2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47 static qboolean r_gpuskeletal;
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
61 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
62 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
63 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
64 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
65 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
73 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
92 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
93 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
102 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
127 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
149 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
150 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
158 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
162 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
163 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
172 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
175 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
180 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
193 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
194 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
222 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
224 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
238 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
240 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
241 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
243 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
244 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
245 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
246 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
252 extern qboolean v_flipped_state;
254 r_framebufferstate_t r_fb;
256 /// shadow volume bsp struct with automatically growing nodes buffer
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
290 typedef struct r_qwskincache_s
292 char name[MAX_QPATH];
293 skinframe_t *skinframe;
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
310 const float r_d3dscreenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set("gl_fogenable", "0");
351 Cvar_Set("gl_fogdensity", "0.2");
352 Cvar_Set("gl_fogred", "0.3");
353 Cvar_Set("gl_foggreen", "0.3");
354 Cvar_Set("gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LordHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 const char *builtinhlslshaderstrings[] =
624 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *filename;
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
651 {"#define USEDIFFUSE\n", " diffuse"},
652 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653 {"#define USEVIEWTINT\n", " viewtint"},
654 {"#define USECOLORMAPPING\n", " colormapping"},
655 {"#define USESATURATION\n", " saturation"},
656 {"#define USEFOGINSIDE\n", " foginside"},
657 {"#define USEFOGOUTSIDE\n", " fogoutside"},
658 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660 {"#define USEGAMMARAMPS\n", " gammaramps"},
661 {"#define USECUBEFILTER\n", " cubefilter"},
662 {"#define USEGLOW\n", " glow"},
663 {"#define USEBLOOM\n", " bloom"},
664 {"#define USESPECULAR\n", " specular"},
665 {"#define USEPOSTPROCESSING\n", " postprocessing"},
666 {"#define USEREFLECTION\n", " reflection"},
667 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673 {"#define USEALPHAKILL\n", " alphakill"},
674 {"#define USEREFLECTCUBE\n", " reflectcube"},
675 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676 {"#define USEBOUNCEGRID\n", " bouncegrid"},
677 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678 {"#define USETRIPPY\n", " trippy"},
679 {"#define USEDEPTHRGB\n", " depthrgb"},
680 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681 {"#define USESKELETAL\n", " skeletal"}
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
687 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
708 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
731 struct r_glsl_permutation_s *hashnext;
733 unsigned int permutation;
735 /// indicates if we have tried compiling this permutation already
737 /// 0 if compilation failed
739 // texture units assigned to each detected uniform
740 int tex_Texture_First;
741 int tex_Texture_Second;
742 int tex_Texture_GammaRamps;
743 int tex_Texture_Normal;
744 int tex_Texture_Color;
745 int tex_Texture_Gloss;
746 int tex_Texture_Glow;
747 int tex_Texture_SecondaryNormal;
748 int tex_Texture_SecondaryColor;
749 int tex_Texture_SecondaryGloss;
750 int tex_Texture_SecondaryGlow;
751 int tex_Texture_Pants;
752 int tex_Texture_Shirt;
753 int tex_Texture_FogHeightTexture;
754 int tex_Texture_FogMask;
755 int tex_Texture_Lightmap;
756 int tex_Texture_Deluxemap;
757 int tex_Texture_Attenuation;
758 int tex_Texture_Cube;
759 int tex_Texture_Refraction;
760 int tex_Texture_Reflection;
761 int tex_Texture_ShadowMap2D;
762 int tex_Texture_CubeProjection;
763 int tex_Texture_ScreenNormalMap;
764 int tex_Texture_ScreenDiffuse;
765 int tex_Texture_ScreenSpecular;
766 int tex_Texture_ReflectMask;
767 int tex_Texture_ReflectCube;
768 int tex_Texture_BounceGrid;
769 /// locations of detected uniforms in program object, or -1 if not found
770 int loc_Texture_First;
771 int loc_Texture_Second;
772 int loc_Texture_GammaRamps;
773 int loc_Texture_Normal;
774 int loc_Texture_Color;
775 int loc_Texture_Gloss;
776 int loc_Texture_Glow;
777 int loc_Texture_SecondaryNormal;
778 int loc_Texture_SecondaryColor;
779 int loc_Texture_SecondaryGloss;
780 int loc_Texture_SecondaryGlow;
781 int loc_Texture_Pants;
782 int loc_Texture_Shirt;
783 int loc_Texture_FogHeightTexture;
784 int loc_Texture_FogMask;
785 int loc_Texture_Lightmap;
786 int loc_Texture_Deluxemap;
787 int loc_Texture_Attenuation;
788 int loc_Texture_Cube;
789 int loc_Texture_Refraction;
790 int loc_Texture_Reflection;
791 int loc_Texture_ShadowMap2D;
792 int loc_Texture_CubeProjection;
793 int loc_Texture_ScreenNormalMap;
794 int loc_Texture_ScreenDiffuse;
795 int loc_Texture_ScreenSpecular;
796 int loc_Texture_ReflectMask;
797 int loc_Texture_ReflectCube;
798 int loc_Texture_BounceGrid;
800 int loc_BloomBlur_Parameters;
802 int loc_Color_Ambient;
803 int loc_Color_Diffuse;
804 int loc_Color_Specular;
808 int loc_DeferredColor_Ambient;
809 int loc_DeferredColor_Diffuse;
810 int loc_DeferredColor_Specular;
811 int loc_DeferredMod_Diffuse;
812 int loc_DeferredMod_Specular;
813 int loc_DistortScaleRefractReflect;
816 int loc_FogHeightFade;
818 int loc_FogPlaneViewDist;
819 int loc_FogRangeRecip;
822 int loc_LightPosition;
823 int loc_OffsetMapping_ScaleSteps;
824 int loc_OffsetMapping_LodDistance;
825 int loc_OffsetMapping_Bias;
827 int loc_ReflectColor;
828 int loc_ReflectFactor;
829 int loc_ReflectOffset;
830 int loc_RefractColor;
832 int loc_ScreenCenterRefractReflect;
833 int loc_ScreenScaleRefractReflect;
834 int loc_ScreenToDepth;
835 int loc_ShadowMap_Parameters;
836 int loc_ShadowMap_TextureScale;
837 int loc_SpecularPower;
838 int loc_Skeletal_Transform12;
843 int loc_ViewTintColor;
845 int loc_ModelToLight;
847 int loc_BackgroundTexMatrix;
848 int loc_ModelViewProjectionMatrix;
849 int loc_ModelViewMatrix;
850 int loc_PixelToScreenTexCoord;
851 int loc_ModelToReflectCube;
852 int loc_ShadowMapMatrix;
853 int loc_BloomColorSubtract;
854 int loc_NormalmapScrollBlend;
855 int loc_BounceGridMatrix;
856 int loc_BounceGridIntensity;
857 /// uniform block bindings
858 int ubibind_Skeletal_Transform12_UniformBlock;
859 /// uniform block indices
860 int ubiloc_Skeletal_Transform12_UniformBlock;
862 r_glsl_permutation_t;
864 #define SHADERPERMUTATION_HASHSIZE 256
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
871 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
877 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
879 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
885 #define SHADERSTATICPARMS_COUNT 13
887 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
888 static int shaderstaticparms_count = 0;
890 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
891 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
893 extern qboolean r_shadow_shadowmapsampler;
894 extern int r_shadow_shadowmappcf;
895 qboolean R_CompileShader_CheckStaticParms(void)
897 static int r_compileshader_staticparms_save[1];
898 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
899 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
902 if (r_glsl_saturation_redcompensate.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
904 if (r_glsl_vertextextureblend_usebothalphas.integer)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
906 if (r_shadow_glossexact.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
908 if (r_glsl_postprocess.integer)
910 if (r_glsl_postprocess_uservec1_enable.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
912 if (r_glsl_postprocess_uservec2_enable.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
914 if (r_glsl_postprocess_uservec3_enable.integer)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
916 if (r_glsl_postprocess_uservec4_enable.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
919 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
922 if (r_shadow_shadowmapsampler)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
924 if (r_shadow_shadowmappcf > 1)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
926 else if (r_shadow_shadowmappcf)
927 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
928 if (r_celshading.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
930 if (r_celoutlines.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
933 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
936 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
937 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
938 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
940 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
941 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
943 shaderstaticparms_count = 0;
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
951 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
952 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
953 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
954 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
955 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
956 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
957 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
958 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
961 /// information about each possible shader permutation
962 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
963 /// currently selected permutation
964 r_glsl_permutation_t *r_glsl_permutation;
965 /// storage for permutations linked in the hash table
966 memexpandablearray_t r_glsl_permutationarray;
968 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
970 //unsigned int hashdepth = 0;
971 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
972 r_glsl_permutation_t *p;
973 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
975 if (p->mode == mode && p->permutation == permutation)
977 //if (hashdepth > 10)
978 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
983 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
985 p->permutation = permutation;
986 p->hashnext = r_glsl_permutationhash[mode][hashindex];
987 r_glsl_permutationhash[mode][hashindex] = p;
988 //if (hashdepth > 10)
989 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
993 static char *R_ShaderStrCat(const char **strings)
996 const char **p = strings;
999 for (p = strings;(t = *p);p++)
1002 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1004 for (p = strings;(t = *p);p++)
1014 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1017 if (!filename || !filename[0])
1019 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1020 if (!strcmp(filename, "glsl/default.glsl"))
1023 return R_ShaderStrCat(builtinshaderstrings);
1024 if (!glslshaderstring)
1026 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1027 if (glslshaderstring)
1028 Con_DPrintf("Loading shaders from file %s...\n", filename);
1030 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1032 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1033 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1034 return shaderstring;
1036 if (!strcmp(filename, "hlsl/default.hlsl"))
1039 return R_ShaderStrCat(builtinhlslshaderstrings);
1040 if (!hlslshaderstring)
1042 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043 if (hlslshaderstring)
1044 Con_DPrintf("Loading shaders from file %s...\n", filename);
1046 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1048 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1049 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1050 return shaderstring;
1052 // we don't have builtin strings for any other files
1055 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1058 if (printfromdisknotice)
1059 Con_DPrintf("from disk %s... ", filename);
1060 return shaderstring;
1062 return shaderstring;
1065 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1070 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1072 char permutationname[256];
1073 int vertstrings_count = 0;
1074 int geomstrings_count = 0;
1075 int fragstrings_count = 0;
1076 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1077 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1078 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1085 permutationname[0] = 0;
1086 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1088 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1090 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1091 if(vid.support.glshaderversion >= 140)
1093 vertstrings_list[vertstrings_count++] = "#version 140\n";
1094 geomstrings_list[geomstrings_count++] = "#version 140\n";
1095 fragstrings_list[fragstrings_count++] = "#version 140\n";
1096 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1097 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1098 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1100 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1101 else if(vid.support.glshaderversion >= 130)
1103 vertstrings_list[vertstrings_count++] = "#version 130\n";
1104 geomstrings_list[geomstrings_count++] = "#version 130\n";
1105 fragstrings_list[fragstrings_count++] = "#version 130\n";
1106 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1107 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1108 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1166 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1167 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1168 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1169 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1170 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1171 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1172 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1173 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1174 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1175 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1176 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1177 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1178 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1179 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1180 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1181 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1182 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1183 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1184 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1185 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1186 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1187 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1188 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1189 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1190 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1191 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1192 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1193 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1194 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1195 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1196 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1197 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1198 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1199 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1200 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1201 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1202 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1203 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1204 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1205 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1206 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1207 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1208 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1209 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1210 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1211 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1212 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1213 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1214 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1215 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1216 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1217 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1218 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1219 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1223 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1224 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1225 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1226 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1227 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1228 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1231 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1234 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1235 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1236 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1237 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1238 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1239 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1240 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1241 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1242 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1243 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1244 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1245 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1246 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1247 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1248 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1249 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1250 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1251 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1252 // initialize the samplers to refer to the texture units we use
1253 p->tex_Texture_First = -1;
1254 p->tex_Texture_Second = -1;
1255 p->tex_Texture_GammaRamps = -1;
1256 p->tex_Texture_Normal = -1;
1257 p->tex_Texture_Color = -1;
1258 p->tex_Texture_Gloss = -1;
1259 p->tex_Texture_Glow = -1;
1260 p->tex_Texture_SecondaryNormal = -1;
1261 p->tex_Texture_SecondaryColor = -1;
1262 p->tex_Texture_SecondaryGloss = -1;
1263 p->tex_Texture_SecondaryGlow = -1;
1264 p->tex_Texture_Pants = -1;
1265 p->tex_Texture_Shirt = -1;
1266 p->tex_Texture_FogHeightTexture = -1;
1267 p->tex_Texture_FogMask = -1;
1268 p->tex_Texture_Lightmap = -1;
1269 p->tex_Texture_Deluxemap = -1;
1270 p->tex_Texture_Attenuation = -1;
1271 p->tex_Texture_Cube = -1;
1272 p->tex_Texture_Refraction = -1;
1273 p->tex_Texture_Reflection = -1;
1274 p->tex_Texture_ShadowMap2D = -1;
1275 p->tex_Texture_CubeProjection = -1;
1276 p->tex_Texture_ScreenNormalMap = -1;
1277 p->tex_Texture_ScreenDiffuse = -1;
1278 p->tex_Texture_ScreenSpecular = -1;
1279 p->tex_Texture_ReflectMask = -1;
1280 p->tex_Texture_ReflectCube = -1;
1281 p->tex_Texture_BounceGrid = -1;
1282 // bind the texture samplers in use
1284 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1285 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1286 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1287 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1288 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1289 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1290 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1291 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1292 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1294 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1295 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1296 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1297 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1298 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1299 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1300 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1301 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1302 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1303 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1304 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1305 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1306 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1307 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1308 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1309 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1310 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1311 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1312 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1313 // get the uniform block indices so we can bind them
1314 if (vid.support.arb_uniform_buffer_object)
1315 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1317 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 // clear the uniform block bindings
1319 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1320 // bind the uniform blocks in use
1322 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1323 // we're done compiling and setting up the shader, at least until it is used
1325 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1328 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1332 Mem_Free(sourcestring);
1335 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1337 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1338 if (r_glsl_permutation != perm)
1340 r_glsl_permutation = perm;
1341 if (!r_glsl_permutation->program)
1343 if (!r_glsl_permutation->compiled)
1344 R_GLSL_CompilePermutation(perm, mode, permutation);
1345 if (!r_glsl_permutation->program)
1347 // remove features until we find a valid permutation
1349 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1351 // reduce i more quickly whenever it would not remove any bits
1352 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1353 if (!(permutation & j))
1356 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1357 if (!r_glsl_permutation->compiled)
1358 R_GLSL_CompilePermutation(perm, mode, permutation);
1359 if (r_glsl_permutation->program)
1362 if (i >= SHADERPERMUTATION_COUNT)
1364 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1365 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1366 qglUseProgram(0);CHECKGLERROR
1367 return; // no bit left to clear, entire mode is broken
1372 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1374 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1375 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1376 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1383 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1384 extern D3DCAPS9 vid_d3d9caps;
1387 struct r_hlsl_permutation_s;
1388 typedef struct r_hlsl_permutation_s
1390 /// hash lookup data
1391 struct r_hlsl_permutation_s *hashnext;
1393 unsigned int permutation;
1395 /// indicates if we have tried compiling this permutation already
1397 /// NULL if compilation failed
1398 IDirect3DVertexShader9 *vertexshader;
1399 IDirect3DPixelShader9 *pixelshader;
1401 r_hlsl_permutation_t;
1403 typedef enum D3DVSREGISTER_e
1405 D3DVSREGISTER_TexMatrix = 0, // float4x4
1406 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1407 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1408 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1409 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1410 D3DVSREGISTER_ModelToLight = 20, // float4x4
1411 D3DVSREGISTER_EyePosition = 24,
1412 D3DVSREGISTER_FogPlane = 25,
1413 D3DVSREGISTER_LightDir = 26,
1414 D3DVSREGISTER_LightPosition = 27,
1418 typedef enum D3DPSREGISTER_e
1420 D3DPSREGISTER_Alpha = 0,
1421 D3DPSREGISTER_BloomBlur_Parameters = 1,
1422 D3DPSREGISTER_ClientTime = 2,
1423 D3DPSREGISTER_Color_Ambient = 3,
1424 D3DPSREGISTER_Color_Diffuse = 4,
1425 D3DPSREGISTER_Color_Specular = 5,
1426 D3DPSREGISTER_Color_Glow = 6,
1427 D3DPSREGISTER_Color_Pants = 7,
1428 D3DPSREGISTER_Color_Shirt = 8,
1429 D3DPSREGISTER_DeferredColor_Ambient = 9,
1430 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1431 D3DPSREGISTER_DeferredColor_Specular = 11,
1432 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1433 D3DPSREGISTER_DeferredMod_Specular = 13,
1434 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1435 D3DPSREGISTER_EyePosition = 15, // unused
1436 D3DPSREGISTER_FogColor = 16,
1437 D3DPSREGISTER_FogHeightFade = 17,
1438 D3DPSREGISTER_FogPlane = 18,
1439 D3DPSREGISTER_FogPlaneViewDist = 19,
1440 D3DPSREGISTER_FogRangeRecip = 20,
1441 D3DPSREGISTER_LightColor = 21,
1442 D3DPSREGISTER_LightDir = 22, // unused
1443 D3DPSREGISTER_LightPosition = 23,
1444 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1445 D3DPSREGISTER_PixelSize = 25,
1446 D3DPSREGISTER_ReflectColor = 26,
1447 D3DPSREGISTER_ReflectFactor = 27,
1448 D3DPSREGISTER_ReflectOffset = 28,
1449 D3DPSREGISTER_RefractColor = 29,
1450 D3DPSREGISTER_Saturation = 30,
1451 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1452 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1453 D3DPSREGISTER_ScreenToDepth = 33,
1454 D3DPSREGISTER_ShadowMap_Parameters = 34,
1455 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1456 D3DPSREGISTER_SpecularPower = 36,
1457 D3DPSREGISTER_UserVec1 = 37,
1458 D3DPSREGISTER_UserVec2 = 38,
1459 D3DPSREGISTER_UserVec3 = 39,
1460 D3DPSREGISTER_UserVec4 = 40,
1461 D3DPSREGISTER_ViewTintColor = 41,
1462 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1463 D3DPSREGISTER_BloomColorSubtract = 43,
1464 D3DPSREGISTER_ViewToLight = 44, // float4x4
1465 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1466 D3DPSREGISTER_NormalmapScrollBlend = 52,
1467 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1468 D3DPSREGISTER_OffsetMapping_Bias = 54,
1473 /// information about each possible shader permutation
1474 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1475 /// currently selected permutation
1476 r_hlsl_permutation_t *r_hlsl_permutation;
1477 /// storage for permutations linked in the hash table
1478 memexpandablearray_t r_hlsl_permutationarray;
1480 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1482 //unsigned int hashdepth = 0;
1483 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1484 r_hlsl_permutation_t *p;
1485 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1487 if (p->mode == mode && p->permutation == permutation)
1489 //if (hashdepth > 10)
1490 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1495 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1497 p->permutation = permutation;
1498 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1499 r_hlsl_permutationhash[mode][hashindex] = p;
1500 //if (hashdepth > 10)
1501 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1506 //#include <d3dx9shader.h>
1507 //#include <d3dx9mesh.h>
1509 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1511 DWORD *vsbin = NULL;
1512 DWORD *psbin = NULL;
1513 fs_offset_t vsbinsize;
1514 fs_offset_t psbinsize;
1515 // IDirect3DVertexShader9 *vs = NULL;
1516 // IDirect3DPixelShader9 *ps = NULL;
1517 ID3DXBuffer *vslog = NULL;
1518 ID3DXBuffer *vsbuffer = NULL;
1519 ID3DXConstantTable *vsconstanttable = NULL;
1520 ID3DXBuffer *pslog = NULL;
1521 ID3DXBuffer *psbuffer = NULL;
1522 ID3DXConstantTable *psconstanttable = NULL;
1525 char temp[MAX_INPUTLINE];
1526 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1528 qboolean debugshader = gl_paranoid.integer != 0;
1529 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1530 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1533 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1534 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1536 if ((!vsbin && vertstring) || (!psbin && fragstring))
1538 const char* dllnames_d3dx9 [] =
1562 dllhandle_t d3dx9_dll = NULL;
1563 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1564 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1565 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1566 dllfunction_t d3dx9_dllfuncs[] =
1568 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1569 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1570 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1573 // 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...
