERTYPE_TEXTURE:
10940 // singletexture unlit texture with transparency support
10941 R_Mesh_TexBind(0, layer->texture);
10942 R_Mesh_TexMatrix(0, &layer->texmatrix);
10943 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10944 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10945 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);
10947 case TEXTURELAYERTYPE_FOG:
10948 // singletexture fogging
10949 if (layer->texture)
10951 R_Mesh_TexBind(0, layer->texture);
10952 R_Mesh_TexMatrix(0, &layer->texmatrix);
10953 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10954 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10958 R_Mesh_TexBind(0, 0);
10959 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10961 // generate a color array for the fog pass
10962 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10963 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10967 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10970 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10972 GL_DepthFunc(GL_LEQUAL);
10973 GL_AlphaTest(false);
10977 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10981 r_vertexgeneric_t *batchvertex;
10983 texture_t *t = rsurface.texture;
10985 // R_Mesh_ResetTextureState();
10986 R_SetupShader_Generic_NoTexture(false, false);
10988 if(t && t->currentskinframe)
10990 memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
10991 c[3] *= t->currentalpha;
11001 if (t->pantstexture || t->shirttexture)
11003 c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
11004 c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
11005 c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
11008 // brighten it up (as texture value 127 means "unlit")
11009 c[0] *= 2 * r_refdef.view.colorscale;
11010 c[1] *= 2 * r_refdef.view.colorscale;
11011 c[2] *= 2 * r_refdef.view.colorscale;
11013 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11014 c[3] *= r_wateralpha.value;
11016 if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11018 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11019 GL_DepthMask(false);
11021 else if(t->currentmaterialflags & MATERIALFLAG_ADD)
11023 GL_BlendFunc(GL_ONE, GL_ONE);
11024 GL_DepthMask(false);
11026 else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11029 GL_DepthMask(false);
11031 else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11033 GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
11034 GL_DepthMask(false);
11038 GL_BlendFunc(GL_ONE, GL_ZERO);
11039 GL_DepthMask(writedepth);
11042 if (r_showsurfaces.integer == 3)
11044 rsurface.passcolor4f = NULL;
11046 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11048 qboolean applycolor = true;
11051 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11053 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor);
11055 else if (FAKELIGHT_ENABLED)
11057 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11059 RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value);
11063 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11065 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11066 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11067 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11068 RSurf_DrawBatch_GL11_ApplyAmbient();
11071 if(!rsurface.passcolor4f)
11072 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11074 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11075 if(r_refdef.fogenabled)
11076 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11077 RSurf_DrawBatch_GL11_ClampColor();
11079 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11080 R_SetupShader_Generic_NoTexture(false, false);
11083 else if (!r_refdef.view.showdebug)
11085 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11086 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11087 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11089 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11090 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11092 R_Mesh_PrepareVertices_Generic_Unlock();
11095 else if (r_showsurfaces.integer == 4)
11097 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11098 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11099 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11101 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11102 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11103 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11105 R_Mesh_PrepareVertices_Generic_Unlock();
11108 else if (r_showsurfaces.integer == 2)
11111 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11112 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11113 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11115 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11116 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11117 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11118 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11119 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11120 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11121 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11123 R_Mesh_PrepareVertices_Generic_Unlock();
11124 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11128 int texturesurfaceindex;
11130 const msurface_t *surface;
11131 float surfacecolor4f[4];
11132 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11133 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11135 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11137 surface = texturesurfacelist[texturesurfaceindex];
11138 k = (int)(((size_t)surface) / sizeof(msurface_t));
11139 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11140 for (j = 0;j < surface->num_vertices;j++)
11142 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11143 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11147 R_Mesh_PrepareVertices_Generic_Unlock();