1574 #ifndef ID3DXBuffer_GetBufferPointer
1575 #if !defined(__cplusplus) || defined(CINTERFACE)
1576 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1577 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1578 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1580 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1581 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1582 #define ID3DXBuffer_Release(p) (p)->Release()
1585 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1587 DWORD shaderflags = 0;
1589 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1590 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1591 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 if (vertstring && vertstring[0])
1596 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1597 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1600 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1603 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1604 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1605 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1606 ID3DXBuffer_Release(vsbuffer);
1610 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1611 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1612 ID3DXBuffer_Release(vslog);
1615 if (fragstring && fragstring[0])
1619 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1620 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1623 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1626 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1627 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1628 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1629 ID3DXBuffer_Release(psbuffer);
1633 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1634 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1635 ID3DXBuffer_Release(pslog);
1638 Sys_UnloadLibrary(&d3dx9_dll);
1641 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1645 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1646 if (FAILED(vsresult))
1647 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1648 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1649 if (FAILED(psresult))
1650 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1652 // free the shader data
1653 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1654 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1657 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1660 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1661 int vertstring_length = 0;
1662 int geomstring_length = 0;
1663 int fragstring_length = 0;
1666 char *vertstring, *geomstring, *fragstring;
1667 char permutationname[256];
1668 char cachename[256];
1669 int vertstrings_count = 0;
1670 int geomstrings_count = 0;
1671 int fragstrings_count = 0;
1672 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1673 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1674 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1679 p->vertexshader = NULL;
1680 p->pixelshader = NULL;
1682 permutationname[0] = 0;
1684 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1686 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1687 strlcat(cachename, "hlsl/", sizeof(cachename));
1689 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1690 vertstrings_count = 0;
1691 geomstrings_count = 0;
1692 fragstrings_count = 0;
1693 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1694 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1695 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1697 // the first pretext is which type of shader to compile as
1698 // (later these will all be bound together as a program object)
1699 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1700 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1701 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1703 // the second pretext is the mode (for example a light source)
1704 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1705 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1706 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1707 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1708 strlcat(cachename, modeinfo->name, sizeof(cachename));
1710 // now add all the permutation pretexts
1711 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1713 if (permutation & (1<<i))
1715 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1716 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1717 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1718 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1719 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1723 // keep line numbers correct
1724 vertstrings_list[vertstrings_count++] = "\n";
1725 geomstrings_list[geomstrings_count++] = "\n";
1726 fragstrings_list[fragstrings_count++] = "\n";
1731 R_CompileShader_AddStaticParms(mode, permutation);
1732 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1733 vertstrings_count += shaderstaticparms_count;
1734 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1735 geomstrings_count += shaderstaticparms_count;
1736 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1737 fragstrings_count += shaderstaticparms_count;
1739 // replace spaces in the cachename with _ characters
1740 for (i = 0;cachename[i];i++)
1741 if (cachename[i] == ' ')
1744 // now append the shader text itself
1745 vertstrings_list[vertstrings_count++] = sourcestring;
1746 geomstrings_list[geomstrings_count++] = sourcestring;
1747 fragstrings_list[fragstrings_count++] = sourcestring;
1749 vertstring_length = 0;
1750 for (i = 0;i < vertstrings_count;i++)
1751 vertstring_length += strlen(vertstrings_list[i]);
1752 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1753 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1754 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1756 geomstring_length = 0;
1757 for (i = 0;i < geomstrings_count;i++)
1758 geomstring_length += strlen(geomstrings_list[i]);
1759 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1760 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1761 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1763 fragstring_length = 0;
1764 for (i = 0;i < fragstrings_count;i++)
1765 fragstring_length += strlen(fragstrings_list[i]);
1766 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1767 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1768 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1770 // try to load the cached shader, or generate one
1771 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1773 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1774 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1776 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1780 Mem_Free(vertstring);
1782 Mem_Free(geomstring);
1784 Mem_Free(fragstring);
1786 Mem_Free(sourcestring);
1789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1791 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);}
1792 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);}
1793 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);}
1794 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);}
1796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1798 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);}
1799 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);}
1800 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);}
1801 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);}
1803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1805 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1806 if (r_hlsl_permutation != perm)
1808 r_hlsl_permutation = perm;
1809 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1811 if (!r_hlsl_permutation->compiled)
1812 R_HLSL_CompilePermutation(perm, mode, permutation);
1813 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1815 // remove features until we find a valid permutation
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 // reduce i more quickly whenever it would not remove any bits
1820 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1821 if (!(permutation & j))
1824 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1825 if (!r_hlsl_permutation->compiled)
1826 R_HLSL_CompilePermutation(perm, mode, permutation);
1827 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1830 if (i >= SHADERPERMUTATION_COUNT)
1832 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1833 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1834 return; // no bit left to clear, entire mode is broken
1838 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1839 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1841 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1842 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1843 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1847 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1849 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1850 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1851 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1852 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1855 void R_GLSL_Restart_f(void)
1857 unsigned int i, limit;
1858 if (glslshaderstring)
1859 Mem_Free(glslshaderstring);
1860 glslshaderstring = NULL;
1861 if (hlslshaderstring)
1862 Mem_Free(hlslshaderstring);
1863 hlslshaderstring = NULL;
1864 switch(vid.renderpath)
1866 case RENDERPATH_D3D9:
1869 r_hlsl_permutation_t *p;
1870 r_hlsl_permutation = NULL;
1871 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1872 for (i = 0;i < limit;i++)
1874 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1876 if (p->vertexshader)
1877 IDirect3DVertexShader9_Release(p->vertexshader);
1879 IDirect3DPixelShader9_Release(p->pixelshader);
1880 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1883 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1887 case RENDERPATH_D3D10:
1888 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1890 case RENDERPATH_D3D11:
1891 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1893 case RENDERPATH_GL20:
1894 case RENDERPATH_GLES2:
1896 r_glsl_permutation_t *p;
1897 r_glsl_permutation = NULL;
1898 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1899 for (i = 0;i < limit;i++)
1901 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1903 GL_Backend_FreeProgram(p->program);
1904 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1907 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1910 case RENDERPATH_GL11:
1911 case RENDERPATH_GL13:
1912 case RENDERPATH_GLES1:
1914 case RENDERPATH_SOFT:
1919 static void R_GLSL_DumpShader_f(void)
1921 int i, language, mode, dupe;
1923 shadermodeinfo_t *modeinfo;
1926 for (language = 0;language < 2;language++)
1928 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1929 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1931 // don't dump the same file multiple times (most or all shaders come from the same file)
1932 for (dupe = mode - 1;dupe >= 0;dupe--)
1933 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1937 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1940 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1943 FS_Print(file, "/* The engine may define the following macros:\n");
1944 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1945 for (i = 0;i < SHADERMODE_COUNT;i++)
1946 FS_Print(file, modeinfo[i].pretext);
1947 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1948 FS_Print(file, shaderpermutationinfo[i].pretext);
1949 FS_Print(file, "*/\n");
1950 FS_Print(file, text);
1952 Con_Printf("%s written\n", modeinfo[mode].filename);
1955 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1961 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1963 unsigned int permutation = 0;
1964 if (r_trippy.integer && !notrippy)
1965 permutation |= SHADERPERMUTATION_TRIPPY;
1966 permutation |= SHADERPERMUTATION_VIEWTINT;
1968 permutation |= SHADERPERMUTATION_DIFFUSE;
1970 permutation |= SHADERPERMUTATION_SPECULAR;
1971 if (texturemode == GL_MODULATE)
1972 permutation |= SHADERPERMUTATION_COLORMAPPING;
1973 else if (texturemode == GL_ADD)
1974 permutation |= SHADERPERMUTATION_GLOW;
1975 else if (texturemode == GL_DECAL)
1976 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1977 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1978 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1979 if (suppresstexalpha)
1980 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1982 texturemode = GL_MODULATE;
1983 if (vid.allowalphatocoverage)
1984 GL_AlphaToCoverage(false);
1985 switch (vid.renderpath)
1987 case RENDERPATH_D3D9:
1989 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1990 R_Mesh_TexBind(GL20TU_FIRST , first );
1991 R_Mesh_TexBind(GL20TU_SECOND, second);
1992 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1993 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1996 case RENDERPATH_D3D10:
1997 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1999 case RENDERPATH_D3D11:
2000 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002 case RENDERPATH_GL20:
2003 case RENDERPATH_GLES2:
2004 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2005 if (r_glsl_permutation->tex_Texture_First >= 0)
2006 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2007 if (r_glsl_permutation->tex_Texture_Second >= 0)
2008 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2009 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2010 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2012 case RENDERPATH_GL13:
2013 case RENDERPATH_GLES1:
2014 R_Mesh_TexBind(0, first );
2015 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2016 R_Mesh_TexMatrix(0, NULL);
2017 R_Mesh_TexBind(1, second);
2020 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2021 R_Mesh_TexMatrix(1, NULL);
2024 case RENDERPATH_GL11:
2025 R_Mesh_TexBind(0, first );
2026 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2027 R_Mesh_TexMatrix(0, NULL);
2029 case RENDERPATH_SOFT:
2030 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2031 R_Mesh_TexBind(GL20TU_FIRST , first );
2032 R_Mesh_TexBind(GL20TU_SECOND, second);
2037 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2039 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2042 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2044 unsigned int permutation = 0;
2045 if (r_trippy.integer && !notrippy)
2046 permutation |= SHADERPERMUTATION_TRIPPY;
2048 permutation |= SHADERPERMUTATION_DEPTHRGB;
2050 permutation |= SHADERPERMUTATION_SKELETAL;
2052 if (vid.allowalphatocoverage)
2053 GL_AlphaToCoverage(false);
2054 switch (vid.renderpath)
2056 case RENDERPATH_D3D9:
2058 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2061 case RENDERPATH_D3D10:
2062 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2064 case RENDERPATH_D3D11:
2065 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2067 case RENDERPATH_GL20:
2068 case RENDERPATH_GLES2:
2069 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2070 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);
2072 case RENDERPATH_GL13:
2073 case RENDERPATH_GLES1:
2074 R_Mesh_TexBind(0, 0);
2075 R_Mesh_TexBind(1, 0);
2077 case RENDERPATH_GL11:
2078 R_Mesh_TexBind(0, 0);
2080 case RENDERPATH_SOFT:
2081 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2086 extern qboolean r_shadow_usingdeferredprepass;
2087 extern rtexture_t *r_shadow_attenuationgradienttexture;
2088 extern rtexture_t *r_shadow_attenuation2dtexture;
2089 extern rtexture_t *r_shadow_attenuation3dtexture;
2090 extern qboolean r_shadow_usingshadowmap2d;
2091 extern qboolean r_shadow_usingshadowmaportho;
2092 extern float r_shadow_shadowmap_texturescale[2];
2093 extern float r_shadow_shadowmap_parameters[4];
2094 extern qboolean r_shadow_shadowmapvsdct;
2095 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2096 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2097 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2098 extern matrix4x4_t r_shadow_shadowmapmatrix;
2099 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2100 extern int r_shadow_prepass_width;
2101 extern int r_shadow_prepass_height;
2102 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2103 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2104 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2105 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2107 #define BLENDFUNC_ALLOWS_COLORMOD 1
2108 #define BLENDFUNC_ALLOWS_FOG 2
2109 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2110 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2111 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2112 static int R_BlendFuncFlags(int src, int dst)
2116 // a blendfunc allows colormod if:
2117 // a) it can never keep the destination pixel invariant, or
2118 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2119 // this is to prevent unintended side effects from colormod
2121 // a blendfunc allows fog if:
2122 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2123 // this is to prevent unintended side effects from fog
2125 // these checks are the output of fogeval.pl
2127 r |= BLENDFUNC_ALLOWS_COLORMOD;
2128 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2129 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2130 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2131 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2132 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2133 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2134 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2135 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2136 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2137 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2138 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2139 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2140 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2141 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2142 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2143 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2144 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2145 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2146 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2147 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2148 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2153 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2155 // select a permutation of the lighting shader appropriate to this
2156 // combination of texture, entity, light source, and fogging, only use the
2157 // minimum features necessary to avoid wasting rendering time in the
2158 // fragment shader on features that are not being used
2159 unsigned int permutation = 0;
2160 unsigned int mode = 0;
2162 static float dummy_colormod[3] = {1, 1, 1};
2163 float *colormod = rsurface.colormod;
2165 matrix4x4_t tempmatrix;
2166 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2167 if (r_trippy.integer && !notrippy)
2168 permutation |= SHADERPERMUTATION_TRIPPY;
2169 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2170 permutation |= SHADERPERMUTATION_ALPHAKILL;
2171 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2172 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2173 if (rsurfacepass == RSURFPASS_BACKGROUND)
2175 // distorted background
2176 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2178 mode = SHADERMODE_WATER;
2179 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2180 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2181 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2183 // this is the right thing to do for wateralpha
2184 GL_BlendFunc(GL_ONE, GL_ZERO);
2185 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2189 // this is the right thing to do for entity alpha
2190 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2191 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2194 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2196 mode = SHADERMODE_REFRACTION;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2198 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2199 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2200 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2204 mode = SHADERMODE_GENERIC;
2205 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2206 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2207 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2209 if (vid.allowalphatocoverage)
2210 GL_AlphaToCoverage(false);
2212 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2214 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2216 switch(rsurface.texture->offsetmapping)
2218 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2219 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2220 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2221 case OFFSETMAPPING_OFF: break;
2224 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2225 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2226 // normalmap (deferred prepass), may use alpha test on diffuse
2227 mode = SHADERMODE_DEFERREDGEOMETRY;
2228 GL_BlendFunc(GL_ONE, GL_ZERO);
2229 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2230 if (vid.allowalphatocoverage)
2231 GL_AlphaToCoverage(false);
2233 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2235 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2237 switch(rsurface.texture->offsetmapping)
2239 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2240 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2242 case OFFSETMAPPING_OFF: break;
2245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2246 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2247 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2248 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2250 mode = SHADERMODE_LIGHTSOURCE;
2251 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2252 permutation |= SHADERPERMUTATION_CUBEFILTER;
2253 if (diffusescale > 0)
2254 permutation |= SHADERPERMUTATION_DIFFUSE;
2255 if (specularscale > 0)
2256 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2257 if (r_refdef.fogenabled)
2258 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2259 if (rsurface.texture->colormapping)
2260 permutation |= SHADERPERMUTATION_COLORMAPPING;
2261 if (r_shadow_usingshadowmap2d)
2263 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2264 if(r_shadow_shadowmapvsdct)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2267 if (r_shadow_shadowmap2ddepthbuffer)
2268 permutation |= SHADERPERMUTATION_DEPTHRGB;
2270 if (rsurface.texture->reflectmasktexture)
2271 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2272 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2273 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2274 if (vid.allowalphatocoverage)
2275 GL_AlphaToCoverage(false);
2277 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2279 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2281 switch(rsurface.texture->offsetmapping)
2283 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2284 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2285 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2286 case OFFSETMAPPING_OFF: break;
2289 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2290 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2291 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2292 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2293 // unshaded geometry (fullbright or ambient model lighting)
2294 mode = SHADERMODE_FLATCOLOR;
2295 ambientscale = diffusescale = specularscale = 0;
2296 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2297 permutation |= SHADERPERMUTATION_GLOW;
2298 if (r_refdef.fogenabled)
2299 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2300 if (rsurface.texture->colormapping)
2301 permutation |= SHADERPERMUTATION_COLORMAPPING;
2302 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2304 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2305 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2307 if (r_shadow_shadowmap2ddepthbuffer)
2308 permutation |= SHADERPERMUTATION_DEPTHRGB;
2310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2311 permutation |= SHADERPERMUTATION_REFLECTION;
2312 if (rsurface.texture->reflectmasktexture)
2313 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2314 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2315 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2316 // when using alphatocoverage, we don't need alphakill
2317 if (vid.allowalphatocoverage)
2319 if (r_transparent_alphatocoverage.integer)
2321 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2322 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2325 GL_AlphaToCoverage(false);
2328 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2330 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2332 switch(rsurface.texture->offsetmapping)
2334 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2335 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2336 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2337 case OFFSETMAPPING_OFF: break;
2340 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2341 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2343 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2344 // directional model lighting
2345 mode = SHADERMODE_LIGHTDIRECTION;
2346 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2347 permutation |= SHADERPERMUTATION_GLOW;
2348 permutation |= SHADERPERMUTATION_DIFFUSE;
2349 if (specularscale > 0)
2350 permutation |= SHADERPERMUTATION_SPECULAR;
2351 if (r_refdef.fogenabled)
2352 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2353 if (rsurface.texture->colormapping)
2354 permutation |= SHADERPERMUTATION_COLORMAPPING;
2355 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2357 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2358 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2360 if (r_shadow_shadowmap2ddepthbuffer)
2361 permutation |= SHADERPERMUTATION_DEPTHRGB;
2363 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2364 permutation |= SHADERPERMUTATION_REFLECTION;
2365 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2366 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2367 if (rsurface.texture->reflectmasktexture)
2368 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2369 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2371 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2372 if (r_shadow_bouncegriddirectional)
2373 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2375 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2376 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2377 // when using alphatocoverage, we don't need alphakill
2378 if (vid.allowalphatocoverage)
2380 if (r_transparent_alphatocoverage.integer)
2382 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2383 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2386 GL_AlphaToCoverage(false);
2389 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2391 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2393 switch(rsurface.texture->offsetmapping)
2395 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2396 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2397 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2398 case OFFSETMAPPING_OFF: break;
2401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2402 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2404 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2405 // ambient model lighting
2406 mode = SHADERMODE_LIGHTDIRECTION;
2407 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2408 permutation |= SHADERPERMUTATION_GLOW;
2409 if (r_refdef.fogenabled)
2410 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2411 if (rsurface.texture->colormapping)
2412 permutation |= SHADERPERMUTATION_COLORMAPPING;
2413 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2415 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2416 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2418 if (r_shadow_shadowmap2ddepthbuffer)
2419 permutation |= SHADERPERMUTATION_DEPTHRGB;
2421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2422 permutation |= SHADERPERMUTATION_REFLECTION;
2423 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2424 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2425 if (rsurface.texture->reflectmasktexture)
2426 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2427 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2429 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2430 if (r_shadow_bouncegriddirectional)
2431 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2433 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2434 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2435 // when using alphatocoverage, we don't need alphakill
2436 if (vid.allowalphatocoverage)
2438 if (r_transparent_alphatocoverage.integer)
2440 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2441 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2444 GL_AlphaToCoverage(false);
2449 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2451 switch(rsurface.texture->offsetmapping)
2453 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2454 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2455 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2456 case OFFSETMAPPING_OFF: break;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2462 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2464 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2465 permutation |= SHADERPERMUTATION_GLOW;
2466 if (r_refdef.fogenabled)
2467 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2468 if (rsurface.texture->colormapping)
2469 permutation |= SHADERPERMUTATION_COLORMAPPING;
2470 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2472 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2473 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2475 if (r_shadow_shadowmap2ddepthbuffer)
2476 permutation |= SHADERPERMUTATION_DEPTHRGB;
2478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2479 permutation |= SHADERPERMUTATION_REFLECTION;
2480 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2481 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2482 if (rsurface.texture->reflectmasktexture)
2483 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2484 if (FAKELIGHT_ENABLED)
2486 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2487 mode = SHADERMODE_FAKELIGHT;
2488 permutation |= SHADERPERMUTATION_DIFFUSE;
2489 if (specularscale > 0)
2490 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2492 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2494 // deluxemapping (light direction texture)
2495 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2496 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2498 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2499 permutation |= SHADERPERMUTATION_DIFFUSE;
2500 if (specularscale > 0)
2501 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2503 else if (r_glsl_deluxemapping.integer >= 2)
2505 // fake deluxemapping (uniform light direction in tangentspace)
2506 if (rsurface.uselightmaptexture)
2507 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2509 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2510 permutation |= SHADERPERMUTATION_DIFFUSE;
2511 if (specularscale > 0)
2512 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2514 else if (rsurface.uselightmaptexture)
2516 // ordinary lightmapping (q1bsp, q3bsp)
2517 mode = SHADERMODE_LIGHTMAP;
2521 // ordinary vertex coloring (q3bsp)
2522 mode = SHADERMODE_VERTEXCOLOR;
2524 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2526 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2527 if (r_shadow_bouncegriddirectional)
2528 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2530 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2531 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2532 // when using alphatocoverage, we don't need alphakill
2533 if (vid.allowalphatocoverage)
2535 if (r_transparent_alphatocoverage.integer)
2537 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2538 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2541 GL_AlphaToCoverage(false);
2544 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2545 colormod = dummy_colormod;
2546 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2547 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2548 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2549 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2550 switch(vid.renderpath)
2552 case RENDERPATH_D3D9:
2554 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);
2555 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2556 R_SetupShader_SetPermutationHLSL(mode, permutation);
2557 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2558 if (mode == SHADERMODE_LIGHTSOURCE)
2560 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2561 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2565 if (mode == SHADERMODE_LIGHTDIRECTION)
2567 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2570 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2571 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2572 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2573 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2574 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2576 if (mode == SHADERMODE_LIGHTSOURCE)
2578 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2584 // additive passes are only darkened by fog, not tinted