11152 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11155 RSurf_SetupDepthAndCulling();
11156 if (r_showsurfaces.integer)
11158 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11161 switch (vid.renderpath)
11163 case RENDERPATH_GL20:
11164 case RENDERPATH_D3D9:
11165 case RENDERPATH_D3D10:
11166 case RENDERPATH_D3D11:
11167 case RENDERPATH_SOFT:
11168 case RENDERPATH_GLES2:
11169 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11171 case RENDERPATH_GL13:
11172 case RENDERPATH_GLES1:
11173 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11175 case RENDERPATH_GL11:
11176 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11182 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11185 int texturenumsurfaces, endsurface;
11186 texture_t *texture;
11187 const msurface_t *surface;
11188 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11190 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11191 RSurf_ActiveModelEntity(ent, false, false, false);
11194 switch (vid.renderpath)
11196 case RENDERPATH_GL20:
11197 case RENDERPATH_D3D9:
11198 case RENDERPATH_D3D10:
11199 case RENDERPATH_D3D11:
11200 case RENDERPATH_SOFT:
11201 case RENDERPATH_GLES2:
11202 RSurf_ActiveModelEntity(ent, true, true, false);
11204 case RENDERPATH_GL11:
11205 case RENDERPATH_GL13:
11206 case RENDERPATH_GLES1:
11207 RSurf_ActiveModelEntity(ent, true, false, false);
11212 if (r_transparentdepthmasking.integer)
11214 qboolean setup = false;
11215 for (i = 0;i < numsurfaces;i = j)
11218 surface = rsurface.modelsurfaces + surfacelist[i];
11219 texture = surface->texture;
11220 rsurface.texture = R_GetCurrentTexture(texture);
11221 rsurface.lightmaptexture = NULL;
11222 rsurface.deluxemaptexture = NULL;
11223 rsurface.uselightmaptexture = false;
11224 // scan ahead until we find a different texture
11225 endsurface = min(i + 1024, numsurfaces);
11226 texturenumsurfaces = 0;
11227 texturesurfacelist[texturenumsurfaces++] = surface;
11228 for (;j < endsurface;j++)
11230 surface = rsurface.modelsurfaces + surfacelist[j];
11231 if (texture != surface->texture)
11233 texturesurfacelist[texturenumsurfaces++] = surface;
11235 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11237 // render the range of surfaces as depth
11241 GL_ColorMask(0,0,0,0);
11243 GL_DepthTest(true);
11244 GL_BlendFunc(GL_ONE, GL_ZERO);
11245 GL_DepthMask(true);
11246 // R_Mesh_ResetTextureState();
11248 RSurf_SetupDepthAndCulling();
11249 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11250 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11251 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11255 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11258 for (i = 0;i < numsurfaces;i = j)
11261 surface = rsurface.modelsurfaces + surfacelist[i];
11262 texture = surface->texture;
11263 rsurface.texture = R_GetCurrentTexture(texture);
11264 // scan ahead until we find a different texture
11265 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11266 texturenumsurfaces = 0;
11267 texturesurfacelist[texturenumsurfaces++] = surface;
11268 if(FAKELIGHT_ENABLED)
11270 rsurface.lightmaptexture = NULL;
11271 rsurface.deluxemaptexture = NULL;
11272 rsurface.uselightmaptexture = false;
11273 for (;j < endsurface;j++)
11275 surface = rsurface.modelsurfaces + surfacelist[j];
11276 if (texture != surface->texture)
11278 texturesurfacelist[texturenumsurfaces++] = surface;
11283 rsurface.lightmaptexture = surface->lightmaptexture;
11284 rsurface.deluxemaptexture = surface->deluxemaptexture;
11285 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11286 for (;j < endsurface;j++)
11288 surface = rsurface.modelsurfaces + surfacelist[j];
11289 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11291 texturesurfacelist[texturenumsurfaces++] = surface;
11294 // render the range of surfaces
11295 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11297 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
11300 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11302 // transparent surfaces get pushed off into the transparent queue
11303 int surfacelistindex;
11304 const msurface_t *surface;
11305 vec3_t tempcenter, center;
11306 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11308 surface = texturesurfacelist[surfacelistindex];
11309 if (r_transparent_sortsurfacesbynearest.integer)
11311 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11312 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11313 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11317 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11318 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11319 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11321 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11322 if (rsurface.entity->transparent_offset) // transparent offset
11324 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11325 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11326 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11328 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11332 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11334 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11336 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11338 RSurf_SetupDepthAndCulling();
11339 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11340 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11341 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11345 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11349 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11352 if (!rsurface.texture->currentnumlayers)
11354 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11355 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11357 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11359 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11360 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11361 else if (!rsurface.texture->currentnumlayers)
11363 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11365 // in the deferred case, transparent surfaces were queued during prepass
11366 if (!r_shadow_usingdeferredprepass)
11367 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11371 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11372 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11377 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11380 texture_t *texture;
11381 R_FrameData_SetMark();
11382 // break the surface list down into batches by texture and use of lightmapping
11383 for (i = 0;i < numsurfaces;i = j)
11386 // texture is the base texture pointer, rsurface.texture is the
11387 // current frame/skin the texture is directing us to use (for example
11388 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11389 // use skin 1 instead)
11390 texture = surfacelist[i]->texture;
11391 rsurface.texture = R_GetCurrentTexture(texture);
11392 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11394 // if this texture is not the kind we want, skip ahead to the next one
11395 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11399 if(FAKELIGHT_ENABLED || depthonly || prepass)
11401 rsurface.lightmaptexture = NULL;
11402 rsurface.deluxemaptexture = NULL;
11403 rsurface.uselightmaptexture = false;
11404 // simply scan ahead until we find a different texture or lightmap state
11405 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11410 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11411 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11412 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11413 // simply scan ahead until we find a different texture or lightmap state
11414 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11417 // render the range of surfaces
11418 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11420 R_FrameData_ReturnToMark();
11423 float locboxvertex3f[6*4*3] =
11425 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11426 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11427 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11428 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11429 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11430 1,0,0, 0,0,0, 0,1,0, 1,1,0
11433 unsigned short locboxelements[6*2*3] =
11438 12,13,14, 12,14,15,
11439 16,17,18, 16,18,19,
11443 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11446 cl_locnode_t *loc = (cl_locnode_t *)ent;
11448 float vertex3f[6*4*3];
11450 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11451 GL_DepthMask(false);
11452 GL_DepthRange(0, 1);
11453 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11454 GL_DepthTest(true);
11455 GL_CullFace(GL_NONE);
11456 R_EntityMatrix(&identitymatrix);
11458 // R_Mesh_ResetTextureState();
11460 i = surfacelist[0];
11461 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11462 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11463 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11464 surfacelist[0] < 0 ? 0.5f : 0.125f);
11466 if (VectorCompare(loc->mins, loc->maxs))
11468 VectorSet(size, 2, 2, 2);
11469 VectorMA(loc->mins, -0.5f, size, mins);
11473 VectorCopy(loc->mins, mins);
11474 VectorSubtract(loc->maxs, loc->mins, size);
11477 for (i = 0;i < 6*4*3;)
11478 for (j = 0;j < 3;j++, i++)
11479 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11481 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11482 R_SetupShader_Generic_NoTexture(false, false);
11483 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11486 void R_DrawLocs(void)
11489 cl_locnode_t *loc, *nearestloc;
11491 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11492 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11494 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11495 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11499 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11501 if (decalsystem->decals)
11502 Mem_Free(decalsystem->decals);
11503 memset(decalsystem, 0, sizeof(*decalsystem));
11506 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11509 tridecal_t *decals;
11512 // expand or initialize the system
11513 if (decalsystem->maxdecals <= decalsystem->numdecals)
11515 decalsystem_t old = *decalsystem;
11516 qboolean useshortelements;
11517 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11518 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11519 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)));
11520 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11521 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11522 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11523 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11524 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11525 if (decalsystem->numdecals)
11526 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11528 Mem_Free(old.decals);
11529 for (i = 0;i < decalsystem->maxdecals*3;i++)
11530 decalsystem->element3i[i] = i;
11531 if (useshortelements)
11532 for (i = 0;i < decalsystem->maxdecals*3;i++)
11533 decalsystem->element3s[i] = i;
11536 // grab a decal and search for another free slot for the next one
11537 decals = decalsystem->decals;
11538 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11539 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11541 decalsystem->freedecal = i;
11542 if (decalsystem->numdecals <= i)
11543 decalsystem->numdecals = i + 1;
11545 // initialize the decal
11547 decal->triangleindex = triangleindex;
11548 decal->surfaceindex = surfaceindex;
11549 decal->decalsequence = decalsequence;