2585 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2590 if (mode == SHADERMODE_FLATCOLOR)
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2594 else if (mode == SHADERMODE_LIGHTDIRECTION)
2596 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2598 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2599 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2601 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2602 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2609 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2610 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2612 // additive passes are only darkened by fog, not tinted
2613 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2614 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2616 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2617 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2618 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2619 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2620 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2621 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2622 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2623 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2624 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2625 if (mode == SHADERMODE_WATER)
2626 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2628 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2629 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2631 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2632 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2633 if (rsurface.texture->pantstexture)
2634 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2636 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2637 if (rsurface.texture->shirttexture)
2638 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2641 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2642 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2643 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2644 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2645 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2646 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2647 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2648 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2649 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2651 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2652 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2653 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2654 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2656 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2657 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2658 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2659 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2660 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2661 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2662 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2663 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2664 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2665 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2666 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2667 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2668 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2669 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2670 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2671 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2672 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2673 if (rsurfacepass == RSURFPASS_BACKGROUND)
2675 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2676 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2677 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2681 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2683 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2684 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2685 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2686 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2688 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2689 if (rsurface.rtlight)
2691 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2692 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2697 case RENDERPATH_D3D10:
2698 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2700 case RENDERPATH_D3D11:
2701 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2703 case RENDERPATH_GL20:
2704 case RENDERPATH_GLES2:
2705 if (!vid.useinterleavedarrays)
2707 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);
2708 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2709 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2710 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2711 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2712 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2713 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2714 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2715 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2716 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2717 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2721 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);
2722 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2724 // this has to be after RSurf_PrepareVerticesForBatch
2725 if (rsurface.batchskeletaltransform3x4buffer)
2726 permutation |= SHADERPERMUTATION_SKELETAL;
2727 R_SetupShader_SetPermutationGLSL(mode, permutation);
2728 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);
2729 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2730 if (mode == SHADERMODE_LIGHTSOURCE)
2732 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2733 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2735 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2736 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2737 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2739 // additive passes are only darkened by fog, not tinted
2740 if (r_glsl_permutation->loc_FogColor >= 0)
2741 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2742 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2746 if (mode == SHADERMODE_FLATCOLOR)
2748 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2750 else if (mode == SHADERMODE_LIGHTDIRECTION)
2752 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2753 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2754 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2755 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2756 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2757 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2758 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2762 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2763 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2764 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2765 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2766 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2768 // additive passes are only darkened by fog, not tinted
2769 if (r_glsl_permutation->loc_FogColor >= 0)
2771 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2772 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2774 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2776 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2777 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]);
2778 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]);
2779 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2780 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2781 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2782 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2783 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2784 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2786 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2787 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2788 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2789 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2790 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2792 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2793 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2794 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2795 if (r_glsl_permutation->loc_Color_Pants >= 0)
2797 if (rsurface.texture->pantstexture)
2798 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2800 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2802 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2804 if (rsurface.texture->shirttexture)
2805 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2807 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2809 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]);
2810 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2811 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2812 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2813 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2814 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2815 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2816 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2817 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2819 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);
2820 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2821 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]);
2822 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2823 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2824 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2826 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2827 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2828 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2829 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2830 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2831 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2832 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2833 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2834 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2835 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2836 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2837 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2838 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2839 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2840 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2841 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2842 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2843 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2844 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2845 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2846 if (rsurfacepass == RSURFPASS_BACKGROUND)
2848 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);
2849 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);
2850 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);
2854 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);
2856 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2857 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2858 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2859 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2861 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2862 if (rsurface.rtlight)
2864 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2865 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2868 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2871 case RENDERPATH_GL11:
2872 case RENDERPATH_GL13:
2873 case RENDERPATH_GLES1:
2875 case RENDERPATH_SOFT:
2876 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);
2877 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2878 R_SetupShader_SetPermutationSoft(mode, permutation);
2879 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2880 if (mode == SHADERMODE_LIGHTSOURCE)
2882 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2889 // additive passes are only darkened by fog, not tinted
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2895 if (mode == SHADERMODE_FLATCOLOR)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2899 else if (mode == SHADERMODE_LIGHTDIRECTION)
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2905 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2913 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2917 // additive passes are only darkened by fog, not tinted
2918 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2921 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2922 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2923 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]);
2924 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]);
2925 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2926 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2927 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2930 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2932 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2933 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2934 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2935 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2936 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2939 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2940 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2941 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2943 if (rsurface.texture->pantstexture)
2944 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2946 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2948 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2950 if (rsurface.texture->shirttexture)
2951 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2953 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2955 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2956 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2957 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2958 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2959 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2960 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2961 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2962 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2963 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2965 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2966 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2967 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2968 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2970 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2971 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2972 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2973 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2974 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2975 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2976 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2977 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2978 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2979 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2980 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2981 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2982 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2983 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2984 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2985 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2986 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2987 if (rsurfacepass == RSURFPASS_BACKGROUND)
2989 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2990 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2991 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2995 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2997 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2998 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2999 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3000 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3002 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3003 if (rsurface.rtlight)
3005 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3006 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3013 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3015 // select a permutation of the lighting shader appropriate to this
3016 // combination of texture, entity, light source, and fogging, only use the
3017 // minimum features necessary to avoid wasting rendering time in the
3018 // fragment shader on features that are not being used
3019 unsigned int permutation = 0;
3020 unsigned int mode = 0;
3021 const float *lightcolorbase = rtlight->currentcolor;
3022 float ambientscale = rtlight->ambientscale;
3023 float diffusescale = rtlight->diffusescale;
3024 float specularscale = rtlight->specularscale;
3025 // this is the location of the light in view space
3026 vec3_t viewlightorigin;
3027 // this transforms from view space (camera) to light space (cubemap)
3028 matrix4x4_t viewtolight;
3029 matrix4x4_t lighttoview;
3030 float viewtolight16f[16];
3032 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3033 if (rtlight->currentcubemap != r_texture_whitecube)
3034 permutation |= SHADERPERMUTATION_CUBEFILTER;
3035 if (diffusescale > 0)
3036 permutation |= SHADERPERMUTATION_DIFFUSE;
3037 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3038 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3039 if (r_shadow_usingshadowmap2d)
3041 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3042 if (r_shadow_shadowmapvsdct)
3043 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3045 if (r_shadow_shadowmap2ddepthbuffer)
3046 permutation |= SHADERPERMUTATION_DEPTHRGB;
3048 if (vid.allowalphatocoverage)
3049 GL_AlphaToCoverage(false);
3050 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3051 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3052 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3053 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3054 switch(vid.renderpath)
3056 case RENDERPATH_D3D9:
3058 R_SetupShader_SetPermutationHLSL(mode, permutation);
3059 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3060 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3061 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3062 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3063 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3064 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3065 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3066 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);
3067 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3068 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3070 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3071 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3072 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3073 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3074 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3077 case RENDERPATH_D3D10:
3078 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3080 case RENDERPATH_D3D11:
3081 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3083 case RENDERPATH_GL20:
3084 case RENDERPATH_GLES2:
3085 R_SetupShader_SetPermutationGLSL(mode, permutation);
3086 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3087 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3088 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3089 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3090 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3091 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3092 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3093 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);
3094 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]);
3095 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3097 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3098 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3099 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3100 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3101 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3103 case RENDERPATH_GL11:
3104 case RENDERPATH_GL13:
3105 case RENDERPATH_GLES1:
3107 case RENDERPATH_SOFT:
3108 R_SetupShader_SetPermutationGLSL(mode, permutation);
3109 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3110 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3111 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3112 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3113 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3114 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3115 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3116 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);
3117 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3118 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3120 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3121 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3122 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3123 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3124 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3129 #define SKINFRAME_HASH 1024
3133 int loadsequence; // incremented each level change
3134 memexpandablearray_t array;
3135 skinframe_t *hash[SKINFRAME_HASH];
3138 r_skinframe_t r_skinframe;
3140 void R_SkinFrame_PrepareForPurge(void)
3142 r_skinframe.loadsequence++;
3143 // wrap it without hitting zero
3144 if (r_skinframe.loadsequence >= 200)
3145 r_skinframe.loadsequence = 1;
3148 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3152 // mark the skinframe as used for the purging code
3153 skinframe->loadsequence = r_skinframe.loadsequence;
3156 void R_SkinFrame_Purge(void)
3160 for (i = 0;i < SKINFRAME_HASH;i++)
3162 for (s = r_skinframe.hash[i];s;s = s->next)
3164 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3166 if (s->merged == s->base)
3168 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3169 R_PurgeTexture(s->stain );s->stain = NULL;
3170 R_PurgeTexture(s->merged);s->merged = NULL;
3171 R_PurgeTexture(s->base );s->base = NULL;
3172 R_PurgeTexture(s->pants );s->pants = NULL;
3173 R_PurgeTexture(s->shirt );s->shirt = NULL;
3174 R_PurgeTexture(s->nmap );s->nmap = NULL;
3175 R_PurgeTexture(s->gloss );s->gloss = NULL;
3176 R_PurgeTexture(s->glow );s->glow = NULL;
3177 R_PurgeTexture(s->fog );s->fog = NULL;
3178 R_PurgeTexture(s->reflect);s->reflect = NULL;
3179 s->loadsequence = 0;
3185 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3187 char basename[MAX_QPATH];
3189 Image_StripImageExtension(name, basename, sizeof(basename));
3191 if( last == NULL ) {
3193 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3194 item = r_skinframe.hash[hashindex];
3199 // linearly search through the hash bucket
3200 for( ; item ; item = item->next ) {
3201 if( !strcmp( item->basename, basename ) ) {
3208 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3212 char basename[MAX_QPATH];
3214 Image_StripImageExtension(name, basename, sizeof(basename));
3216 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3217 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3218 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3222 rtexture_t *dyntexture;
3223 // check whether its a dynamic texture
3224 dyntexture = CL_GetDynTexture( basename );
3225 if (!add && !dyntexture)
3227 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3228 memset(item, 0, sizeof(*item));
3229 strlcpy(item->basename, basename, sizeof(item->basename));
3230 item->base = dyntexture; // either NULL or dyntexture handle
3231 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3232 item->comparewidth = comparewidth;
3233 item->compareheight = compareheight;
3234 item->comparecrc = comparecrc;
3235 item->next = r_skinframe.hash[hashindex];
3236 r_skinframe.hash[hashindex] = item;
3238 else if (textureflags & TEXF_FORCE_RELOAD)
3240 rtexture_t *dyntexture;
3241 // check whether its a dynamic texture
3242 dyntexture = CL_GetDynTexture( basename );
3243 if (!add && !dyntexture)
3245 if (item->merged == item->base)
3246 item->merged = NULL;
3247 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3248 R_PurgeTexture(item->stain );item->stain = NULL;
3249 R_PurgeTexture(item->merged);item->merged = NULL;
3250 R_PurgeTexture(item->base );item->base = NULL;
3251 R_PurgeTexture(item->pants );item->pants = NULL;
3252 R_PurgeTexture(item->shirt );item->shirt = NULL;
3253 R_PurgeTexture(item->nmap );item->nmap = NULL;
3254 R_PurgeTexture(item->gloss );item->gloss = NULL;
3255 R_PurgeTexture(item->glow );item->glow = NULL;
3256 R_PurgeTexture(item->fog );item->fog = NULL;
3257 R_PurgeTexture(item->reflect);item->reflect = NULL;
3258 item->loadsequence = 0;
3260 else if( item->base == NULL )
3262 rtexture_t *dyntexture;
3263 // check whether its a dynamic texture
3264 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3265 dyntexture = CL_GetDynTexture( basename );
3266 item->base = dyntexture; // either NULL or dyntexture handle
3269 R_SkinFrame_MarkUsed(item);
3273 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3275 unsigned long long avgcolor[5], wsum; \
3283 for(pix = 0; pix < cnt; ++pix) \
3286 for(comp = 0; comp < 3; ++comp) \
3288 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3291 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3293 for(comp = 0; comp < 3; ++comp) \
3294 avgcolor[comp] += getpixel * w; \
3297 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3298 avgcolor[4] += getpixel; \
3300 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3302 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3303 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3304 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3305 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3308 extern cvar_t gl_picmip;
3309 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3312 unsigned char *pixels;
3313 unsigned char *bumppixels;
3314 unsigned char *basepixels = NULL;
3315 int basepixels_width = 0;
3316 int basepixels_height = 0;
3317 skinframe_t *skinframe;
3318 rtexture_t *ddsbase = NULL;
3319 qboolean ddshasalpha = false;
3320 float ddsavgcolor[4];
3321 char basename[MAX_QPATH];
3322 int miplevel = R_PicmipForFlags(textureflags);
3323 int savemiplevel = miplevel;
3327 if (cls.state == ca_dedicated)
3330 // return an existing skinframe if already loaded
3331 // if loading of the first image fails, don't make a new skinframe as it
3332 // would cause all future lookups of this to be missing
3333 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3334 if (skinframe && skinframe->base)
3337 Image_StripImageExtension(name, basename, sizeof(basename));
3339 // check for DDS texture file first
3340 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3342 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3343 if (basepixels == NULL)
3347 // FIXME handle miplevel
3349 if (developer_loading.integer)
3350 Con_Printf("loading skin \"%s\"\n", name);
3352 // we've got some pixels to store, so really allocate this new texture now
3354 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3355 textureflags &= ~TEXF_FORCE_RELOAD;
3356 skinframe->stain = NULL;
3357 skinframe->merged = NULL;
3358 skinframe->base = NULL;
3359 skinframe->pants = NULL;
3360 skinframe->shirt = NULL;
3361 skinframe->nmap = NULL;
3362 skinframe->gloss = NULL;
3363 skinframe->glow = NULL;
3364 skinframe->fog = NULL;
3365 skinframe->reflect = NULL;
3366 skinframe->hasalpha = false;
3370 skinframe->base = ddsbase;
3371 skinframe->hasalpha = ddshasalpha;
3372 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3373 if (r_loadfog && skinframe->hasalpha)
3374 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);
3375 //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]);
3379 basepixels_width = image_width;
3380 basepixels_height = image_height;
3381 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);
3382 if (textureflags & TEXF_ALPHA)
3384 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3386 if (basepixels[j] < 255)
3388 skinframe->hasalpha = true;
3392 if (r_loadfog && skinframe->hasalpha)
3394 // has transparent pixels
3395 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3396 for (j = 0;j < image_width * image_height * 4;j += 4)
3401 pixels[j+3] = basepixels[j+3];
3403 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);
3407 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3409 //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]);
3410 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3411 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3412 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3413 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3419 mymiplevel = savemiplevel;
3420 if (r_loadnormalmap)
3421 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);
3422 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3424 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3425 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3426 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3427 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3430 // _norm is the name used by tenebrae and has been adopted as standard
3431 if (r_loadnormalmap && skinframe->nmap == NULL)
3433 mymiplevel = savemiplevel;
3434 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3436 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);
3440 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3442 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3443 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3444 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);
3446 Mem_Free(bumppixels);
3448 else if (r_shadow_bumpscale_basetexture.value > 0)
3450 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3451 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3452 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);
3456 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3457 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3461 // _luma is supported only for tenebrae compatibility
3462 // _glow is the preferred name
3463 mymiplevel = savemiplevel;
3464 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))))
3466 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);
3468 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3469 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3471 Mem_Free(pixels);pixels = NULL;
3474 mymiplevel = savemiplevel;
3475 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3477 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);
3479 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3480 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3486 mymiplevel = savemiplevel;
3487 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3489 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);
3491 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3492 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3498 mymiplevel = savemiplevel;
3499 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3501 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);
3503 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3504 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3510 mymiplevel = savemiplevel;
3511 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3513 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);
3515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3516 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3523 Mem_Free(basepixels);
3528 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3529 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3532 unsigned char *temp1, *temp2;
3533 skinframe_t *skinframe;
3536 if (cls.state == ca_dedicated)
3539 // if already loaded just return it, otherwise make a new skinframe
3540 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3541 if (skinframe->base)
3543 textureflags &= ~TEXF_FORCE_RELOAD;
3545 skinframe->stain = NULL;
3546 skinframe->merged = NULL;
3547 skinframe->base = NULL;
3548 skinframe->pants = NULL;
3549 skinframe->shirt = NULL;
3550 skinframe->nmap = NULL;
3551 skinframe->gloss = NULL;
3552 skinframe->glow = NULL;
3553 skinframe->fog = NULL;
3554 skinframe->reflect = NULL;
3555 skinframe->hasalpha = false;
3557 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3561 if (developer_loading.integer)
3562 Con_Printf("loading 32bit skin \"%s\"\n", name);
3564 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3566 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3567 temp2 = temp1 + width * height * 4;
3568 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3569 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3572 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3573 if (textureflags & TEXF_ALPHA)
3575 for (i = 3;i < width * height * 4;i += 4)
3577 if (skindata[i] < 255)
3579 skinframe->hasalpha = true;
3583 if (r_loadfog && skinframe->hasalpha)
3585 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3586 memcpy(fogpixels, skindata, width * height * 4);
3587 for (i = 0;i < width * height * 4;i += 4)
3588 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3589 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3590 Mem_Free(fogpixels);
3594 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3595 //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]);
3600 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3604 skinframe_t *skinframe;
3606 if (cls.state == ca_dedicated)
3609 // if already loaded just return it, otherwise make a new skinframe
3610 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3611 if (skinframe->base)
3613 //textureflags &= ~TEXF_FORCE_RELOAD;
3615 skinframe->stain = NULL;
3616 skinframe->merged = NULL;
3617 skinframe->base = NULL;
3618 skinframe->pants = NULL;
3619 skinframe->shirt = NULL;
3620 skinframe->nmap = NULL;
3621 skinframe->gloss = NULL;
3622 skinframe->glow = NULL;
3623 skinframe->fog = NULL;
3624 skinframe->reflect = NULL;
3625 skinframe->hasalpha = false;
3627 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3631 if (developer_loading.integer)
3632 Con_Printf("loading quake skin \"%s\"\n", name);
3634 // 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)
3635 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3636 memcpy(skinframe->qpixels, skindata, width*height);
3637 skinframe->qwidth = width;
3638 skinframe->qheight = height;
3641 for (i = 0;i < width * height;i++)
3642 featuresmask |= palette_featureflags[skindata[i]];
3644 skinframe->hasalpha = false;
3645 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3646 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3647 skinframe->qgeneratemerged = true;
3648 skinframe->qgeneratebase = skinframe->qhascolormapping;
3649 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3651 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3652 //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]);
3657 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3661 unsigned char *skindata;
3664 if (!skinframe->qpixels)
3667 if (!skinframe->qhascolormapping)
3668 colormapped = false;
3672 if (!skinframe->qgeneratebase)
3677 if (!skinframe->qgeneratemerged)
3681 width = skinframe->qwidth;
3682 height = skinframe->qheight;
3683 skindata = skinframe->qpixels;
3685 if (skinframe->qgeneratenmap)
3687 unsigned char *temp1, *temp2;
3688 skinframe->qgeneratenmap = false;
3689 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3690 temp2 = temp1 + width * height * 4;
3691 // use either a custom palette or the quake palette
3692 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3693 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3694 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3698 if (skinframe->qgenerateglow)
3700 skinframe->qgenerateglow = false;
3701 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
3706 skinframe->qgeneratebase = false;
3707 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);
3708 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);
3709 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);
3713 skinframe->qgeneratemerged = false;
3714 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);
3717 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3719 Mem_Free(skinframe->qpixels);
3720 skinframe->qpixels = NULL;
3724 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)
3727 skinframe_t *skinframe;
3730 if (cls.state == ca_dedicated)
3733 // if already loaded just return it, otherwise make a new skinframe
3734 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3735 if (skinframe->base)
3737 textureflags &= ~TEXF_FORCE_RELOAD;
3739 skinframe->stain = NULL;
3740 skinframe->merged = NULL;
3741 skinframe->base = NULL;
3742 skinframe->pants = NULL;
3743 skinframe->shirt = NULL;
3744 skinframe->nmap = NULL;
3745 skinframe->gloss = NULL;
3746 skinframe->glow = NULL;
3747 skinframe->fog = NULL;
3748 skinframe->reflect = NULL;
3749 skinframe->hasalpha = false;
3751 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3755 if (developer_loading.integer)
3756 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3758 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3759 if (textureflags & TEXF_ALPHA)
3761 for (i = 0;i < width * height;i++)
3763 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3765 skinframe->hasalpha = true;
3769 if (r_loadfog && skinframe->hasalpha)
3770 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3773 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3774 //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]);
3779 skinframe_t *R_SkinFrame_LoadMissing(void)
3781 skinframe_t *skinframe;
3783 if (cls.state == ca_dedicated)
3786 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3787 skinframe->stain = NULL;
3788 skinframe->merged = NULL;
3789 skinframe->base = NULL;
3790 skinframe->pants = NULL;
3791 skinframe->shirt = NULL;
3792 skinframe->nmap = NULL;
3793 skinframe->gloss = NULL;
3794 skinframe->glow = NULL;
3795 skinframe->fog = NULL;
3796 skinframe->reflect = NULL;
3797 skinframe->hasalpha = false;
3799 skinframe->avgcolor[0] = rand() / RAND_MAX;
3800 skinframe->avgcolor[1] = rand() / RAND_MAX;
3801 skinframe->avgcolor[2] = rand() / RAND_MAX;
3802 skinframe->avgcolor[3] = 1;
3807 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3808 typedef struct suffixinfo_s
3811 qboolean flipx, flipy, flipdiagonal;
3814 static suffixinfo_t suffix[3][6] =
3817 {"px", false, false, false},
3818 {"nx", false, false, false},
3819 {"py", false, false, false},
3820 {"ny", false, false, false},
3821 {"pz", false, false, false},
3822 {"nz", false, false, false}
3825 {"posx", false, false, false},
3826 {"negx", false, false, false},
3827 {"posy", false, false, false},
3828 {"negy", false, false, false},
3829 {"posz", false, false, false},
3830 {"negz", false, false, false}
3833 {"rt", true, false, true},
3834 {"lf", false, true, true},
3835 {"ft", true, true, false},
3836 {"bk", false, false, false},
3837 {"up", true, false, true},
3838 {"dn", true, false, true}
3842 static int componentorder[4] = {0, 1, 2, 3};
3844 static rtexture_t *R_LoadCubemap(const char *basename)
3846 int i, j, cubemapsize;
3847 unsigned char *cubemappixels, *image_buffer;
3848 rtexture_t *cubemaptexture;
3850 // must start 0 so the first loadimagepixels has no requested width/height
3852 cubemappixels = NULL;
3853 cubemaptexture = NULL;
3854 // keep trying different suffix groups (posx, px, rt) until one loads
3855 for (j = 0;j < 3 && !cubemappixels;j++)
3857 // load the 6 images in the suffix group
3858 for (i = 0;i < 6;i++)
3860 // generate an image name based on the base and and suffix
3861 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3863 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3865 // an image loaded, make sure width and height are equal
3866 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3868 // if this is the first image to load successfully, allocate the cubemap memory
3869 if (!cubemappixels && image_width >= 1)
3871 cubemapsize = image_width;
3872 // note this clears to black, so unavailable sides are black
3873 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3875 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3877 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);
3880 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3882 Mem_Free(image_buffer);
3886 // if a cubemap loaded, upload it
3889 if (developer_loading.integer)
3890 Con_Printf("loading cubemap \"%s\"\n", basename);
3892 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);
3893 Mem_Free(cubemappixels);
3897 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3898 if (developer_loading.integer)
3900 Con_Printf("(tried tried images ");
3901 for (j = 0;j < 3;j++)
3902 for (i = 0;i < 6;i++)
3903 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3904 Con_Print(" and was unable to find any of them).\n");
3907 return cubemaptexture;
3910 rtexture_t *R_GetCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3914 if (r_texture_cubemaps[i] != NULL)
3915 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3916 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3917 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3918 return r_texture_whitecube;
3919 r_texture_numcubemaps++;
3920 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3921 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3922 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3923 return r_texture_cubemaps[i]->texture;
3926 static void R_Main_FreeViewCache(void)
3928 if (r_refdef.viewcache.entityvisible)
3929 Mem_Free(r_refdef.viewcache.entityvisible);
3930 if (r_refdef.viewcache.world_pvsbits)
3931 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932 if (r_refdef.viewcache.world_leafvisible)
3933 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3939 static void R_Main_ResizeViewCache(void)
3941 int numentities = r_refdef.scene.numentities;
3942 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3943 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3944 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3945 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3946 if (r_refdef.viewcache.maxentities < numentities)
3948 r_refdef.viewcache.maxentities = numentities;
3949 if (r_refdef.viewcache.entityvisible)
3950 Mem_Free(r_refdef.viewcache.entityvisible);
3951 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3953 if (r_refdef.viewcache.world_numclusters != numclusters)
3955 r_refdef.viewcache.world_numclusters = numclusters;
3956 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3957 if (r_refdef.viewcache.world_pvsbits)
3958 Mem_Free(r_refdef.viewcache.world_pvsbits);
3959 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3961 if (r_refdef.viewcache.world_numleafs != numleafs)
3963 r_refdef.viewcache.world_numleafs = numleafs;
3964 if (r_refdef.viewcache.world_leafvisible)
3965 Mem_Free(r_refdef.viewcache.world_leafvisible);
3966 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3968 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3970 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3971 if (r_refdef.viewcache.world_surfacevisible)
3972 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3973 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3977 extern rtexture_t *loadingscreentexture;
3978 static void gl_main_start(void)
3980 loadingscreentexture = NULL;
3981 r_texture_blanknormalmap = NULL;
3982 r_texture_white = NULL;
3983 r_texture_grey128 = NULL;
3984 r_texture_black = NULL;
3985 r_texture_whitecube = NULL;
3986 r_texture_normalizationcube = NULL;
3987 r_texture_fogattenuation = NULL;
3988 r_texture_fogheighttexture = NULL;
3989 r_texture_gammaramps = NULL;
3990 r_texture_numcubemaps = 0;
3991 r_uniformbufferalignment = 32;
3993 r_loaddds = r_texture_dds_load.integer != 0;
3994 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3996 switch(vid.renderpath)
3998 case RENDERPATH_GL20:
3999 case RENDERPATH_D3D9:
4000 case RENDERPATH_D3D10:
4001 case RENDERPATH_D3D11:
4002 case RENDERPATH_SOFT:
4003 case RENDERPATH_GLES2:
4004 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4005 Cvar_SetValueQuick(&gl_combine, 1);
4006 Cvar_SetValueQuick(&r_glsl, 1);
4007 r_loadnormalmap = true;
4010 if (vid.support.arb_uniform_buffer_object)
4011 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4013 case RENDERPATH_GL13:
4014 case RENDERPATH_GLES1:
4015 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4016 Cvar_SetValueQuick(&gl_combine, 1);
4017 Cvar_SetValueQuick(&r_glsl, 0);
4018 r_loadnormalmap = false;
4019 r_loadgloss = false;
4022 case RENDERPATH_GL11:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 0);
4025 Cvar_SetValueQuick(&r_glsl, 0);
4026 r_loadnormalmap = false;
4027 r_loadgloss = false;
4033 R_FrameData_Reset();
4034 R_BufferData_Reset();
4038 memset(r_queries, 0, sizeof(r_queries));
4040 r_qwskincache = NULL;
4041 r_qwskincache_size = 0;
4043 // due to caching of texture_t references, the collision cache must be reset
4044 Collision_Cache_Reset(true);
4046 // set up r_skinframe loading system for textures
4047 memset(&r_skinframe, 0, sizeof(r_skinframe));
4048 r_skinframe.loadsequence = 1;
4049 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4051 r_main_texturepool = R_AllocTexturePool();
4052 R_BuildBlankTextures();
4054 if (vid.support.arb_texture_cube_map)
4057 R_BuildNormalizationCube();
4059 r_texture_fogattenuation = NULL;
4060 r_texture_fogheighttexture = NULL;
4061 r_texture_gammaramps = NULL;
4062 //r_texture_fogintensity = NULL;
4063 memset(&r_fb, 0, sizeof(r_fb));
4064 r_glsl_permutation = NULL;
4065 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4066 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4067 glslshaderstring = NULL;
4069 r_hlsl_permutation = NULL;
4070 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4071 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4073 hlslshaderstring = NULL;
4074 memset(&r_svbsp, 0, sizeof (r_svbsp));
4076 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4077 r_texture_numcubemaps = 0;
4079 r_refdef.fogmasktable_density = 0;
4082 static void gl_main_shutdown(void)
4085 R_FrameData_Reset();
4086 R_BufferData_Reset();
4088 R_Main_FreeViewCache();
4090 switch(vid.renderpath)
4092 case RENDERPATH_GL11:
4093 case RENDERPATH_GL13:
4094 case RENDERPATH_GL20:
4095 case RENDERPATH_GLES1:
4096 case RENDERPATH_GLES2:
4097 #ifdef GL_SAMPLES_PASSED_ARB
4099 qglDeleteQueriesARB(r_maxqueries, r_queries);
4102 case RENDERPATH_D3D9:
4103 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4105 case RENDERPATH_D3D10:
4106 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4108 case RENDERPATH_D3D11:
4109 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4111 case RENDERPATH_SOFT:
4117 memset(r_queries, 0, sizeof(r_queries));
4119 r_qwskincache = NULL;
4120 r_qwskincache_size = 0;
4122 // clear out the r_skinframe state
4123 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4124 memset(&r_skinframe, 0, sizeof(r_skinframe));
4127 Mem_Free(r_svbsp.nodes);
4128 memset(&r_svbsp, 0, sizeof (r_svbsp));
4129 R_FreeTexturePool(&r_main_texturepool);
4130 loadingscreentexture = NULL;
4131 r_texture_blanknormalmap = NULL;
4132 r_texture_white = NULL;
4133 r_texture_grey128 = NULL;
4134 r_texture_black = NULL;
4135 r_texture_whitecube = NULL;
4136 r_texture_normalizationcube = NULL;
4137 r_texture_fogattenuation = NULL;
4138 r_texture_fogheighttexture = NULL;
4139 r_texture_gammaramps = NULL;
4140 r_texture_numcubemaps = 0;
4141 //r_texture_fogintensity = NULL;
4142 memset(&r_fb, 0, sizeof(r_fb));
4145 r_glsl_permutation = NULL;
4146 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4147 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4148 glslshaderstring = NULL;
4150 r_hlsl_permutation = NULL;
4151 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4152 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4154 hlslshaderstring = NULL;
4157 static void gl_main_newmap(void)
4159 // FIXME: move this code to client
4160 char *entities, entname[MAX_QPATH];
4162 Mem_Free(r_qwskincache);
4163 r_qwskincache = NULL;
4164 r_qwskincache_size = 0;
4167 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4168 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4170 CL_ParseEntityLump(entities);
4174 if (cl.worldmodel->brush.entities)
4175 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4177 R_Main_FreeViewCache();
4179 R_FrameData_Reset();
4180 R_BufferData_Reset();
4183 void GL_Main_Init(void)
4186 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4188 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4189 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4190 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4191 if (gamemode == GAME_NEHAHRA)
4193 Cvar_RegisterVariable (&gl_fogenable);
4194 Cvar_RegisterVariable (&gl_fogdensity);
4195 Cvar_RegisterVariable (&gl_fogred);
4196 Cvar_RegisterVariable (&gl_foggreen);
4197 Cvar_RegisterVariable (&gl_fogblue);
4198 Cvar_RegisterVariable (&gl_fogstart);
4199 Cvar_RegisterVariable (&gl_fogend);
4200 Cvar_RegisterVariable (&gl_skyclip);
4202 Cvar_RegisterVariable(&r_motionblur);
4203 Cvar_RegisterVariable(&r_damageblur);
4204 Cvar_RegisterVariable(&r_motionblur_averaging);
4205 Cvar_RegisterVariable(&r_motionblur_randomize);
4206 Cvar_RegisterVariable(&r_motionblur_minblur);
4207 Cvar_RegisterVariable(&r_motionblur_maxblur);
4208 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4209 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4210 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4211 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4212 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4213 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4214 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4215 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4216 Cvar_RegisterVariable(&r_equalize_entities_by);
4217 Cvar_RegisterVariable(&r_equalize_entities_to);
4218 Cvar_RegisterVariable(&r_depthfirst);
4219 Cvar_RegisterVariable(&r_useinfinitefarclip);
4220 Cvar_RegisterVariable(&r_farclip_base);
4221 Cvar_RegisterVariable(&r_farclip_world);
4222 Cvar_RegisterVariable(&r_nearclip);
4223 Cvar_RegisterVariable(&r_deformvertexes);
4224 Cvar_RegisterVariable(&r_transparent);
4225 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4226 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4227 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4228 Cvar_RegisterVariable(&r_showoverdraw);
4229 Cvar_RegisterVariable(&r_showbboxes);
4230 Cvar_RegisterVariable(&r_showsurfaces);
4231 Cvar_RegisterVariable(&r_showtris);
4232 Cvar_RegisterVariable(&r_shownormals);
4233 Cvar_RegisterVariable(&r_showlighting);
4234 Cvar_RegisterVariable(&r_showshadowvolumes);
4235 Cvar_RegisterVariable(&r_showcollisionbrushes);
4236 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4237 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4238 Cvar_RegisterVariable(&r_showdisabledepthtest);
4239 Cvar_RegisterVariable(&r_drawportals);
4240 Cvar_RegisterVariable(&r_drawentities);
4241 Cvar_RegisterVariable(&r_draw2d);
4242 Cvar_RegisterVariable(&r_drawworld);
4243 Cvar_RegisterVariable(&r_cullentities_trace);
4244 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4245 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4246 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4247 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4248 Cvar_RegisterVariable(&r_sortentities);
4249 Cvar_RegisterVariable(&r_drawviewmodel);
4250 Cvar_RegisterVariable(&r_drawexteriormodel);
4251 Cvar_RegisterVariable(&r_speeds);
4252 Cvar_RegisterVariable(&r_fullbrights);
4253 Cvar_RegisterVariable(&r_wateralpha);
4254 Cvar_RegisterVariable(&r_dynamic);
4255 Cvar_RegisterVariable(&r_fakelight);
4256 Cvar_RegisterVariable(&r_fakelight_intensity);
4257 Cvar_RegisterVariable(&r_fullbright);
4258 Cvar_RegisterVariable(&r_shadows);
4259 Cvar_RegisterVariable(&r_shadows_darken);
4260 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4261 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4262 Cvar_RegisterVariable(&r_shadows_throwdistance);
4263 Cvar_RegisterVariable(&r_shadows_throwdirection);
4264 Cvar_RegisterVariable(&r_shadows_focus);
4265 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4266 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4267 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4268 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4269 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4270 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4271 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4272 Cvar_RegisterVariable(&r_fog_exp2);
4273 Cvar_RegisterVariable(&r_fog_clear);
4274 Cvar_RegisterVariable(&r_drawfog);
4275 Cvar_RegisterVariable(&r_transparentdepthmasking);
4276 Cvar_RegisterVariable(&r_transparent_sortmindist);
4277 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4278 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4279 Cvar_RegisterVariable(&r_texture_dds_load);
4280 Cvar_RegisterVariable(&r_texture_dds_save);
4281 Cvar_RegisterVariable(&r_textureunits);
4282 Cvar_RegisterVariable(&gl_combine);
4283 Cvar_RegisterVariable(&r_usedepthtextures);
4284 Cvar_RegisterVariable(&r_viewfbo);
4285 Cvar_RegisterVariable(&r_viewscale);
4286 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4287 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4288 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4289 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4290 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4291 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4292 Cvar_RegisterVariable(&r_glsl);
4293 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4294 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4295 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4296 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4297 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4298 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4299 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4300 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4301 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4302 Cvar_RegisterVariable(&r_glsl_postprocess);
4303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4309 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4310 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4311 Cvar_RegisterVariable(&r_celshading);
4312 Cvar_RegisterVariable(&r_celoutlines);
4314 Cvar_RegisterVariable(&r_water);
4315 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4316 Cvar_RegisterVariable(&r_water_clippingplanebias);
4317 Cvar_RegisterVariable(&r_water_refractdistort);
4318 Cvar_RegisterVariable(&r_water_reflectdistort);
4319 Cvar_RegisterVariable(&r_water_scissormode);
4320 Cvar_RegisterVariable(&r_water_lowquality);
4321 Cvar_RegisterVariable(&r_water_hideplayer);
4322 Cvar_RegisterVariable(&r_water_fbo);
4324 Cvar_RegisterVariable(&r_lerpsprites);
4325 Cvar_RegisterVariable(&r_lerpmodels);
4326 Cvar_RegisterVariable(&r_lerplightstyles);
4327 Cvar_RegisterVariable(&r_waterscroll);
4328 Cvar_RegisterVariable(&r_bloom);
4329 Cvar_RegisterVariable(&r_bloom_colorscale);
4330 Cvar_RegisterVariable(&r_bloom_brighten);
4331 Cvar_RegisterVariable(&r_bloom_blur);
4332 Cvar_RegisterVariable(&r_bloom_resolution);
4333 Cvar_RegisterVariable(&r_bloom_colorexponent);
4334 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4335 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4336 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4337 Cvar_RegisterVariable(&r_hdr_glowintensity);
4338 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4339 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4340 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4341 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4342 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4343 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4344 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4345 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4346 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4347 Cvar_RegisterVariable(&developer_texturelogging);
4348 Cvar_RegisterVariable(&gl_lightmaps);
4349 Cvar_RegisterVariable(&r_test);
4350 Cvar_RegisterVariable(&r_batch_multidraw);
4351 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4352 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4353 Cvar_RegisterVariable(&r_glsl_skeletal);
4354 Cvar_RegisterVariable(&r_glsl_saturation);
4355 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4356 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4357 Cvar_RegisterVariable(&r_framedatasize);
4358 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4359 Cvar_RegisterVariable(&r_buffermegs[i]);
4360 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4361 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4362 Cvar_SetValue("r_fullbrights", 0);
4363 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4366 void Render_Init(void)
4379 R_LightningBeams_Init();
4389 extern char *ENGINE_EXTENSIONS;
4392 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4393 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4394 gl_version = (const char *)qglGetString(GL_VERSION);
4395 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4399 if (!gl_platformextensions)
4400 gl_platformextensions = "";
4402 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4403 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4404 Con_Printf("GL_VERSION: %s\n", gl_version);
4405 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4406 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4408 VID_CheckExtensions();
4410 // LordHavoc: report supported extensions
4411 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4413 // clear to black (loading plaque will be seen over this)
4414 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4418 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4422 if (r_trippy.integer)
4424 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4426 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4429 p = r_refdef.view.frustum + i;
4434 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4438 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4442 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4446 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4450 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4454 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4458 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4462 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4470 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4474 if (r_trippy.integer)
4476 for (i = 0;i < numplanes;i++)
4483 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4487 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4491 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4495 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4499 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4503 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4507 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4511 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4519 //==================================================================================
4521 // LordHavoc: this stores temporary data used within the same frame
4523 typedef struct r_framedata_mem_s
4525 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4526 size_t size; // how much usable space
4527 size_t current; // how much space in use
4528 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4529 size_t wantedsize; // how much space was allocated
4530 unsigned char *data; // start of real data (16byte aligned)
4534 static r_framedata_mem_t *r_framedata_mem;
4536 void R_FrameData_Reset(void)
4538 while (r_framedata_mem)
4540 r_framedata_mem_t *next = r_framedata_mem->purge;
4541 Mem_Free(r_framedata_mem);
4542 r_framedata_mem = next;
4546 static void R_FrameData_Resize(qboolean mustgrow)
4549 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4550 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4551 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4553 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4554 newmem->wantedsize = wantedsize;
4555 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4556 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4557 newmem->current = 0;
4559 newmem->purge = r_framedata_mem;
4560 r_framedata_mem = newmem;
4564 void R_FrameData_NewFrame(void)
4566 R_FrameData_Resize(false);
4567 if (!r_framedata_mem)
4569 // if we ran out of space on the last frame, free the old memory now
4570 while (r_framedata_mem->purge)
4572 // repeatedly remove the second item in the list, leaving only head
4573 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4574 Mem_Free(r_framedata_mem->purge);
4575 r_framedata_mem->purge = next;
4577 // reset the current mem pointer
4578 r_framedata_mem->current = 0;
4579 r_framedata_mem->mark = 0;
4582 void *R_FrameData_Alloc(size_t size)
4587 // align to 16 byte boundary - the data pointer is already aligned, so we
4588 // only need to ensure the size of every allocation is also aligned
4589 size = (size + 15) & ~15;
4591 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4593 // emergency - we ran out of space, allocate more memory
4594 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4595 // this might not be a growing it, but we'll allocate another buffer every time
4596 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4597 R_FrameData_Resize(true);
4600 data = r_framedata_mem->data + r_framedata_mem->current;
4601 r_framedata_mem->current += size;
4603 // count the usage for stats
4604 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4605 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4607 return (void *)data;
4610 void *R_FrameData_Store(size_t size, void *data)
4612 void *d = R_FrameData_Alloc(size);
4614 memcpy(d, data, size);
4618 void R_FrameData_SetMark(void)
4620 if (!r_framedata_mem)
4622 r_framedata_mem->mark = r_framedata_mem->current;
4625 void R_FrameData_ReturnToMark(void)
4627 if (!r_framedata_mem)
4629 r_framedata_mem->current = r_framedata_mem->mark;
4632 //==================================================================================
4634 // avoid reusing the same buffer objects on consecutive frames
4635 #define R_BUFFERDATA_CYCLE 3
4637 typedef struct r_bufferdata_buffer_s
4639 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4640 size_t size; // how much usable space
4641 size_t current; // how much space in use
4642 r_meshbuffer_t *buffer; // the buffer itself
4644 r_bufferdata_buffer_t;
4646 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4647 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4649 /// frees all dynamic buffers
4650 void R_BufferData_Reset(void)
4653 r_bufferdata_buffer_t **p, *mem;
4654 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4656 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4659 p = &r_bufferdata_buffer[cycle][type];
4665 R_Mesh_DestroyMeshBuffer(mem->buffer);
4672 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4673 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4675 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4677 float newvalue = r_buffermegs[type].value;
4679 // increase the cvar if we have to (but only if we already have a mem)
4680 if (mustgrow && mem)
4682 newvalue = bound(0.25f, newvalue, 256.0f);
4683 while (newvalue * 1024*1024 < minsize)
4686 // clamp the cvar to valid range
4687 newvalue = bound(0.25f, newvalue, 256.0f);
4688 if (r_buffermegs[type].value != newvalue)
4689 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4691 // calculate size in bytes
4692 size = (size_t)(newvalue * 1024*1024);
4693 size = bound(131072, size, 256*1024*1024);
4695 // allocate a new buffer if the size is different (purge old one later)
4696 // or if we were told we must grow the buffer
4697 if (!mem || mem->size != size || mustgrow)
4699 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4702 if (type == R_BUFFERDATA_VERTEX)
4703 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4704 else if (type == R_BUFFERDATA_INDEX16)
4705 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4706 else if (type == R_BUFFERDATA_INDEX32)
4707 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4708 else if (type == R_BUFFERDATA_UNIFORM)
4709 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4710 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4711 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4715 void R_BufferData_NewFrame(void)
4718 r_bufferdata_buffer_t **p, *mem;
4719 // cycle to the next frame's buffers
4720 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4721 // if we ran out of space on the last time we used these buffers, free the old memory now
4722 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4724 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4726 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4727 // free all but the head buffer, this is how we recycle obsolete
4728 // buffers after they are no longer in use
4729 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4735 R_Mesh_DestroyMeshBuffer(mem->buffer);
4738 // reset the current offset
4739 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4744 r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4746 r_bufferdata_buffer_t *mem;
4750 *returnbufferoffset = 0;
4752 // align size to a byte boundary appropriate for the buffer type, this
4753 // makes all allocations have aligned start offsets
4754 if (type == R_BUFFERDATA_UNIFORM)
4755 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4757 padsize = (datasize + 15) & ~15;
4759 // if we ran out of space in this buffer we must allocate a new one
4760 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)
4761 R_BufferData_Resize(type, true, padsize);
4763 // if the resize did not give us enough memory, fail
4764 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)
4765 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4767 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4768 offset = mem->current;
4769 mem->current += padsize;
4771 // upload the data to the buffer at the chosen offset
4773 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4774 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4776 // count the usage for stats
4777 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4778 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4780 // return the buffer offset
4781 *returnbufferoffset = offset;
4786 //==================================================================================
4788 // LordHavoc: animcache originally written by Echon, rewritten since then
4791 * Animation cache prevents re-generating mesh data for an animated model
4792 * multiple times in one frame for lighting, shadowing, reflections, etc.