11550 decal->color4f[0][0] = c0[0];
11551 decal->color4f[0][1] = c0[1];
11552 decal->color4f[0][2] = c0[2];
11553 decal->color4f[0][3] = 1;
11554 decal->color4f[1][0] = c1[0];
11555 decal->color4f[1][1] = c1[1];
11556 decal->color4f[1][2] = c1[2];
11557 decal->color4f[1][3] = 1;
11558 decal->color4f[2][0] = c2[0];
11559 decal->color4f[2][1] = c2[1];
11560 decal->color4f[2][2] = c2[2];
11561 decal->color4f[2][3] = 1;
11562 decal->vertex3f[0][0] = v0[0];
11563 decal->vertex3f[0][1] = v0[1];
11564 decal->vertex3f[0][2] = v0[2];
11565 decal->vertex3f[1][0] = v1[0];
11566 decal->vertex3f[1][1] = v1[1];
11567 decal->vertex3f[1][2] = v1[2];
11568 decal->vertex3f[2][0] = v2[0];
11569 decal->vertex3f[2][1] = v2[1];
11570 decal->vertex3f[2][2] = v2[2];
11571 decal->texcoord2f[0][0] = t0[0];
11572 decal->texcoord2f[0][1] = t0[1];
11573 decal->texcoord2f[1][0] = t1[0];
11574 decal->texcoord2f[1][1] = t1[1];
11575 decal->texcoord2f[2][0] = t2[0];
11576 decal->texcoord2f[2][1] = t2[1];
11577 TriangleNormal(v0, v1, v2, decal->plane);
11578 VectorNormalize(decal->plane);
11579 decal->plane[3] = DotProduct(v0, decal->plane);
11582 extern cvar_t cl_decals_bias;
11583 extern cvar_t cl_decals_models;
11584 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11585 // baseparms, parms, temps
11586 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11591 const float *vertex3f;
11592 const float *normal3f;
11594 float points[2][9][3];
11601 e = rsurface.modelelement3i + 3*triangleindex;
11603 vertex3f = rsurface.modelvertex3f;
11604 normal3f = rsurface.modelnormal3f;
11608 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11610 index = 3*e[cornerindex];
11611 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11616 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11618 index = 3*e[cornerindex];
11619 VectorCopy(vertex3f + index, v[cornerindex]);
11624 //TriangleNormal(v[0], v[1], v[2], normal);
11625 //if (DotProduct(normal, localnormal) < 0.0f)
11627 // clip by each of the box planes formed from the projection matrix
11628 // if anything survives, we emit the decal
11629 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]);
11632 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]);
11635 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]);
11638 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]);
11641 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]);
11644 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]);
11647 // some part of the triangle survived, so we have to accept it...
11650 // dynamic always uses the original triangle
11652 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11654 index = 3*e[cornerindex];
11655 VectorCopy(vertex3f + index, v[cornerindex]);
11658 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11660 // convert vertex positions to texcoords
11661 Matrix4x4_Transform(projection, v[cornerindex], temp);
11662 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11663 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11664 // calculate distance fade from the projection origin
11665 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11666 f = bound(0.0f, f, 1.0f);
11667 c[cornerindex][0] = r * f;
11668 c[cornerindex][1] = g * f;
11669 c[cornerindex][2] = b * f;
11670 c[cornerindex][3] = 1.0f;
11671 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11674 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);
11676 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11677 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);
11679 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11681 matrix4x4_t projection;
11682 decalsystem_t *decalsystem;
11685 const msurface_t *surface;
11686 const msurface_t *surfaces;
11687 const int *surfacelist;
11688 const texture_t *texture;
11690 int numsurfacelist;
11691 int surfacelistindex;
11694 float localorigin[3];
11695 float localnormal[3];
11696 float localmins[3];
11697 float localmaxs[3];
11700 float planes[6][4];
11703 int bih_triangles_count;
11704 int bih_triangles[256];
11705 int bih_surfaces[256];
11707 decalsystem = &ent->decalsystem;
11708 model = ent->model;
11709 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11711 R_DecalSystem_Reset(&ent->decalsystem);
11715 if (!model->brush.data_leafs && !cl_decals_models.integer)
11717 if (decalsystem->model)
11718 R_DecalSystem_Reset(decalsystem);
11722 if (decalsystem->model != model)
11723 R_DecalSystem_Reset(decalsystem);
11724 decalsystem->model = model;
11726 RSurf_ActiveModelEntity(ent, true, false, false);
11728 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11729 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11730 VectorNormalize(localnormal);
11731 localsize = worldsize*rsurface.inversematrixscale;
11732 localmins[0] = localorigin[0] - localsize;
11733 localmins[1] = localorigin[1] - localsize;
11734 localmins[2] = localorigin[2] - localsize;
11735 localmaxs[0] = localorigin[0] + localsize;
11736 localmaxs[1] = localorigin[1] + localsize;
11737 localmaxs[2] = localorigin[2] + localsize;
11739 //VectorCopy(localnormal, planes[4]);
11740 //VectorVectors(planes[4], planes[2], planes[0]);
11741 AnglesFromVectors(angles, localnormal, NULL, false);
11742 AngleVectors(angles, planes[0], planes[2], planes[4]);
11743 VectorNegate(planes[0], planes[1]);
11744 VectorNegate(planes[2], planes[3]);
11745 VectorNegate(planes[4], planes[5]);
11746 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11747 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11748 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11749 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11750 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11751 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11756 matrix4x4_t forwardprojection;