4795 void R_AnimCache_Free(void)
4799 void R_AnimCache_ClearCache(void)
4802 entity_render_t *ent;
4804 for (i = 0;i < r_refdef.scene.numentities;i++)
4806 ent = r_refdef.scene.entities[i];
4807 ent->animcache_vertex3f = NULL;
4808 ent->animcache_vertex3f_vertexbuffer = NULL;
4809 ent->animcache_vertex3f_bufferoffset = 0;
4810 ent->animcache_normal3f = NULL;
4811 ent->animcache_normal3f_vertexbuffer = NULL;
4812 ent->animcache_normal3f_bufferoffset = 0;
4813 ent->animcache_svector3f = NULL;
4814 ent->animcache_svector3f_vertexbuffer = NULL;
4815 ent->animcache_svector3f_bufferoffset = 0;
4816 ent->animcache_tvector3f = NULL;
4817 ent->animcache_tvector3f_vertexbuffer = NULL;
4818 ent->animcache_tvector3f_bufferoffset = 0;
4819 ent->animcache_vertexmesh = NULL;
4820 ent->animcache_vertexmesh_vertexbuffer = NULL;
4821 ent->animcache_vertexmesh_bufferoffset = 0;
4822 ent->animcache_skeletaltransform3x4 = NULL;
4823 ent->animcache_skeletaltransform3x4buffer = NULL;
4824 ent->animcache_skeletaltransform3x4offset = 0;
4825 ent->animcache_skeletaltransform3x4size = 0;
4829 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4833 // check if we need the meshbuffers
4834 if (!vid.useinterleavedarrays)
4837 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4838 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4839 // TODO: upload vertexbuffer?
4840 if (ent->animcache_vertexmesh)
4842 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4843 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4844 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4845 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4846 for (i = 0;i < numvertices;i++)
4847 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4848 if (ent->animcache_svector3f)
4849 for (i = 0;i < numvertices;i++)
4850 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4851 if (ent->animcache_tvector3f)
4852 for (i = 0;i < numvertices;i++)
4853 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4854 if (ent->animcache_normal3f)
4855 for (i = 0;i < numvertices;i++)
4856 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4860 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4862 dp_model_t *model = ent->model;
4865 // see if this ent is worth caching
4866 if (!model || !model->Draw || !model->AnimateVertices)
4868 // nothing to cache if it contains no animations and has no skeleton
4869 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4871 // see if it is already cached for gpuskeletal
4872 if (ent->animcache_skeletaltransform3x4)
4874 // see if it is already cached as a mesh
4875 if (ent->animcache_vertex3f)
4877 // check if we need to add normals or tangents
4878 if (ent->animcache_normal3f)
4879 wantnormals = false;
4880 if (ent->animcache_svector3f)
4881 wanttangents = false;
4882 if (!wantnormals && !wanttangents)
4886 // check which kind of cache we need to generate
4887 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4889 // cache the skeleton so the vertex shader can use it
4890 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4891 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4892 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4893 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4894 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4895 // note: this can fail if the buffer is at the grow limit
4896 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4897 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4899 else if (ent->animcache_vertex3f)
4901 // mesh was already cached but we may need to add normals/tangents
4902 // (this only happens with multiple views, reflections, cameras, etc)
4903 if (wantnormals || wanttangents)
4905 numvertices = model->surfmesh.num_vertices;
4907 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4910 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4911 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4913 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4914 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4915 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4916 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4917 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4922 // generate mesh cache
4923 numvertices = model->surfmesh.num_vertices;
4924 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4926 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4929 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4930 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4932 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4933 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4934 if (wantnormals || wanttangents)
4936 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4937 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4938 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4940 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4941 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4942 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4947 void R_AnimCache_CacheVisibleEntities(void)
4950 qboolean wantnormals = true;
4951 qboolean wanttangents = !r_showsurfaces.integer;
4953 switch(vid.renderpath)
4955 case RENDERPATH_GL20:
4956 case RENDERPATH_D3D9:
4957 case RENDERPATH_D3D10:
4958 case RENDERPATH_D3D11:
4959 case RENDERPATH_GLES2:
4961 case RENDERPATH_GL11:
4962 case RENDERPATH_GL13:
4963 case RENDERPATH_GLES1:
4964 wanttangents = false;
4966 case RENDERPATH_SOFT:
4970 if (r_shownormals.integer)
4971 wanttangents = wantnormals = true;
4973 // TODO: thread this
4974 // NOTE: R_PrepareRTLights() also caches entities
4976 for (i = 0;i < r_refdef.scene.numentities;i++)
4977 if (r_refdef.viewcache.entityvisible[i])
4978 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4981 //==================================================================================
4983 extern cvar_t r_overheadsprites_pushback;
4985 static void R_View_UpdateEntityLighting (void)
4988 entity_render_t *ent;
4989 vec3_t tempdiffusenormal, avg;
4990 vec_t f, fa, fd, fdd;
4991 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4993 for (i = 0;i < r_refdef.scene.numentities;i++)
4995 ent = r_refdef.scene.entities[i];
4997 // skip unseen models
4998 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5002 if (ent->model && ent->model == cl.worldmodel)
5004 // TODO: use modellight for r_ambient settings on world?
5005 VectorSet(ent->modellight_ambient, 0, 0, 0);
5006 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5007 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5011 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5013 // aleady updated by CSQC
5014 // TODO: force modellight on BSP models in this case?
5015 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5019 // fetch the lighting from the worldmodel data
5020 VectorClear(ent->modellight_ambient);
5021 VectorClear(ent->modellight_diffuse);
5022 VectorClear(tempdiffusenormal);
5023 if (ent->flags & RENDER_LIGHT)
5026 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5028 // complete lightning for lit sprites
5029 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5030 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5032 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5033 org[2] = org[2] + r_overheadsprites_pushback.value;
5034 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5037 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5039 if(ent->flags & RENDER_EQUALIZE)
5041 // first fix up ambient lighting...
5042 if(r_equalize_entities_minambient.value > 0)
5044 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5047 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5048 if(fa < r_equalize_entities_minambient.value * fd)
5051 // fa'/fd' = minambient
5052 // fa'+0.25*fd' = fa+0.25*fd
5054 // fa' = fd' * minambient
5055 // fd'*(0.25+minambient) = fa+0.25*fd
5057 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5058 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5060 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5061 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
5062 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5063 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5068 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5070 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5071 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5075 // adjust brightness and saturation to target
5076 avg[0] = avg[1] = avg[2] = fa / f;
5077 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5078 avg[0] = avg[1] = avg[2] = fd / f;
5079 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5085 VectorSet(ent->modellight_ambient, 1, 1, 1);
5088 // move the light direction into modelspace coordinates for lighting code
5089 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5090 if(VectorLength2(ent->modellight_lightdir) == 0)
5091 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5092 VectorNormalize(ent->modellight_lightdir);
5096 #define MAX_LINEOFSIGHTTRACES 64
5098 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5101 vec3_t boxmins, boxmaxs;
5104 dp_model_t *model = r_refdef.scene.worldmodel;
5106 if (!model || !model->brush.TraceLineOfSight)
5109 // expand the box a little
5110 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5111 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5112 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5113 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5114 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5115 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5117 // return true if eye is inside enlarged box
5118 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5122 VectorCopy(eye, start);
5123 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5124 if (model->brush.TraceLineOfSight(model, start, end))
5127 // try various random positions
5128 for (i = 0;i < numsamples;i++)
5130 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5131 if (model->brush.TraceLineOfSight(model, start, end))
5139 static void R_View_UpdateEntityVisible (void)
5144 entity_render_t *ent;
5146 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5147 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5148 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5149 : RENDER_EXTERIORMODEL;
5150 if (!r_drawviewmodel.integer)
5151 renderimask |= RENDER_VIEWMODEL;
5152 if (!r_drawexteriormodel.integer)
5153 renderimask |= RENDER_EXTERIORMODEL;
5154 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5156 // worldmodel can check visibility
5157 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5158 for (i = 0;i < r_refdef.scene.numentities;i++)
5160 ent = r_refdef.scene.entities[i];
5161 if (!(ent->flags & renderimask))
5162 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)))
5163 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))
5164 r_refdef.viewcache.entityvisible[i] = true;
5169 // no worldmodel or it can't check visibility
5170 for (i = 0;i < r_refdef.scene.numentities;i++)
5172 ent = r_refdef.scene.entities[i];
5173 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
5176 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5177 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5179 for (i = 0;i < r_refdef.scene.numentities;i++)
5181 if (!r_refdef.viewcache.entityvisible[i])
5183 ent = r_refdef.scene.entities[i];
5184 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5186 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5188 continue; // temp entities do pvs only
5189 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5190 ent->last_trace_visibility = realtime;
5191 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5192 r_refdef.viewcache.entityvisible[i] = 0;
5198 /// only used if skyrendermasked, and normally returns false
5199 static int R_DrawBrushModelsSky (void)
5202 entity_render_t *ent;
5205 for (i = 0;i < r_refdef.scene.numentities;i++)
5207 if (!r_refdef.viewcache.entityvisible[i])
5209 ent = r_refdef.scene.entities[i];
5210 if (!ent->model || !ent->model->DrawSky)
5212 ent->model->DrawSky(ent);
5218 static void R_DrawNoModel(entity_render_t *ent);
5219 static void R_DrawModels(void)
5222 entity_render_t *ent;
5224 for (i = 0;i < r_refdef.scene.numentities;i++)
5226 if (!r_refdef.viewcache.entityvisible[i])
5228 ent = r_refdef.scene.entities[i];
5229 r_refdef.stats[r_stat_entities]++;
5231 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5234 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5235 Con_Printf("R_DrawModels\n");
5236 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]);
5237 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);
5238 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);
5241 if (ent->model && ent->model->Draw != NULL)
5242 ent->model->Draw(ent);
5248 static void R_DrawModelsDepth(void)
5251 entity_render_t *ent;
5253 for (i = 0;i < r_refdef.scene.numentities;i++)
5255 if (!r_refdef.viewcache.entityvisible[i])
5257 ent = r_refdef.scene.entities[i];
5258 if (ent->model && ent->model->DrawDepth != NULL)
5259 ent->model->DrawDepth(ent);
5263 static void R_DrawModelsDebug(void)
5266 entity_render_t *ent;
5268 for (i = 0;i < r_refdef.scene.numentities;i++)
5270 if (!r_refdef.viewcache.entityvisible[i])
5272 ent = r_refdef.scene.entities[i];
5273 if (ent->model && ent->model->DrawDebug != NULL)
5274 ent->model->DrawDebug(ent);
5278 static void R_DrawModelsAddWaterPlanes(void)
5281 entity_render_t *ent;
5283 for (i = 0;i < r_refdef.scene.numentities;i++)
5285 if (!r_refdef.viewcache.entityvisible[i])
5287 ent = r_refdef.scene.entities[i];
5288 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5289 ent->model->DrawAddWaterPlanes(ent);
5293 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}};
5295 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5297 if (r_hdr_irisadaptation.integer)
5302 vec3_t diffusenormal;
5304 vec_t brightness = 0.0f;
5309 VectorCopy(r_refdef.view.forward, forward);
5310 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5312 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5313 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5314 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5315 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5316 d = DotProduct(forward, diffusenormal);
5317 brightness += VectorLength(ambient);
5319 brightness += d * VectorLength(diffuse);
5321 brightness *= 1.0f / c;
5322 brightness += 0.00001f; // make sure it's never zero
5323 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5324 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5325 current = r_hdr_irisadaptation_value.value;
5327 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5328 else if (current > goal)
5329 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5330 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5331 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5333 else if (r_hdr_irisadaptation_value.value != 1.0f)
5334 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5337 static void R_View_SetFrustum(const int *scissor)
5340 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5341 vec3_t forward, left, up, origin, v;
5345 // flipped x coordinates (because x points left here)
5346 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5347 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5349 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5350 switch(vid.renderpath)
5352 case RENDERPATH_D3D9:
5353 case RENDERPATH_D3D10:
5354 case RENDERPATH_D3D11:
5355 // non-flipped y coordinates
5356 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5357 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5359 case RENDERPATH_SOFT:
5360 case RENDERPATH_GL11:
5361 case RENDERPATH_GL13:
5362 case RENDERPATH_GL20:
5363 case RENDERPATH_GLES1:
5364 case RENDERPATH_GLES2:
5365 // non-flipped y coordinates
5366 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5367 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5372 // we can't trust r_refdef.view.forward and friends in reflected scenes
5373 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5376 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5377 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5378 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5379 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5380 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5381 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5382 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5383 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5384 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5385 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5386 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5387 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5391 zNear = r_refdef.nearclip;
5392 nudge = 1.0 - 1.0 / (1<<23);
5393 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5394 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5395 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5396 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5397 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5398 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5399 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5400 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5406 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5407 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5408 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5409 r_refdef.view.frustum[0].dist = m[15] - m[12];
5411 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5412 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5413 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5414 r_refdef.view.frustum[1].dist = m[15] + m[12];
5416 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5417 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5418 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5419 r_refdef.view.frustum[2].dist = m[15] - m[13];
5421 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5422 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5423 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5424 r_refdef.view.frustum[3].dist = m[15] + m[13];
5426 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5427 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5428 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5429 r_refdef.view.frustum[4].dist = m[15] - m[14];
5431 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5432 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5433 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5434 r_refdef.view.frustum[5].dist = m[15] + m[14];
5437 if (r_refdef.view.useperspective)
5439 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5440 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]);
5441 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]);
5442 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]);
5443 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]);
5445 // then the normals from the corners relative to origin
5446 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5447 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5448 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5449 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5451 // in a NORMAL view, forward cross left == up
5452 // in a REFLECTED view, forward cross left == down
5453 // so our cross products above need to be adjusted for a left handed coordinate system
5454 CrossProduct(forward, left, v);
5455 if(DotProduct(v, up) < 0)
5457 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5458 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5459 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5460 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5463 // Leaving those out was a mistake, those were in the old code, and they
5464 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5465 // I couldn't reproduce it after adding those normalizations. --blub
5466 VectorNormalize(r_refdef.view.frustum[0].normal);
5467 VectorNormalize(r_refdef.view.frustum[1].normal);
5468 VectorNormalize(r_refdef.view.frustum[2].normal);
5469 VectorNormalize(r_refdef.view.frustum[3].normal);
5471 // make the corners absolute
5472 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5473 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5474 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5475 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5478 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5480 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5481 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5482 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5483 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5484 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5488 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5489 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5490 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5491 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5492 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5493 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5494 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5495 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5496 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5497 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5499 r_refdef.view.numfrustumplanes = 5;
5501 if (r_refdef.view.useclipplane)
5503 r_refdef.view.numfrustumplanes = 6;
5504 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5507 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5508 PlaneClassify(r_refdef.view.frustum + i);
5510 // LordHavoc: note to all quake engine coders, Quake had a special case
5511 // for 90 degrees which assumed a square view (wrong), so I removed it,
5512 // Quake2 has it disabled as well.