11757 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11758 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11763 float projectionvector[4][3];
11764 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11765 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11766 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11767 projectionvector[0][0] = planes[0][0] * ilocalsize;
11768 projectionvector[0][1] = planes[1][0] * ilocalsize;
11769 projectionvector[0][2] = planes[2][0] * ilocalsize;
11770 projectionvector[1][0] = planes[0][1] * ilocalsize;
11771 projectionvector[1][1] = planes[1][1] * ilocalsize;
11772 projectionvector[1][2] = planes[2][1] * ilocalsize;
11773 projectionvector[2][0] = planes[0][2] * ilocalsize;
11774 projectionvector[2][1] = planes[1][2] * ilocalsize;
11775 projectionvector[2][2] = planes[2][2] * ilocalsize;
11776 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11777 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11778 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11779 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11783 dynamic = model->surfmesh.isanimated;
11784 numsurfacelist = model->nummodelsurfaces;
11785 surfacelist = model->sortedmodelsurfaces;
11786 surfaces = model->data_surfaces;
11789 bih_triangles_count = -1;
11792 if(model->render_bih.numleafs)
11793 bih = &model->render_bih;
11794 else if(model->collision_bih.numleafs)
11795 bih = &model->collision_bih;
11798 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11799 if(bih_triangles_count == 0)
11801 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11803 if(bih_triangles_count > 0)
11805 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11807 surfaceindex = bih_surfaces[triangleindex];
11808 surface = surfaces + surfaceindex;
11809 texture = surface->texture;
11810 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11812 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11814 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11819 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11821 surfaceindex = surfacelist[surfacelistindex];
11822 surface = surfaces + surfaceindex;
11823 // check cull box first because it rejects more than any other check
11824 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11826 // skip transparent surfaces
11827 texture = surface->texture;
11828 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11830 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11832 numtriangles = surface->num_triangles;
11833 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11834 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11839 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11840 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11842 int renderentityindex;
11843 float worldmins[3];
11844 float worldmaxs[3];
11845 entity_render_t *ent;
11847 if (!cl_decals_newsystem.integer)
11850 worldmins[0] = worldorigin[0] - worldsize;
11851 worldmins[1] = worldorigin[1] - worldsize;
11852 worldmins[2] = worldorigin[2] - worldsize;
11853 worldmaxs[0] = worldorigin[0] + worldsize;
11854 worldmaxs[1] = worldorigin[1] + worldsize;
11855 worldmaxs[2] = worldorigin[2] + worldsize;
11857 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11859 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11861 ent = r_refdef.scene.entities[renderentityindex];
11862 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11865 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11869 typedef struct r_decalsystem_splatqueue_s
11871 vec3_t worldorigin;
11872 vec3_t worldnormal;
11876 unsigned int decalsequence;
11878 r_decalsystem_splatqueue_t;
11880 int r_decalsystem_numqueued = 0;
11881 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11883 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)
11885 r_decalsystem_splatqueue_t *queue;
11887 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11890 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11891 VectorCopy(worldorigin, queue->worldorigin);
11892 VectorCopy(worldnormal, queue->worldnormal);
11893 Vector4Set(queue->color, r, g, b, a);
11894 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11895 queue->worldsize = worldsize;
11896 queue->decalsequence = cl.decalsequence++;
11899 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11902 r_decalsystem_splatqueue_t *queue;
11904 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11905 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);
11906 r_decalsystem_numqueued = 0;
11909 extern cvar_t cl_decals_max;
11910 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11913 decalsystem_t *decalsystem = &ent->decalsystem;
11915 unsigned int killsequence;
11920 if (!decalsystem->numdecals)
11923 if (r_showsurfaces.integer)
11926 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11928 R_DecalSystem_Reset(decalsystem);
11932 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
11933 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11935 if (decalsystem->lastupdatetime)
11936 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11939 decalsystem->lastupdatetime = r_refdef.scene.time;
11940 numdecals = decalsystem->numdecals;
11942 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11944 if (decal->color4f[0][3])
11946 decal->lived += frametime;
11947 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
11949 memset(decal, 0, sizeof(*decal));
11950 if (decalsystem->freedecal > i)
11951 decalsystem->freedecal = i;
11955 decal = decalsystem->decals;
11956 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11959 // collapse the array by shuffling the tail decals into the gaps
11962 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11963 decalsystem->freedecal++;
11964 if (decalsystem->freedecal == numdecals)