5514 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5515 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5516 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5517 //PlaneClassify(&frustum[0]);
5519 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5520 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5521 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5522 //PlaneClassify(&frustum[1]);
5524 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5525 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5526 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5527 //PlaneClassify(&frustum[2]);
5529 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5530 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5531 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5532 //PlaneClassify(&frustum[3]);
5535 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5536 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5537 //PlaneClassify(&frustum[4]);
5540 static void R_View_UpdateWithScissor(const int *myscissor)
5542 R_Main_ResizeViewCache();
5543 R_View_SetFrustum(myscissor);
5544 R_View_WorldVisibility(r_refdef.view.useclipplane);
5545 R_View_UpdateEntityVisible();
5546 R_View_UpdateEntityLighting();
5549 static void R_View_Update(void)
5551 R_Main_ResizeViewCache();
5552 R_View_SetFrustum(NULL);
5553 R_View_WorldVisibility(r_refdef.view.useclipplane);
5554 R_View_UpdateEntityVisible();
5555 R_View_UpdateEntityLighting();
5558 float viewscalefpsadjusted = 1.0f;
5560 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5562 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5563 scale = bound(0.03125f, scale, 1.0f);
5564 *outwidth = (int)ceil(width * scale);
5565 *outheight = (int)ceil(height * scale);
5568 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5570 const float *customclipplane = NULL;
5572 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5573 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5575 // LordHavoc: couldn't figure out how to make this approach the
5576 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5577 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5578 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5579 dist = r_refdef.view.clipplane.dist;
5580 plane[0] = r_refdef.view.clipplane.normal[0];
5581 plane[1] = r_refdef.view.clipplane.normal[1];
5582 plane[2] = r_refdef.view.clipplane.normal[2];
5584 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5587 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5588 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5590 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5591 if (!r_refdef.view.useperspective)
5592 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5593 else if (vid.stencil && r_useinfinitefarclip.integer)
5594 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5596 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5597 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5598 R_SetViewport(&r_refdef.view.viewport);
5599 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5601 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5602 float screenplane[4];
5603 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5604 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5605 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5606 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5607 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5611 void R_EntityMatrix(const matrix4x4_t *matrix)
5613 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5615 gl_modelmatrixchanged = false;
5616 gl_modelmatrix = *matrix;
5617 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5618 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5619 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5620 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5622 switch(vid.renderpath)
5624 case RENDERPATH_D3D9:
5626 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5627 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5630 case RENDERPATH_D3D10:
5631 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5633 case RENDERPATH_D3D11:
5634 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5636 case RENDERPATH_GL11:
5637 case RENDERPATH_GL13:
5638 case RENDERPATH_GLES1:
5639 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5641 case RENDERPATH_SOFT:
5642 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5643 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5645 case RENDERPATH_GL20:
5646 case RENDERPATH_GLES2:
5647 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5648 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5654 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5656 r_viewport_t viewport;
5660 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5661 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5662 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5663 R_SetViewport(&viewport);
5664 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5665 GL_Color(1, 1, 1, 1);
5666 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5667 GL_BlendFunc(GL_ONE, GL_ZERO);
5668 GL_ScissorTest(false);
5669 GL_DepthMask(false);
5670 GL_DepthRange(0, 1);
5671 GL_DepthTest(false);
5672 GL_DepthFunc(GL_LEQUAL);
5673 R_EntityMatrix(&identitymatrix);
5674 R_Mesh_ResetTextureState();
5675 GL_PolygonOffset(0, 0);
5676 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5677 switch(vid.renderpath)
5679 case RENDERPATH_GL11:
5680 case RENDERPATH_GL13:
5681 case RENDERPATH_GL20:
5682 case RENDERPATH_GLES1:
5683 case RENDERPATH_GLES2:
5684 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5686 case RENDERPATH_D3D9:
5687 case RENDERPATH_D3D10:
5688 case RENDERPATH_D3D11:
5689 case RENDERPATH_SOFT:
5692 GL_CullFace(GL_NONE);
5697 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5701 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5704 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5708 R_SetupView(true, fbo, depthtexture, colortexture);
5709 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5710 GL_Color(1, 1, 1, 1);
5711 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5712 GL_BlendFunc(GL_ONE, GL_ZERO);
5713 GL_ScissorTest(true);
5715 GL_DepthRange(0, 1);
5717 GL_DepthFunc(GL_LEQUAL);
5718 R_EntityMatrix(&identitymatrix);
5719 R_Mesh_ResetTextureState();
5720 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5721 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5722 switch(vid.renderpath)
5724 case RENDERPATH_GL11:
5725 case RENDERPATH_GL13:
5726 case RENDERPATH_GL20:
5727 case RENDERPATH_GLES1:
5728 case RENDERPATH_GLES2:
5729 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5731 case RENDERPATH_D3D9:
5732 case RENDERPATH_D3D10:
5733 case RENDERPATH_D3D11:
5734 case RENDERPATH_SOFT:
5737 GL_CullFace(r_refdef.view.cullface_back);
5742 R_RenderView_UpdateViewVectors
5745 void R_RenderView_UpdateViewVectors(void)
5747 // break apart the view matrix into vectors for various purposes
5748 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5749 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5750 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5751 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5752 // make an inverted copy of the view matrix for tracking sprites
5753 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5756 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5757 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5759 static void R_Water_StartFrame(void)
5762 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5763 r_waterstate_waterplane_t *p;
5764 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;
5766 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5769 switch(vid.renderpath)
5771 case RENDERPATH_GL20:
5772 case RENDERPATH_D3D9:
5773 case RENDERPATH_D3D10:
5774 case RENDERPATH_D3D11:
5775 case RENDERPATH_SOFT:
5776 case RENDERPATH_GLES2:
5778 case RENDERPATH_GL11:
5779 case RENDERPATH_GL13:
5780 case RENDERPATH_GLES1:
5784 // set waterwidth and waterheight to the water resolution that will be
5785 // used (often less than the screen resolution for faster rendering)
5786 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5788 // calculate desired texture sizes
5789 // can't use water if the card does not support the texture size
5790 if (!r_water.integer || r_showsurfaces.integer)
5791 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5792 else if (vid.support.arb_texture_non_power_of_two)
5794 texturewidth = waterwidth;
5795 textureheight = waterheight;
5796 camerawidth = waterwidth;
5797 cameraheight = waterheight;
5801 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5802 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5803 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5804 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5807 // allocate textures as needed
5808 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))
5810 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5811 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5813 if (p->texture_refraction)
5814 R_FreeTexture(p->texture_refraction);
5815 p->texture_refraction = NULL;
5816 if (p->fbo_refraction)
5817 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5818 p->fbo_refraction = 0;
5819 if (p->texture_reflection)
5820 R_FreeTexture(p->texture_reflection);
5821 p->texture_reflection = NULL;
5822 if (p->fbo_reflection)
5823 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5824 p->fbo_reflection = 0;
5825 if (p->texture_camera)
5826 R_FreeTexture(p->texture_camera);
5827 p->texture_camera = NULL;
5829 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5832 memset(&r_fb.water, 0, sizeof(r_fb.water));
5833 r_fb.water.texturewidth = texturewidth;
5834 r_fb.water.textureheight = textureheight;
5835 r_fb.water.camerawidth = camerawidth;
5836 r_fb.water.cameraheight = cameraheight;
5839 if (r_fb.water.texturewidth)
5841 int scaledwidth, scaledheight;
5843 r_fb.water.enabled = true;
5845 // water resolution is usually reduced
5846 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5847 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5848 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5850 // set up variables that will be used in shader setup
5851 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5852 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5853 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5854 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5857 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5858 r_fb.water.numwaterplanes = 0;
5861 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5863 int planeindex, bestplaneindex, vertexindex;
5864 vec3_t mins, maxs, normal, center, v, n;
5865 vec_t planescore, bestplanescore;
5867 r_waterstate_waterplane_t *p;
5868 texture_t *t = R_GetCurrentTexture(surface->texture);
5870 rsurface.texture = t;
5871 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5872 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5873 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5875 // average the vertex normals, find the surface bounds (after deformvertexes)
5876 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5877 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5878 VectorCopy(n, normal);
5879 VectorCopy(v, mins);
5880 VectorCopy(v, maxs);
5881 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5883 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5884 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5885 VectorAdd(normal, n, normal);
5886 mins[0] = min(mins[0], v[0]);
5887 mins[1] = min(mins[1], v[1]);
5888 mins[2] = min(mins[2], v[2]);
5889 maxs[0] = max(maxs[0], v[0]);
5890 maxs[1] = max(maxs[1], v[1]);
5891 maxs[2] = max(maxs[2], v[2]);
5893 VectorNormalize(normal);
5894 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5896 VectorCopy(normal, plane.normal);
5897 VectorNormalize(plane.normal);
5898 plane.dist = DotProduct(center, plane.normal);
5899 PlaneClassify(&plane);
5900 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5902 // skip backfaces (except if nocullface is set)
5903 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5905 VectorNegate(plane.normal, plane.normal);
5907 PlaneClassify(&plane);
5911 // find a matching plane if there is one
5912 bestplaneindex = -1;
5913 bestplanescore = 1048576.0f;
5914 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5916 if(p->camera_entity == t->camera_entity)
5918 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5919 if (bestplaneindex < 0 || bestplanescore > planescore)
5921 bestplaneindex = planeindex;
5922 bestplanescore = planescore;
5926 planeindex = bestplaneindex;
5927 p = r_fb.water.waterplanes + planeindex;
5929 // if this surface does not fit any known plane rendered this frame, add one
5930 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5932 // store the new plane
5933 planeindex = r_fb.water.numwaterplanes++;
5934 p = r_fb.water.waterplanes + planeindex;
5936 // clear materialflags and pvs
5937 p->materialflags = 0;
5938 p->pvsvalid = false;
5939 p->camera_entity = t->camera_entity;
5940 VectorCopy(mins, p->mins);
5941 VectorCopy(maxs, p->maxs);
5945 // merge mins/maxs when we're adding this surface to the plane
5946 p->mins[0] = min(p->mins[0], mins[0]);
5947 p->mins[1] = min(p->mins[1], mins[1]);
5948 p->mins[2] = min(p->mins[2], mins[2]);
5949 p->maxs[0] = max(p->maxs[0], maxs[0]);
5950 p->maxs[1] = max(p->maxs[1], maxs[1]);
5951 p->maxs[2] = max(p->maxs[2], maxs[2]);
5953 // merge this surface's materialflags into the waterplane
5954 p->materialflags |= t->currentmaterialflags;
5955 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5957 // merge this surface's PVS into the waterplane
5958 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5959 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5961 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5967 extern cvar_t r_drawparticles;
5968 extern cvar_t r_drawdecals;
5970 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5973 r_refdef_view_t originalview;
5974 r_refdef_view_t myview;
5975 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;
5976 r_waterstate_waterplane_t *p;
5978 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;
5981 originalview = r_refdef.view;
5983 // lowquality hack, temporarily shut down some cvars and restore afterwards
5984 qualityreduction = r_water_lowquality.integer;
5985 if (qualityreduction > 0)
5987 if (qualityreduction >= 1)
5989 old_r_shadows = r_shadows.integer;
5990 old_r_worldrtlight = r_shadow_realtime_world.integer;
5991 old_r_dlight = r_shadow_realtime_dlight.integer;
5992 Cvar_SetValueQuick(&r_shadows, 0);
5993 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5994 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5996 if (qualityreduction >= 2)
5998 old_r_dynamic = r_dynamic.integer;
5999 old_r_particles = r_drawparticles.integer;
6000 old_r_decals = r_drawdecals.integer;
6001 Cvar_SetValueQuick(&r_dynamic, 0);
6002 Cvar_SetValueQuick(&r_drawparticles, 0);
6003 Cvar_SetValueQuick(&r_drawdecals, 0);
6007 // make sure enough textures are allocated
6008 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6010 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6012 if (!p->texture_refraction)
6013 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);
6014 if (!p->texture_refraction)
6018 if (r_fb.water.depthtexture == NULL)
6019 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6020 if (p->fbo_refraction == 0)
6021 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6024 else if (p->materialflags & MATERIALFLAG_CAMERA)
6026 if (!p->texture_camera)
6027 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);
6028 if (!p->texture_camera)
6032 if (r_fb.water.depthtexture == NULL)
6033 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6034 if (p->fbo_camera == 0)
6035 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6039 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6041 if (!p->texture_reflection)
6042 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);
6043 if (!p->texture_reflection)
6047 if (r_fb.water.depthtexture == NULL)
6048 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6049 if (p->fbo_reflection == 0)
6050 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6056 r_refdef.view = originalview;
6057 r_refdef.view.showdebug = false;
6058 r_refdef.view.width = r_fb.water.waterwidth;
6059 r_refdef.view.height = r_fb.water.waterheight;
6060 r_refdef.view.useclipplane = true;
6061 myview = r_refdef.view;
6062 r_fb.water.renderingscene = true;
6063 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6065 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6067 r_refdef.view = myview;
6068 if(r_water_scissormode.integer)
6070 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6071 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6072 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6075 // render reflected scene and copy into texture
6076 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6077 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6078 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6079 r_refdef.view.clipplane = p->plane;
6080 // reverse the cullface settings for this render
6081 r_refdef.view.cullface_front = GL_FRONT;
6082 r_refdef.view.cullface_back = GL_BACK;
6083 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6085 r_refdef.view.usecustompvs = true;
6087 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6089 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6092 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
6093 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6094 R_ClearScreen(r_refdef.fogenabled);
6095 if(r_water_scissormode.integer & 2)
6096 R_View_UpdateWithScissor(myscissor);
6099 R_AnimCache_CacheVisibleEntities();
6100 if(r_water_scissormode.integer & 1)
6101 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6102 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6104 if (!p->fbo_reflection)
6105 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6106 r_fb.water.hideplayer = false;
6109 // render the normal view scene and copy into texture
6110 // (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)
6111 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6113 r_refdef.view = myview;
6114 if(r_water_scissormode.integer)
6116 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6117 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6118 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6121 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
6123 r_refdef.view.clipplane = p->plane;
6124 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6125 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6127 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6129 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6130 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6131 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6132 R_RenderView_UpdateViewVectors();
6133 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6135 r_refdef.view.usecustompvs = true;
6136 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);
6140 PlaneClassify(&r_refdef.view.clipplane);
6142 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6143 R_ClearScreen(r_refdef.fogenabled);
6144 if(r_water_scissormode.integer & 2)
6145 R_View_UpdateWithScissor(myscissor);
6148 R_AnimCache_CacheVisibleEntities();
6149 if(r_water_scissormode.integer & 1)
6150 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6151 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6153 if (!p->fbo_refraction)
6154 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6155 r_fb.water.hideplayer = false;
6157 else if (p->materialflags & MATERIALFLAG_CAMERA)
6159 r_refdef.view = myview;
6161 r_refdef.view.clipplane = p->plane;
6162 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6163 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6165 r_refdef.view.width = r_fb.water.camerawidth;
6166 r_refdef.view.height = r_fb.water.cameraheight;
6167 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6168 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6169 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6170 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6172 if(p->camera_entity)
6174 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6175 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6178 // note: all of the view is used for displaying... so
6179 // there is no use in scissoring
6181 // reverse the cullface settings for this render
6182 r_refdef.view.cullface_front = GL_FRONT;
6183 r_refdef.view.cullface_back = GL_BACK;
6184 // also reverse the view matrix
6185 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
6186 R_RenderView_UpdateViewVectors();
6187 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6189 r_refdef.view.usecustompvs = true;
6190 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);
6193 // camera needs no clipplane
6194 r_refdef.view.useclipplane = false;
6196 PlaneClassify(&r_refdef.view.clipplane);
6198 r_fb.water.hideplayer = false;
6200 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6201 R_ClearScreen(r_refdef.fogenabled);
6203 R_AnimCache_CacheVisibleEntities();
6204 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6207 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6208 r_fb.water.hideplayer = false;
6212 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6213 r_fb.water.renderingscene = false;
6214 r_refdef.view = originalview;
6215 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6216 if (!r_fb.water.depthtexture)
6217 R_ClearScreen(r_refdef.fogenabled);
6219 R_AnimCache_CacheVisibleEntities();
6222 r_refdef.view = originalview;
6223 r_fb.water.renderingscene = false;
6224 Cvar_SetValueQuick(&r_water, 0);
6225 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6227 // lowquality hack, restore cvars
6228 if (qualityreduction > 0)
6230 if (qualityreduction >= 1)
6232 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6233 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6234 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6236 if (qualityreduction >= 2)
6238 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6239 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6240 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6245 static void R_Bloom_StartFrame(void)
6248 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6249 int viewwidth, viewheight;
6250 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6251 textype_t textype = TEXTYPE_COLORBUFFER;
6253 switch (vid.renderpath)
6255 case RENDERPATH_GL20:
6256 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6257 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6259 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6260 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6263 case RENDERPATH_GL11:
6264 case RENDERPATH_GL13:
6265 case RENDERPATH_GLES1:
6266 case RENDERPATH_GLES2:
6267 case RENDERPATH_D3D9:
6268 case RENDERPATH_D3D10:
6269 case RENDERPATH_D3D11:
6270 r_fb.usedepthtextures = false;
6272 case RENDERPATH_SOFT:
6273 r_fb.usedepthtextures = true;
6277 if (r_viewscale_fpsscaling.integer)
6279 double actualframetime;
6280 double targetframetime;
6282 actualframetime = r_refdef.lastdrawscreentime;
6283 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6284 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6285 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6286 if (r_viewscale_fpsscaling_stepsize.value > 0)
6287 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6288 viewscalefpsadjusted += adjust;
6289 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6292 viewscalefpsadjusted = 1.0f;
6294 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6296 switch(vid.renderpath)
6298 case RENDERPATH_GL20:
6299 case RENDERPATH_D3D9:
6300 case RENDERPATH_D3D10:
6301 case RENDERPATH_D3D11:
6302 case RENDERPATH_SOFT:
6303 case RENDERPATH_GLES2:
6305 case RENDERPATH_GL11:
6306 case RENDERPATH_GL13:
6307 case RENDERPATH_GLES1:
6311 // set bloomwidth and bloomheight to the bloom resolution that will be
6312 // used (often less than the screen resolution for faster rendering)
6313 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6314 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6315 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6316 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6317 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6319 // calculate desired texture sizes
6320 if (vid.support.arb_texture_non_power_of_two)
6322 screentexturewidth = vid.width;
6323 screentextureheight = vid.height;
6324 bloomtexturewidth = r_fb.bloomwidth;
6325 bloomtextureheight = r_fb.bloomheight;
6329 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6330 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6331 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6332 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6335 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))
6337 Cvar_SetValueQuick(&r_bloom, 0);
6338 Cvar_SetValueQuick(&r_motionblur, 0);
6339 Cvar_SetValueQuick(&r_damageblur, 0);
6342 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6344 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6346 && r_viewscale.value == 1.0f
6347 && !r_viewscale_fpsscaling.integer)
6348 screentexturewidth = screentextureheight = 0;
6349 if (!r_bloom.integer)
6350 bloomtexturewidth = bloomtextureheight = 0;
6352 // allocate textures as needed
6353 if (r_fb.screentexturewidth != screentexturewidth
6354 || r_fb.screentextureheight != screentextureheight
6355 || r_fb.bloomtexturewidth != bloomtexturewidth
6356 || r_fb.bloomtextureheight != bloomtextureheight
6357 || r_fb.textype != textype
6358 || useviewfbo != (r_fb.fbo != 0))
6360 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6362 if (r_fb.bloomtexture[i])
6363 R_FreeTexture(r_fb.bloomtexture[i]);
6364 r_fb.bloomtexture[i] = NULL;
6366 if (r_fb.bloomfbo[i])
6367 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6368 r_fb.bloomfbo[i] = 0;
6372 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6375 if (r_fb.colortexture)
6376 R_FreeTexture(r_fb.colortexture);
6377 r_fb.colortexture = NULL;
6379 if (r_fb.depthtexture)
6380 R_FreeTexture(r_fb.depthtexture);
6381 r_fb.depthtexture = NULL;
6383 if (r_fb.ghosttexture)
6384 R_FreeTexture(r_fb.ghosttexture);
6385 r_fb.ghosttexture = NULL;
6387 r_fb.screentexturewidth = screentexturewidth;
6388 r_fb.screentextureheight = screentextureheight;
6389 r_fb.bloomtexturewidth = bloomtexturewidth;
6390 r_fb.bloomtextureheight = bloomtextureheight;
6391 r_fb.textype = textype;
6393 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6395 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6396 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);
6397 r_fb.ghosttexture_valid = false;
6398 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);
6401 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6402 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6403 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6407 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6409 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6411 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);
6413 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6418 // bloom texture is a different resolution
6419 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6420 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6421 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6422 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6423 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6425 // set up a texcoord array for the full resolution screen image
6426 // (we have to keep this around to copy back during final render)
6427 r_fb.screentexcoord2f[0] = 0;
6428 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6429 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6430 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6431 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6432 r_fb.screentexcoord2f[5] = 0;
6433 r_fb.screentexcoord2f[6] = 0;
6434 r_fb.screentexcoord2f[7] = 0;
6438 for (i = 1;i < 8;i += 2)
6440 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6444 // set up a texcoord array for the reduced resolution bloom image
6445 // (which will be additive blended over the screen image)
6446 r_fb.bloomtexcoord2f[0] = 0;
6447 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6448 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6449 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6450 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6451 r_fb.bloomtexcoord2f[5] = 0;
6452 r_fb.bloomtexcoord2f[6] = 0;
6453 r_fb.bloomtexcoord2f[7] = 0;
6455 switch(vid.renderpath)
6457 case RENDERPATH_GL11:
6458 case RENDERPATH_GL13:
6459 case RENDERPATH_GL20:
6460 case RENDERPATH_SOFT:
6461 case RENDERPATH_GLES1:
6462 case RENDERPATH_GLES2:
6464 case RENDERPATH_D3D9:
6465 case RENDERPATH_D3D10:
6466 case RENDERPATH_D3D11:
6467 for (i = 0;i < 4;i++)
6469 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6470 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6471 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6472 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6477 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6480 r_refdef.view.clear = true;
6483 static void R_Bloom_MakeTexture(void)
6486 float xoffset, yoffset, r, brighten;
6488 float colorscale = r_bloom_colorscale.value;
6490 r_refdef.stats[r_stat_bloom]++;
6493 // this copy is unnecessary since it happens in R_BlendView already
6496 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);
6497 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6501 // scale down screen texture to the bloom texture size
6503 r_fb.bloomindex = 0;
6504 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6505 R_SetViewport(&r_fb.bloomviewport);
6506 GL_DepthTest(false);
6507 GL_BlendFunc(GL_ONE, GL_ZERO);
6508 GL_Color(colorscale, colorscale, colorscale, 1);
6509 // 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...
6510 switch(vid.renderpath)
6512 case RENDERPATH_GL11:
6513 case RENDERPATH_GL13:
6514 case RENDERPATH_GL20:
6515 case RENDERPATH_GLES1:
6516 case RENDERPATH_GLES2:
6517 case RENDERPATH_SOFT:
6518 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6520 case RENDERPATH_D3D9:
6521 case RENDERPATH_D3D10:
6522 case RENDERPATH_D3D11:
6523 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6526 // TODO: do boxfilter scale-down in shader?
6527 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6528 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6529 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6531 // we now have a properly scaled bloom image
6532 if (!r_fb.bloomfbo[r_fb.bloomindex])
6534 // copy it into the bloom texture
6535 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);
6536 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6539 // multiply bloom image by itself as many times as desired
6540 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6542 intex = r_fb.bloomtexture[r_fb.bloomindex];
6543 r_fb.bloomindex ^= 1;
6544 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6546 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6547 if (!r_fb.bloomfbo[r_fb.bloomindex])
6549 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6550 GL_Color(r,r,r,1); // apply fix factor
6555 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6556 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6557 GL_Color(1,1,1,1); // no fix factor supported here
6559 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6560 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6561 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6562 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6564 if (!r_fb.bloomfbo[r_fb.bloomindex])
6566 // copy the darkened image to a texture
6567 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);
6568 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6572 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6573 brighten = r_bloom_brighten.value;
6574 brighten = sqrt(brighten);
6576 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6578 for (dir = 0;dir < 2;dir++)
6580 intex = r_fb.bloomtexture[r_fb.bloomindex];
6581 r_fb.bloomindex ^= 1;
6582 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6583 // blend on at multiple vertical offsets to achieve a vertical blur
6584 // TODO: do offset blends using GLSL
6585 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6586 GL_BlendFunc(GL_ONE, GL_ZERO);
6587 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6588 for (x = -range;x <= range;x++)
6590 if (!dir){xoffset = 0;yoffset = x;}
6591 else {xoffset = x;yoffset = 0;}
6592 xoffset /= (float)r_fb.bloomtexturewidth;
6593 yoffset /= (float)r_fb.bloomtextureheight;
6594 // compute a texcoord array with the specified x and y offset
6595 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6596 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6597 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6598 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6599 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6600 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6601 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6602 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6603 // this r value looks like a 'dot' particle, fading sharply to
6604 // black at the edges
6605 // (probably not realistic but looks good enough)
6606 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6607 //r = brighten/(range*2+1);
6608 r = brighten / (range * 2 + 1);
6610 r *= (1 - x*x/(float)(range*range));
6611 GL_Color(r, r, r, 1);
6612 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6613 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6614 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6615 GL_BlendFunc(GL_ONE, GL_ONE);
6618 if (!r_fb.bloomfbo[r_fb.bloomindex])
6620 // copy the vertically or horizontally blurred bloom view to a texture
6621 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);
6622 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6627 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6629 unsigned int permutation;
6630 float uservecs[4][4];
6632 R_EntityMatrix(&identitymatrix);
6634 switch (vid.renderpath)
6636 case RENDERPATH_GL20:
6637 case RENDERPATH_D3D9:
6638 case RENDERPATH_D3D10:
6639 case RENDERPATH_D3D11:
6640 case RENDERPATH_SOFT:
6641 case RENDERPATH_GLES2:
6643 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6644 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6645 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6646 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6647 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6649 if (r_fb.colortexture)
6653 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);
6654 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6657 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6659 // declare variables
6660 float blur_factor, blur_mouseaccel, blur_velocity;
6661 static float blur_average;
6662 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6664 // set a goal for the factoring
6665 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6666 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6667 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6668 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6669 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6670 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6672 // from the goal, pick an averaged value between goal and last value
6673 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6674 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6676 // enforce minimum amount of blur
6677 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6679 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6681 // calculate values into a standard alpha
6682 cl.motionbluralpha = 1 - exp(-
6684 (r_motionblur.value * blur_factor / 80)
6686 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6689 max(0.0001, cl.time - cl.oldtime) // fps independent
6692 // randomization for the blur value to combat persistent ghosting
6693 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6694 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6697 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6698 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6700 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6701 GL_Color(1, 1, 1, cl.motionbluralpha);
6702 switch(vid.renderpath)
6704 case RENDERPATH_GL11:
6705 case RENDERPATH_GL13:
6706 case RENDERPATH_GL20:
6707 case RENDERPATH_GLES1:
6708 case RENDERPATH_GLES2:
6709 case RENDERPATH_SOFT:
6710 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6712 case RENDERPATH_D3D9:
6713 case RENDERPATH_D3D10:
6714 case RENDERPATH_D3D11:
6715 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6718 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6719 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6720 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6723 // updates old view angles for next pass
6724 VectorCopy(cl.viewangles, blur_oldangles);
6726 // copy view into the ghost texture
6727 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);
6728 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6729 r_fb.ghosttexture_valid = true;
6734 // no r_fb.colortexture means we're rendering to the real fb
6735 // we may still have to do view tint...
6736 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6738 // apply a color tint to the whole view
6739 R_ResetViewRendering2D(0, NULL, NULL);
6740 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6741 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6742 R_SetupShader_Generic_NoTexture(false, true);
6743 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6744 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6746 break; // no screen processing, no bloom, skip it
6749 if (r_fb.bloomtexture[0])
6751 // make the bloom texture
6752 R_Bloom_MakeTexture();
6755 #if _MSC_VER >= 1400
6756 #define sscanf sscanf_s
6758 memset(uservecs, 0, sizeof(uservecs));
6759 if (r_glsl_postprocess_uservec1_enable.integer)
6760 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6761 if (r_glsl_postprocess_uservec2_enable.integer)
6762 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6763 if (r_glsl_postprocess_uservec3_enable.integer)
6764 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6765 if (r_glsl_postprocess_uservec4_enable.integer)
6766 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6768 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6769 GL_Color(1, 1, 1, 1);
6770 GL_BlendFunc(GL_ONE, GL_ZERO);
6772 switch(vid.renderpath)
6774 case RENDERPATH_GL20:
6775 case RENDERPATH_GLES2:
6776 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6777 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6778 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6779 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6780 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6781 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]);
6782 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6783 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]);
6784 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]);
6785 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]);
6786 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]);
6787 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6788 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6789 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);
6791 case RENDERPATH_D3D9:
6793 // 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...
6794 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6795 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6796 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6797 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6798 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6799 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6800 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6801 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6802 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6803 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6804 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6805 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6806 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6807 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6810 case RENDERPATH_D3D10:
6811 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6813 case RENDERPATH_D3D11:
6814 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6816 case RENDERPATH_SOFT:
6817 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6818 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6819 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6820 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6821 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6822 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6823 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6824 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6825 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6826 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6827 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6828 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6829 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6830 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6835 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6836 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6838 case RENDERPATH_GL11:
6839 case RENDERPATH_GL13:
6840 case RENDERPATH_GLES1:
6841 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6843 // apply a color tint to the whole view
6844 R_ResetViewRendering2D(0, NULL, NULL);
6845 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6846 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6847 R_SetupShader_Generic_NoTexture(false, true);
6848 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6849 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6855 matrix4x4_t r_waterscrollmatrix;
6857 void R_UpdateFog(void)
6860 if (gamemode == GAME_NEHAHRA)
6862 if (gl_fogenable.integer)
6864 r_refdef.oldgl_fogenable = true;
6865 r_refdef.fog_density = gl_fogdensity.value;
6866 r_refdef.fog_red = gl_fogred.value;
6867 r_refdef.fog_green = gl_foggreen.value;
6868 r_refdef.fog_blue = gl_fogblue.value;
6869 r_refdef.fog_alpha = 1;
6870 r_refdef.fog_start = 0;
6871 r_refdef.fog_end = gl_skyclip.value;
6872 r_refdef.fog_height = 1<<30;
6873 r_refdef.fog_fadedepth = 128;
6875 else if (r_refdef.oldgl_fogenable)
6877 r_refdef.oldgl_fogenable = false;
6878 r_refdef.fog_density = 0;
6879 r_refdef.fog_red = 0;
6880 r_refdef.fog_green = 0;
6881 r_refdef.fog_blue = 0;
6882 r_refdef.fog_alpha = 0;
6883 r_refdef.fog_start = 0;
6884 r_refdef.fog_end = 0;
6885 r_refdef.fog_height = 1<<30;
6886 r_refdef.fog_fadedepth = 128;
6891 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6892 r_refdef.fog_start = max(0, r_refdef.fog_start);
6893 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6895 if (r_refdef.fog_density && r_drawfog.integer)
6897 r_refdef.fogenabled = true;
6898 // this is the point where the fog reaches 0.9986 alpha, which we
6899 // consider a good enough cutoff point for the texture
6900 // (0.9986 * 256 == 255.6)
6901 if (r_fog_exp2.integer)
6902 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6904 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6905 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6906 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6907 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6908 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6909 R_BuildFogHeightTexture();
6910 // fog color was already set
6911 // update the fog texture
6912 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)
6913 R_BuildFogTexture();
6914 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6915 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6918 r_refdef.fogenabled = false;
6921 if (r_refdef.fog_density)
6923 r_refdef.fogcolor[0] = r_refdef.fog_red;
6924 r_refdef.fogcolor[1] = r_refdef.fog_green;
6925 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6927 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6928 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6929 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6930 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6934 VectorCopy(r_refdef.fogcolor, fogvec);
6935 // color.rgb *= ContrastBoost * SceneBrightness;
6936 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6937 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6938 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6939 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6944 void R_UpdateVariables(void)
6948 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6950 r_refdef.farclip = r_farclip_base.value;
6951 if (r_refdef.scene.worldmodel)
6952 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6953 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6955 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6956 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6957 r_refdef.polygonfactor = 0;
6958 r_refdef.polygonoffset = 0;
6959 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6960 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6962 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6963 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6964 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6965 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6966 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6967 if (FAKELIGHT_ENABLED)
6969 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6971 else if (r_refdef.scene.worldmodel)
6973 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6975 if (r_showsurfaces.integer)
6977 r_refdef.scene.rtworld = false;
6978 r_refdef.scene.rtworldshadows = false;
6979 r_refdef.scene.rtdlight = false;
6980 r_refdef.scene.rtdlightshadows = false;
6981 r_refdef.lightmapintensity = 0;
6984 r_gpuskeletal = false;
6985 switch(vid.renderpath)
6987 case RENDERPATH_GL20:
6988 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6989 case RENDERPATH_D3D9:
6990 case RENDERPATH_D3D10:
6991 case RENDERPATH_D3D11:
6992 case RENDERPATH_SOFT:
6993 case RENDERPATH_GLES2:
6994 if(v_glslgamma.integer && !vid_gammatables_trivial)
6996 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6998 // build GLSL gamma texture
6999 #define RAMPWIDTH 256
7000 unsigned short ramp[RAMPWIDTH * 3];
7001 unsigned char rampbgr[RAMPWIDTH][4];
7004 r_texture_gammaramps_serial = vid_gammatables_serial;
7006 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7007 for(i = 0; i < RAMPWIDTH; ++i)
7009 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7010 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7011 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7014 if (r_texture_gammaramps)
7016 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7020 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7026 // remove GLSL gamma texture
7029 case RENDERPATH_GL11:
7030 case RENDERPATH_GL13:
7031 case RENDERPATH_GLES1:
7036 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7037 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7043 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7044 if( scenetype != r_currentscenetype ) {
7045 // store the old scenetype
7046 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7047 r_currentscenetype = scenetype;
7048 // move in the new scene
7049 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7058 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7060 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7061 if( scenetype == r_currentscenetype ) {
7062 return &r_refdef.scene;
7064 return &r_scenes_store[ scenetype ];
7068 static int R_SortEntities_Compare(const void *ap, const void *bp)
7070 const entity_render_t *a = *(const entity_render_t **)ap;
7071 const entity_render_t *b = *(const entity_render_t **)bp;
7074 if(a->model < b->model)
7076 if(a->model > b->model)
7080 // TODO possibly calculate the REAL skinnum here first using
7082 if(a->skinnum < b->skinnum)
7084 if(a->skinnum > b->skinnum)
7087 // everything we compared is equal
7090 static void R_SortEntities(void)
7092 // below or equal 2 ents, sorting never gains anything
7093 if(r_refdef.scene.numentities <= 2)
7096 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7104 int dpsoftrast_test;
7105 extern cvar_t r_shadow_bouncegrid;
7106 void R_RenderView(void)
7108 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7110 rtexture_t *depthtexture;
7111 rtexture_t *colortexture;
7113 dpsoftrast_test = r_test.integer;
7115 if (r_timereport_active)
7116 R_TimeReport("start");
7117 r_textureframe++; // used only by R_GetCurrentTexture
7118 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7120 if(R_CompileShader_CheckStaticParms())
7123 if (!r_drawentities.integer)
7124 r_refdef.scene.numentities = 0;
7125 else if (r_sortentities.integer)
7128 R_AnimCache_ClearCache();
7129 R_FrameData_NewFrame();
7130 R_BufferData_NewFrame();
7132 /* adjust for stereo display */
7133 if(R_Stereo_Active())
7135 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);
7136 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7139 if (r_refdef.view.isoverlay)
7141 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7142 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7143 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7144 R_TimeReport("depthclear");
7146 r_refdef.view.showdebug = false;
7148 r_fb.water.enabled = false;
7149 r_fb.water.numwaterplanes = 0;
7151 R_RenderScene(0, NULL, NULL);
7153 r_refdef.view.matrix = originalmatrix;
7159 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7161 r_refdef.view.matrix = originalmatrix;
7165 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7167 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7168 // in sRGB fallback, behave similar to true sRGB: convert this
7169 // value from linear to sRGB
7170 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7172 R_RenderView_UpdateViewVectors();
7174 R_Shadow_UpdateWorldLightSelection();
7176 R_Bloom_StartFrame();
7178 // apply bloom brightness offset
7179 if(r_fb.bloomtexture[0])
7180 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7182 R_Water_StartFrame();
7184 // now we probably have an fbo to render into
7186 depthtexture = r_fb.depthtexture;
7187 colortexture = r_fb.colortexture;
7190 if (r_timereport_active)
7191 R_TimeReport("viewsetup");
7193 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7195 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7197 R_ClearScreen(r_refdef.fogenabled);
7198 if (r_timereport_active)
7199 R_TimeReport("viewclear");
7201 r_refdef.view.clear = true;
7203 r_refdef.view.showdebug = true;
7206 if (r_timereport_active)
7207 R_TimeReport("visibility");
7209 R_AnimCache_CacheVisibleEntities();
7210 if (r_timereport_active)
7211 R_TimeReport("animcache");
7213 R_Shadow_UpdateBounceGridTexture();
7214 if (r_timereport_active && r_shadow_bouncegrid.integer)
7215 R_TimeReport("bouncegrid");
7217 r_fb.water.numwaterplanes = 0;
7218 if (r_fb.water.enabled)
7219 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7221 R_RenderScene(fbo, depthtexture, colortexture);
7222 r_fb.water.numwaterplanes = 0;
7224 R_BlendView(fbo, depthtexture, colortexture);
7225 if (r_timereport_active)
7226 R_TimeReport("blendview");
7228 GL_Scissor(0, 0, vid.width, vid.height);
7229 GL_ScissorTest(false);
7231 r_refdef.view.matrix = originalmatrix;
7236 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7238 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7240 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7241 if (r_timereport_active)
7242 R_TimeReport("waterworld");
7245 // don't let sound skip if going slow
7246 if (r_refdef.scene.extraupdate)
7249 R_DrawModelsAddWaterPlanes();
7250 if (r_timereport_active)
7251 R_TimeReport("watermodels");
7253 if (r_fb.water.numwaterplanes)
7255 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7256 if (r_timereport_active)
7257 R_TimeReport("waterscenes");
7261 extern cvar_t cl_locs_show;
7262 static void R_DrawLocs(void);
7263 static void R_DrawEntityBBoxes(void);
7264 static void R_DrawModelDecals(void);
7265 extern cvar_t cl_decals_newsystem;
7266 extern qboolean r_shadow_usingdeferredprepass;
7267 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7269 qboolean shadowmapping = false;
7271 if (r_timereport_active)
7272 R_TimeReport("beginscene");
7274 r_refdef.stats[r_stat_renders]++;
7278 // don't let sound skip if going slow
7279 if (r_refdef.scene.extraupdate)
7282 R_MeshQueue_BeginScene();
7286 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);
7288 if (r_timereport_active)
7289 R_TimeReport("skystartframe");
7291 if (cl.csqc_vidvars.drawworld)
7293 // don't let sound skip if going slow
7294 if (r_refdef.scene.extraupdate)
7297 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7299 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7300 if (r_timereport_active)
7301 R_TimeReport("worldsky");
7304 if (R_DrawBrushModelsSky() && r_timereport_active)
7305 R_TimeReport("bmodelsky");
7307 if (skyrendermasked && skyrenderlater)
7309 // we have to force off the water clipping plane while rendering sky
7310 R_SetupView(false, fbo, depthtexture, colortexture);
7312 R_SetupView(true, fbo, depthtexture, colortexture);
7313 if (r_timereport_active)
7314 R_TimeReport("sky");
7318 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7319 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7320 R_Shadow_PrepareModelShadows();
7321 if (r_timereport_active)
7322 R_TimeReport("preparelights");
7324 if (R_Shadow_ShadowMappingEnabled())
7325 shadowmapping = true;
7327 if (r_shadow_usingdeferredprepass)
7328 R_Shadow_DrawPrepass();
7330 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7332 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7333 if (r_timereport_active)
7334 R_TimeReport("worlddepth");
7336 if (r_depthfirst.integer >= 2)
7338 R_DrawModelsDepth();
7339 if (r_timereport_active)
7340 R_TimeReport("modeldepth");
7343 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7345 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7346 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7347 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7348 // don't let sound skip if going slow
7349 if (r_refdef.scene.extraupdate)
7353 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7355 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7356 if (r_timereport_active)
7357 R_TimeReport("world");
7360 // don't let sound skip if going slow
7361 if (r_refdef.scene.extraupdate)
7365 if (r_timereport_active)
7366 R_TimeReport("models");
7368 // don't let sound skip if going slow
7369 if (r_refdef.scene.extraupdate)
7372 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7374 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7375 R_DrawModelShadows(fbo, depthtexture, colortexture);
7376 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7377 // don't let sound skip if going slow
7378 if (r_refdef.scene.extraupdate)
7382 if (!r_shadow_usingdeferredprepass)
7384 R_Shadow_DrawLights();
7385 if (r_timereport_active)
7386 R_TimeReport("rtlights");
7389 // don't let sound skip if going slow
7390 if (r_refdef.scene.extraupdate)
7393 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7395 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7396 R_DrawModelShadows(fbo, depthtexture, colortexture);
7397 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7398 // don't let sound skip if going slow
7399 if (r_refdef.scene.extraupdate)
7403 if (cl.csqc_vidvars.drawworld)
7405 if (cl_decals_newsystem.integer)
7407 R_DrawModelDecals();
7408 if (r_timereport_active)
7409 R_TimeReport("modeldecals");
7414 if (r_timereport_active)
7415 R_TimeReport("decals");
7419 if (r_timereport_active)
7420 R_TimeReport("particles");
7423 if (r_timereport_active)
7424 R_TimeReport("explosions");
7426 R_DrawLightningBeams();
7427 if (r_timereport_active)
7428 R_TimeReport("lightning");
7432 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7434 if (r_refdef.view.showdebug)
7436 if (cl_locs_show.integer)
7439 if (r_timereport_active)
7440 R_TimeReport("showlocs");
7443 if (r_drawportals.integer)
7446 if (r_timereport_active)
7447 R_TimeReport("portals");
7450 if (r_showbboxes.value > 0)
7452 R_DrawEntityBBoxes();
7453 if (r_timereport_active)
7454 R_TimeReport("bboxes");
7458 if (r_transparent.integer)
7460 R_MeshQueue_RenderTransparent();
7461 if (r_timereport_active)
7462 R_TimeReport("drawtrans");
7465 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))
7467 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7468 if (r_timereport_active)
7469 R_TimeReport("worlddebug");
7470 R_DrawModelsDebug();
7471 if (r_timereport_active)
7472 R_TimeReport("modeldebug");
7475 if (cl.csqc_vidvars.drawworld)
7477 R_Shadow_DrawCoronas();
7478 if (r_timereport_active)
7479 R_TimeReport("coronas");
7484 GL_DepthTest(false);
7485 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7486 GL_Color(1, 1, 1, 1);
7487 qglBegin(GL_POLYGON);
7488 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7489 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7490 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7491 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7493 qglBegin(GL_POLYGON);
7494 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]);
7495 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]);
7496 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]);
7497 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]);
7499 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7503 // don't let sound skip if going slow
7504 if (r_refdef.scene.extraupdate)
7508 static const unsigned short bboxelements[36] =
7518 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7521 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7523 RSurf_ActiveWorldEntity();
7525 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7526 GL_DepthMask(false);
7527 GL_DepthRange(0, 1);
7528 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7529 // R_Mesh_ResetTextureState();
7531 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7532 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7533 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7534 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7535 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7536 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7537 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7538 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7539 R_FillColors(color4f, 8, cr, cg, cb, ca);
7540 if (r_refdef.fogenabled)
7542 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7544 f1 = RSurf_FogVertex(v);
7546 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7547 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7548 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7551 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7552 R_Mesh_ResetTextureState();
7553 R_SetupShader_Generic_NoTexture(false, false);
7554 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7557 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7559 prvm_prog_t *prog = SVVM_prog;
7562 prvm_edict_t *edict;
7564 // this function draws bounding boxes of server entities
7568 GL_CullFace(GL_NONE);
7569 R_SetupShader_Generic_NoTexture(false, false);
7571 for (i = 0;i < numsurfaces;i++)
7573 edict = PRVM_EDICT_NUM(surfacelist[i]);
7574 switch ((int)PRVM_serveredictfloat(edict, solid))
7576 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7577 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7578 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7579 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7580 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7581 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7582 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7584 color[3] *= r_showbboxes.value;
7585 color[3] = bound(0, color[3], 1);
7586 GL_DepthTest(!r_showdisabledepthtest.integer);
7587 GL_CullFace(r_refdef.view.cullface_front);
7588 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7592 static void R_DrawEntityBBoxes(void)
7595 prvm_edict_t *edict;
7597 prvm_prog_t *prog = SVVM_prog;
7599 // this function draws bounding boxes of server entities
7603 for (i = 0;i < prog->num_edicts;i++)
7605 edict = PRVM_EDICT_NUM(i);
7606 if (edict->priv.server->free)