11966 decal[decalsystem->freedecal] = decal[--numdecals];
11969 decalsystem->numdecals = numdecals;
11971 if (numdecals <= 0)
11973 // if there are no decals left, reset decalsystem
11974 R_DecalSystem_Reset(decalsystem);
11978 extern skinframe_t *decalskinframe;
11979 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11982 decalsystem_t *decalsystem = &ent->decalsystem;
11991 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11994 numdecals = decalsystem->numdecals;
11998 if (r_showsurfaces.integer)
12001 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12003 R_DecalSystem_Reset(decalsystem);
12007 // if the model is static it doesn't matter what value we give for
12008 // wantnormals and wanttangents, so this logic uses only rules applicable
12009 // to a model, knowing that they are meaningless otherwise
12010 RSurf_ActiveModelEntity(ent, false, false, false);
12012 decalsystem->lastupdatetime = r_refdef.scene.time;
12014 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12016 // update vertex positions for animated models
12017 v3f = decalsystem->vertex3f;
12018 c4f = decalsystem->color4f;
12019 t2f = decalsystem->texcoord2f;
12020 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12022 if (!decal->color4f[0][3])
12025 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12029 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12032 // update color values for fading decals
12033 if (decal->lived >= cl_decals_time.value)
12034 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12038 c4f[ 0] = decal->color4f[0][0] * alpha;
12039 c4f[ 1] = decal->color4f[0][1] * alpha;
12040 c4f[ 2] = decal->color4f[0][2] * alpha;
12042 c4f[ 4] = decal->color4f[1][0] * alpha;
12043 c4f[ 5] = decal->color4f[1][1] * alpha;
12044 c4f[ 6] = decal->color4f[1][2] * alpha;
12046 c4f[ 8] = decal->color4f[2][0] * alpha;
12047 c4f[ 9] = decal->color4f[2][1] * alpha;
12048 c4f[10] = decal->color4f[2][2] * alpha;
12051 t2f[0] = decal->texcoord2f[0][0];
12052 t2f[1] = decal->texcoord2f[0][1];
12053 t2f[2] = decal->texcoord2f[1][0];
12054 t2f[3] = decal->texcoord2f[1][1];
12055 t2f[4] = decal->texcoord2f[2][0];
12056 t2f[5] = decal->texcoord2f[2][1];
12058 // update vertex positions for animated models
12059 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12061 e = rsurface.modelelement3i + 3*decal->triangleindex;
12062 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12063 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12064 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12068 VectorCopy(decal->vertex3f[0], v3f);
12069 VectorCopy(decal->vertex3f[1], v3f + 3);
12070 VectorCopy(decal->vertex3f[2], v3f + 6);
12073 if (r_refdef.fogenabled)
12075 alpha = RSurf_FogVertex(v3f);
12076 VectorScale(c4f, alpha, c4f);
12077 alpha = RSurf_FogVertex(v3f + 3);
12078 VectorScale(c4f + 4, alpha, c4f + 4);
12079 alpha = RSurf_FogVertex(v3f + 6);
12080 VectorScale(c4f + 8, alpha, c4f + 8);
12091 r_refdef.stats[r_stat_drawndecals] += numtris;
12093 // now render the decals all at once
12094 // (this assumes they all use one particle font texture!)
12095 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);
12096 // R_Mesh_ResetTextureState();
12097 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12098 GL_DepthMask(false);
12099 GL_DepthRange(0, 1);
12100 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12101 GL_DepthTest(true);
12102 GL_CullFace(GL_NONE);
12103 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12104 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12105 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12109 static void R_DrawModelDecals(void)
12113 // fade faster when there are too many decals
12114 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12115 for (i = 0;i < r_refdef.scene.numentities;i++)
12116 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12118 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12119 for (i = 0;i < r_refdef.scene.numentities;i++)
12120 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12121 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12123 R_DecalSystem_ApplySplatEntitiesQueue();
12125 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12126 for (i = 0;i < r_refdef.scene.numentities;i++)
12127 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12129 r_refdef.stats[r_stat_totaldecals] += numdecals;
12131 if (r_showsurfaces.integer)
12134 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12136 for (i = 0;i < r_refdef.scene.numentities;i++)
12138 if (!r_refdef.viewcache.entityvisible[i])
12140 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12141 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12145 extern cvar_t mod_collision_bih;
12146 static void R_DrawDebugModel(void)
12148 entity_render_t *ent = rsurface.entity;
12149 int i, j, flagsmask;
12150 const msurface_t *surface;
12151 dp_model_t *model = ent->model;
12153 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12156 if (r_showoverdraw.value > 0)
12158 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12159 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12160 R_SetupShader_Generic_NoTexture(false, false);
12161 GL_DepthTest(false);
12162 GL_DepthMask(false);
12163 GL_DepthRange(0, 1);
12164 GL_BlendFunc(GL_ONE, GL_ONE);
12165 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12167 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12169 rsurface.texture = R_GetCurrentTexture(surface->texture);
12170 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12172 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12173 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12174 if (!rsurface.texture->currentlayers->depthmask)
12175 GL_Color(c, 0, 0, 1.0f);
12176 else if (ent == r_refdef.scene.worldentity)
12177 GL_Color(c, c, c, 1.0f);
12179 GL_Color(0, c, 0, 1.0f);
12180 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12184 rsurface.texture = NULL;
12187 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12189 // R_Mesh_ResetTextureState();
12190 R_SetupShader_Generic_NoTexture(false, false);
12191 GL_DepthRange(0, 1);
12192 GL_DepthTest(!r_showdisabledepthtest.integer);
12193 GL_DepthMask(false);
12194 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12196 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12200 qboolean cullbox = false;
12201 const q3mbrush_t *brush;
12202 const bih_t *bih = &model->collision_bih;
12203 const bih_leaf_t *bihleaf;
12204 float vertex3f[3][3];
12205 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12206 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12208 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12210 switch (bihleaf->type)
12213 brush = model->brush.data_brushes + bihleaf->itemindex;
12214 if (brush->colbrushf && brush->colbrushf->numtriangles)
12216 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);
12217 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12218 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12221 case BIH_COLLISIONTRIANGLE:
12222 triangleindex = bihleaf->itemindex;
12223 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12224 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12225 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12226 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);
12227 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12228 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12230 case BIH_RENDERTRIANGLE:
12231 triangleindex = bihleaf->itemindex;
12232 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12233 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12234 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12235 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);
12236 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12237 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12243 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12246 if (r_showtris.integer && qglPolygonMode)
12248 if (r_showdisabledepthtest.integer)
12250 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12251 GL_DepthMask(false);
12255 GL_BlendFunc(GL_ONE, GL_ZERO);
12256 GL_DepthMask(true);
12258 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12259 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12261 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12263 rsurface.texture = R_GetCurrentTexture(surface->texture);
12264 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12266 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12267 if (!rsurface.texture->currentlayers->depthmask)
12268 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12269 else if (ent == r_refdef.scene.worldentity)
12270 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12272 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12273 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12277 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12278 rsurface.texture = NULL;
12281 if (r_shownormals.value != 0 && qglBegin)
12285 if (r_showdisabledepthtest.integer)
12287 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12288 GL_DepthMask(false);
12292 GL_BlendFunc(GL_ONE, GL_ZERO);
12293 GL_DepthMask(true);
12295 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12297 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12299 rsurface.texture = R_GetCurrentTexture(surface->texture);
12300 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12302 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12303 qglBegin(GL_LINES);
12304 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12306 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12308 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12309 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12310 qglVertex3f(v[0], v[1], v[2]);
12311 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12312 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12313 qglVertex3f(v[0], v[1], v[2]);
12316 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12318 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12320 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12321 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12322 qglVertex3f(v[0], v[1], v[2]);
12323 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12324 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12325 qglVertex3f(v[0], v[1], v[2]);
12328 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12330 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12332 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12333 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12334 qglVertex3f(v[0], v[1], v[2]);
12335 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12336 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12337 qglVertex3f(v[0], v[1], v[2]);
12340 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12342 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12344 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12345 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12346 qglVertex3f(v[0], v[1], v[2]);
12347 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12348 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12349 qglVertex3f(v[0], v[1], v[2]);
12356 rsurface.texture = NULL;
12361 int r_maxsurfacelist = 0;
12362 const msurface_t **r_surfacelist = NULL;
12363 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12365 int i, j, endj, flagsmask;
12366 dp_model_t *model = ent->model;
12367 msurface_t *surfaces;
12368 unsigned char *update;
12369 int numsurfacelist = 0;
12373 if (r_maxsurfacelist < model->num_surfaces)
12375 r_maxsurfacelist = model->num_surfaces;
12377 Mem_Free((msurface_t **)r_surfacelist);
12378 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12381 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12382 RSurf_ActiveModelEntity(ent, false, false, false);
12384 RSurf_ActiveModelEntity(ent, true, true, true);
12385 else if (depthonly)
12387 switch (vid.renderpath)
12389 case RENDERPATH_GL20:
12390 case RENDERPATH_D3D9:
12391 case RENDERPATH_D3D10:
12392 case RENDERPATH_D3D11:
12393 case RENDERPATH_SOFT:
12394 case RENDERPATH_GLES2:
12395 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12397 case RENDERPATH_GL11:
12398 case RENDERPATH_GL13:
12399 case RENDERPATH_GLES1:
12400 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12406 switch (vid.renderpath)
12408 case RENDERPATH_GL20:
12409 case RENDERPATH_D3D9:
12410 case RENDERPATH_D3D10:
12411 case RENDERPATH_D3D11:
12412 case RENDERPATH_SOFT:
12413 case RENDERPATH_GLES2:
12414 RSurf_ActiveModelEntity(ent, true, true, false);
12416 case RENDERPATH_GL11:
12417 case RENDERPATH_GL13:
12418 case RENDERPATH_GLES1:
12419 RSurf_ActiveModelEntity(ent, true, false, false);
12424 surfaces = model->data_surfaces;
12425 update = model->brushq1.lightmapupdateflags;
12427 // update light styles
12428 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
12430 model_brush_lightstyleinfo_t *style;
12431 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12433 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12435 int *list = style->surfacelist;
12436 style->value = r_refdef.scene.lightstylevalue[style->style];
12437 for (j = 0;j < style->numsurfaces;j++)
12438 update[list[j]] = true;
12443 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12447 R_DrawDebugModel();
12448 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12452 rsurface.lightmaptexture = NULL;
12453 rsurface.deluxemaptexture = NULL;
12454 rsurface.uselightmaptexture = false;
12455 rsurface.texture = NULL;
12456 rsurface.rtlight = NULL;
12457 numsurfacelist = 0;
12458 // add visible surfaces to draw list
12459 if (ent == r_refdef.scene.worldentity)
12461 // for the world entity, check surfacevisible
12462 for (i = 0;i < model->nummodelsurfaces;i++)
12464 j = model->sortedmodelsurfaces[i];
12465 if (r_refdef.viewcache.world_surfacevisible[j])
12466 r_surfacelist[numsurfacelist++] = surfaces + j;
12471 // add all surfaces
12472 for (i = 0; i < model->nummodelsurfaces; i++)
12473 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12475 // don't do anything if there were no surfaces
12476 if (!numsurfacelist)
12478 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12481 // update lightmaps if needed
12485 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12490 R_BuildLightMap(ent, surfaces + j);
12495 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12497 // add to stats if desired
12498 if (r_speeds.integer && !skysurfaces && !depthonly)
12500 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12501 for (j = 0;j < numsurfacelist;j++)
12502 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12505 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12508 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12511 static texture_t texture;
12512 static msurface_t surface;
12513 const msurface_t *surfacelist = &surface;
12515 // fake enough texture and surface state to render this geometry
12517 texture.update_lastrenderframe = -1; // regenerate this texture
12518 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12519 texture.basealpha = 1.0f;
12520 texture.currentskinframe = skinframe;
12521 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12522 texture.offsetmapping = OFFSETMAPPING_OFF;
12523 texture.offsetscale = 1;
12524 texture.specularscalemod = 1;
12525 texture.specularpowermod = 1;
12526 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12527 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12528 // JUST GREP FOR "specularscalemod = 1".
12530 for (q = 0; q < 3; q++)
12532 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
12533 texture.render_modellight_lightdir[q] = q == 2;
12534 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12535 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
12536 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
12537 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12538 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
12539 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
12540 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
12541 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
12543 texture.currentalpha = 1.0f;
12545 surface.texture = &texture;
12546 surface.num_triangles = numtriangles;
12547 surface.num_firsttriangle = firsttriangle;
12548 surface.num_vertices = numvertices;
12549 surface.num_firstvertex = firstvertex;
12552 rsurface.texture = R_GetCurrentTexture(surface.texture);
12553 rsurface.lightmaptexture = NULL;
12554 rsurface.deluxemaptexture = NULL;
12555 rsurface.uselightmaptexture = false;
12556 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12559 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)
12561 static msurface_t surface;
12562 const msurface_t *surfacelist = &surface;
12564 // fake enough texture and surface state to render this geometry
12565 surface.texture = texture;
12566 surface.num_triangles = numtriangles;
12567 surface.num_firsttriangle = firsttriangle;
12568 surface.num_vertices = numvertices;
12569 surface.num_firstvertex = firstvertex;
12572 rsurface.texture = R_GetCurrentTexture(surface.texture);
12573 rsurface.lightmaptexture = NULL;
12574 rsurface.deluxemaptexture = NULL;
12575 rsurface.uselightmaptexture = false;
12576 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);