7608 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7609 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7611 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7613 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7614 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7618 static const int nomodelelement3i[24] =
7630 static const unsigned short nomodelelement3s[24] =
7642 static const float nomodelvertex3f[6*3] =
7652 static const float nomodelcolor4f[6*4] =
7654 0.0f, 0.0f, 0.5f, 1.0f,
7655 0.0f, 0.0f, 0.5f, 1.0f,
7656 0.0f, 0.5f, 0.0f, 1.0f,
7657 0.0f, 0.5f, 0.0f, 1.0f,
7658 0.5f, 0.0f, 0.0f, 1.0f,
7659 0.5f, 0.0f, 0.0f, 1.0f
7662 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7668 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);
7670 // this is only called once per entity so numsurfaces is always 1, and
7671 // surfacelist is always {0}, so this code does not handle batches
7673 if (rsurface.ent_flags & RENDER_ADDITIVE)
7675 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7676 GL_DepthMask(false);
7678 else if (rsurface.colormod[3] < 1)
7680 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7681 GL_DepthMask(false);
7685 GL_BlendFunc(GL_ONE, GL_ZERO);
7688 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7689 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7690 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7691 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7692 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7693 for (i = 0, c = color4f;i < 6;i++, c += 4)
7695 c[0] *= rsurface.colormod[0];
7696 c[1] *= rsurface.colormod[1];
7697 c[2] *= rsurface.colormod[2];
7698 c[3] *= rsurface.colormod[3];
7700 if (r_refdef.fogenabled)
7702 for (i = 0, c = color4f;i < 6;i++, c += 4)
7704 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7706 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7707 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7708 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7711 // R_Mesh_ResetTextureState();
7712 R_SetupShader_Generic_NoTexture(false, false);
7713 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7714 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7717 void R_DrawNoModel(entity_render_t *ent)
7720 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7721 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7722 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7724 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7727 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7729 vec3_t right1, right2, diff, normal;
7731 VectorSubtract (org2, org1, normal);
7733 // calculate 'right' vector for start
7734 VectorSubtract (r_refdef.view.origin, org1, diff);
7735 CrossProduct (normal, diff, right1);
7736 VectorNormalize (right1);
7738 // calculate 'right' vector for end
7739 VectorSubtract (r_refdef.view.origin, org2, diff);
7740 CrossProduct (normal, diff, right2);
7741 VectorNormalize (right2);
7743 vert[ 0] = org1[0] + width * right1[0];
7744 vert[ 1] = org1[1] + width * right1[1];
7745 vert[ 2] = org1[2] + width * right1[2];
7746 vert[ 3] = org1[0] - width * right1[0];
7747 vert[ 4] = org1[1] - width * right1[1];
7748 vert[ 5] = org1[2] - width * right1[2];
7749 vert[ 6] = org2[0] - width * right2[0];
7750 vert[ 7] = org2[1] - width * right2[1];
7751 vert[ 8] = org2[2] - width * right2[2];
7752 vert[ 9] = org2[0] + width * right2[0];
7753 vert[10] = org2[1] + width * right2[1];
7754 vert[11] = org2[2] + width * right2[2];
7757 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)
7759 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7760 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7761 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7762 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7763 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7764 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7765 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7766 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7767 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7768 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7769 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7770 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7773 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7778 VectorSet(v, x, y, z);
7779 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7780 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7782 if (i == mesh->numvertices)
7784 if (mesh->numvertices < mesh->maxvertices)
7786 VectorCopy(v, vertex3f);
7787 mesh->numvertices++;
7789 return mesh->numvertices;
7795 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7799 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7800 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7801 e = mesh->element3i + mesh->numtriangles * 3;
7802 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7804 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7805 if (mesh->numtriangles < mesh->maxtriangles)
7810 mesh->numtriangles++;
7812 element[1] = element[2];
7816 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7820 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7821 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7822 e = mesh->element3i + mesh->numtriangles * 3;
7823 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7825 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7826 if (mesh->numtriangles < mesh->maxtriangles)
7831 mesh->numtriangles++;
7833 element[1] = element[2];
7837 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7838 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7840 int planenum, planenum2;
7843 mplane_t *plane, *plane2;
7845 double temppoints[2][256*3];
7846 // figure out how large a bounding box we need to properly compute this brush
7848 for (w = 0;w < numplanes;w++)
7849 maxdist = max(maxdist, fabs(planes[w].dist));
7850 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7851 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7852 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7856 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7857 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7859 if (planenum2 == planenum)
7861 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);
7864 if (tempnumpoints < 3)
7866 // generate elements forming a triangle fan for this polygon
7867 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7871 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)
7873 texturelayer_t *layer;
7874 layer = t->currentlayers + t->currentnumlayers++;
7876 layer->depthmask = depthmask;
7877 layer->blendfunc1 = blendfunc1;
7878 layer->blendfunc2 = blendfunc2;
7879 layer->texture = texture;
7880 layer->texmatrix = *matrix;
7881 layer->color[0] = r;
7882 layer->color[1] = g;
7883 layer->color[2] = b;
7884 layer->color[3] = a;
7887 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7889 if(parms[0] == 0 && parms[1] == 0)
7891 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7892 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7897 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7900 index = parms[2] + rsurface.shadertime * parms[3];
7901 index -= floor(index);
7902 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7905 case Q3WAVEFUNC_NONE:
7906 case Q3WAVEFUNC_NOISE:
7907 case Q3WAVEFUNC_COUNT:
7910 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7911 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7912 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7913 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7914 case Q3WAVEFUNC_TRIANGLE:
7916 f = index - floor(index);
7929 f = parms[0] + parms[1] * f;
7930 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7931 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7935 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7941 matrix4x4_t matrix, temp;
7942 switch(tcmod->tcmod)
7946 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7947 matrix = r_waterscrollmatrix;
7949 matrix = identitymatrix;
7951 case Q3TCMOD_ENTITYTRANSLATE:
7952 // this is used in Q3 to allow the gamecode to control texcoord
7953 // scrolling on the entity, which is not supported in darkplaces yet.
7954 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7956 case Q3TCMOD_ROTATE:
7957 f = tcmod->parms[0] * rsurface.shadertime;
7958 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7959 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7960 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7963 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7965 case Q3TCMOD_SCROLL:
7966 // extra care is needed because of precision breakdown with large values of time
7967 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7968 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7969 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7971 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7972 w = (int) tcmod->parms[0];
7973 h = (int) tcmod->parms[1];
7974 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7976 idx = (int) floor(f * w * h);
7977 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7979 case Q3TCMOD_STRETCH:
7980 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7981 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7983 case Q3TCMOD_TRANSFORM:
7984 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7985 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7986 VectorSet(tcmat + 6, 0 , 0 , 1);
7987 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7988 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7990 case Q3TCMOD_TURBULENT:
7991 // this is handled in the RSurf_PrepareVertices function
7992 matrix = identitymatrix;
7996 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7999 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8001 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8002 char name[MAX_QPATH];
8003 skinframe_t *skinframe;
8004 unsigned char pixels[296*194];
8005 strlcpy(cache->name, skinname, sizeof(cache->name));
8006 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8007 if (developer_loading.integer)
8008 Con_Printf("loading %s\n", name);
8009 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8010 if (!skinframe || !skinframe->base)
8013 fs_offset_t filesize;
8015 f = FS_LoadFile(name, tempmempool, true, &filesize);
8018 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8019 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8023 cache->skinframe = skinframe;
8026 texture_t *R_GetCurrentTexture(texture_t *t)
8029 const entity_render_t *ent = rsurface.entity;
8030 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8031 q3shaderinfo_layer_tcmod_t *tcmod;
8033 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8034 return t->currentframe;
8035 t->update_lastrenderframe = r_textureframe;
8036 t->update_lastrenderentity = (void *)ent;
8038 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8039 t->camera_entity = ent->entitynumber;
8041 t->camera_entity = 0;
8043 // switch to an alternate material if this is a q1bsp animated material
8045 texture_t *texture = t;
8046 int s = rsurface.ent_skinnum;
8047 if ((unsigned int)s >= (unsigned int)model->numskins)
8049 if (model->skinscenes)
8051 if (model->skinscenes[s].framecount > 1)
8052 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8054 s = model->skinscenes[s].firstframe;
8057 t = t + s * model->num_surfaces;
8060 // use an alternate animation if the entity's frame is not 0,
8061 // and only if the texture has an alternate animation
8062 if (rsurface.ent_alttextures && t->anim_total[1])
8063 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8065 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8067 texture->currentframe = t;
8070 // update currentskinframe to be a qw skin or animation frame
8071 if (rsurface.ent_qwskin >= 0)
8073 i = rsurface.ent_qwskin;
8074 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8076 r_qwskincache_size = cl.maxclients;
8078 Mem_Free(r_qwskincache);
8079 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8081 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8082 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8083 t->currentskinframe = r_qwskincache[i].skinframe;
8084 if (t->currentskinframe == NULL)
8085 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8087 else if (t->numskinframes >= 2)
8088 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8089 if (t->backgroundnumskinframes >= 2)
8090 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8092 t->currentmaterialflags = t->basematerialflags;
8093 t->currentalpha = rsurface.colormod[3];
8094 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8095 t->currentalpha *= r_wateralpha.value;
8096 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8097 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8098 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8099 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8100 if (!(rsurface.ent_flags & RENDER_LIGHT))
8101 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8102 else if (FAKELIGHT_ENABLED)
8104 // no modellight if using fakelight for the map
8106 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8108 // pick a model lighting mode
8109 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8110 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8112 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8114 if (rsurface.ent_flags & RENDER_ADDITIVE)
8115 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8116 else if (t->currentalpha < 1)
8117 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8118 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8119 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8120 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8121 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8122 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8123 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8124 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8125 if (t->backgroundnumskinframes)
8126 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8127 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8129 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8130 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8133 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8134 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8136 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8137 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8139 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8140 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8142 // there is no tcmod
8143 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8145 t->currenttexmatrix = r_waterscrollmatrix;
8146 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8148 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8150 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8151 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8154 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8155 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8156 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8157 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8159 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8160 if (t->currentskinframe->qpixels)
8161 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8162 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8163 if (!t->basetexture)
8164 t->basetexture = r_texture_notexture;
8165 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8166 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8167 t->nmaptexture = t->currentskinframe->nmap;
8168 if (!t->nmaptexture)
8169 t->nmaptexture = r_texture_blanknormalmap;
8170 t->glosstexture = r_texture_black;
8171 t->glowtexture = t->currentskinframe->glow;
8172 t->fogtexture = t->currentskinframe->fog;
8173 t->reflectmasktexture = t->currentskinframe->reflect;
8174 if (t->backgroundnumskinframes)
8176 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8177 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8178 t->backgroundglosstexture = r_texture_black;
8179 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8180 if (!t->backgroundnmaptexture)
8181 t->backgroundnmaptexture = r_texture_blanknormalmap;
8182 // make sure that if glow is going to be used, both textures are not NULL
8183 if (!t->backgroundglowtexture && t->glowtexture)
8184 t->backgroundglowtexture = r_texture_black;
8185 if (!t->glowtexture && t->backgroundglowtexture)
8186 t->glowtexture = r_texture_black;
8190 t->backgroundbasetexture = r_texture_white;
8191 t->backgroundnmaptexture = r_texture_blanknormalmap;
8192 t->backgroundglosstexture = r_texture_black;
8193 t->backgroundglowtexture = NULL;
8195 t->specularpower = r_shadow_glossexponent.value;
8196 // TODO: store reference values for these in the texture?
8197 t->specularscale = 0;
8198 if (r_shadow_gloss.integer > 0)
8200 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8202 if (r_shadow_glossintensity.value > 0)
8204 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8205 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8206 t->specularscale = r_shadow_glossintensity.value;
8209 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8211 t->glosstexture = r_texture_white;
8212 t->backgroundglosstexture = r_texture_white;
8213 t->specularscale = r_shadow_gloss2intensity.value;
8214 t->specularpower = r_shadow_gloss2exponent.value;
8217 t->specularscale *= t->specularscalemod;
8218 t->specularpower *= t->specularpowermod;
8219 t->rtlightambient = 0;
8221 // lightmaps mode looks bad with dlights using actual texturing, so turn
8222 // off the colormap and glossmap, but leave the normalmap on as it still
8223 // accurately represents the shading involved
8224 if (gl_lightmaps.integer)
8226 t->basetexture = r_texture_grey128;
8227 t->pantstexture = r_texture_black;
8228 t->shirttexture = r_texture_black;
8229 if (gl_lightmaps.integer < 2)
8230 t->nmaptexture = r_texture_blanknormalmap;
8231 t->glosstexture = r_texture_black;
8232 t->glowtexture = NULL;
8233 t->fogtexture = NULL;
8234 t->reflectmasktexture = NULL;
8235 t->backgroundbasetexture = NULL;
8236 if (gl_lightmaps.integer < 2)
8237 t->backgroundnmaptexture = r_texture_blanknormalmap;
8238 t->backgroundglosstexture = r_texture_black;
8239 t->backgroundglowtexture = NULL;
8240 t->specularscale = 0;
8241 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8244 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8245 VectorClear(t->dlightcolor);
8246 t->currentnumlayers = 0;
8247 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8249 int blendfunc1, blendfunc2;
8251 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8253 blendfunc1 = GL_SRC_ALPHA;
8254 blendfunc2 = GL_ONE;
8256 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8258 blendfunc1 = GL_SRC_ALPHA;
8259 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8261 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8263 blendfunc1 = t->customblendfunc[0];
8264 blendfunc2 = t->customblendfunc[1];
8268 blendfunc1 = GL_ONE;
8269 blendfunc2 = GL_ZERO;
8271 // don't colormod evilblend textures
8272 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8273 VectorSet(t->lightmapcolor, 1, 1, 1);
8274 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8275 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8277 // fullbright is not affected by r_refdef.lightmapintensity
8278 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8279 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8280 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8281 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8282 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8286 vec3_t ambientcolor;
8288 // set the color tint used for lights affecting this surface
8289 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8291 // q3bsp has no lightmap updates, so the lightstylevalue that
8292 // would normally be baked into the lightmap must be
8293 // applied to the color
8294 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8295 if (model->type == mod_brushq3)
8296 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8297 colorscale *= r_refdef.lightmapintensity;
8298 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8299 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8300 // basic lit geometry
8301 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8302 // add pants/shirt if needed
8303 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8304 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8305 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8306 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8307 // now add ambient passes if needed
8308 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8310 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8311 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8312 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8313 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8314 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8317 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8318 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8319 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8321 // if this is opaque use alpha blend which will darken the earlier
8324 // if this is an alpha blended material, all the earlier passes
8325 // were darkened by fog already, so we only need to add the fog
8326 // color ontop through the fog mask texture
8328 // if this is an additive blended material, all the earlier passes
8329 // were darkened by fog already, and we should not add fog color
8330 // (because the background was not darkened, there is no fog color
8331 // that was lost behind it).
8332 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8336 return t->currentframe;
8339 rsurfacestate_t rsurface;
8341 void RSurf_ActiveWorldEntity(void)
8343 dp_model_t *model = r_refdef.scene.worldmodel;
8344 //if (rsurface.entity == r_refdef.scene.worldentity)
8346 rsurface.entity = r_refdef.scene.worldentity;
8347 rsurface.skeleton = NULL;
8348 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8349 rsurface.ent_skinnum = 0;
8350 rsurface.ent_qwskin = -1;
8351 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8352 rsurface.shadertime = r_refdef.scene.time;
8353 rsurface.matrix = identitymatrix;
8354 rsurface.inversematrix = identitymatrix;
8355 rsurface.matrixscale = 1;
8356 rsurface.inversematrixscale = 1;
8357 R_EntityMatrix(&identitymatrix);
8358 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8359 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8360 rsurface.fograngerecip = r_refdef.fograngerecip;
8361 rsurface.fogheightfade = r_refdef.fogheightfade;
8362 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8363 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8364 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8365 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8366 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8367 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8368 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8369 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8370 rsurface.colormod[3] = 1;
8371 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8372 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8373 rsurface.frameblend[0].lerp = 1;
8374 rsurface.ent_alttextures = false;
8375 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8376 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8377 rsurface.entityskeletaltransform3x4 = NULL;
8378 rsurface.entityskeletaltransform3x4buffer = NULL;
8379 rsurface.entityskeletaltransform3x4offset = 0;
8380 rsurface.entityskeletaltransform3x4size = 0;;
8381 rsurface.entityskeletalnumtransforms = 0;
8382 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8383 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8384 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8385 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8386 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8387 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8388 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8389 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8390 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8391 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8392 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8393 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8394 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8395 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8396 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8397 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8398 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8399 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8400 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8401 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8402 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8403 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8404 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8405 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8406 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8407 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8408 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8409 rsurface.modelelement3i = model->surfmesh.data_element3i;
8410 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8411 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8412 rsurface.modelelement3s = model->surfmesh.data_element3s;
8413 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8414 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8415 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8416 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8417 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8418 rsurface.modelsurfaces = model->data_surfaces;
8419 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8420 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8421 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8422 rsurface.modelgeneratedvertex = false;
8423 rsurface.batchgeneratedvertex = false;
8424 rsurface.batchfirstvertex = 0;
8425 rsurface.batchnumvertices = 0;
8426 rsurface.batchfirsttriangle = 0;
8427 rsurface.batchnumtriangles = 0;
8428 rsurface.batchvertex3f = NULL;
8429 rsurface.batchvertex3f_vertexbuffer = NULL;
8430 rsurface.batchvertex3f_bufferoffset = 0;
8431 rsurface.batchsvector3f = NULL;
8432 rsurface.batchsvector3f_vertexbuffer = NULL;
8433 rsurface.batchsvector3f_bufferoffset = 0;
8434 rsurface.batchtvector3f = NULL;
8435 rsurface.batchtvector3f_vertexbuffer = NULL;
8436 rsurface.batchtvector3f_bufferoffset = 0;
8437 rsurface.batchnormal3f = NULL;
8438 rsurface.batchnormal3f_vertexbuffer = NULL;
8439 rsurface.batchnormal3f_bufferoffset = 0;
8440 rsurface.batchlightmapcolor4f = NULL;
8441 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8442 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8443 rsurface.batchtexcoordtexture2f = NULL;
8444 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8445 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8446 rsurface.batchtexcoordlightmap2f = NULL;
8447 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8448 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8449 rsurface.batchskeletalindex4ub = NULL;
8450 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8451 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8452 rsurface.batchskeletalweight4ub = NULL;
8453 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8454 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8455 rsurface.batchvertexmesh = NULL;
8456 rsurface.batchvertexmesh_vertexbuffer = NULL;
8457 rsurface.batchvertexmesh_bufferoffset = 0;
8458 rsurface.batchelement3i = NULL;
8459 rsurface.batchelement3i_indexbuffer = NULL;
8460 rsurface.batchelement3i_bufferoffset = 0;
8461 rsurface.batchelement3s = NULL;
8462 rsurface.batchelement3s_indexbuffer = NULL;
8463 rsurface.batchelement3s_bufferoffset = 0;
8464 rsurface.passcolor4f = NULL;
8465 rsurface.passcolor4f_vertexbuffer = NULL;
8466 rsurface.passcolor4f_bufferoffset = 0;
8467 rsurface.forcecurrenttextureupdate = false;
8470 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8472 dp_model_t *model = ent->model;
8473 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8475 rsurface.entity = (entity_render_t *)ent;
8476 rsurface.skeleton = ent->skeleton;
8477 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8478 rsurface.ent_skinnum = ent->skinnum;
8479 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;
8480 rsurface.ent_flags = ent->flags;
8481 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8482 rsurface.matrix = ent->matrix;
8483 rsurface.inversematrix = ent->inversematrix;
8484 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8485 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8486 R_EntityMatrix(&rsurface.matrix);
8487 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8488 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8489 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8490 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8491 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8492 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8493 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8494 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8495 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8496 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8497 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8498 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8499 rsurface.colormod[3] = ent->alpha;
8500 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8501 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8502 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8503 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8504 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8505 if (ent->model->brush.submodel && !prepass)
8507 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8508 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8510 // if the animcache code decided it should use the shader path, skip the deform step
8511 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8512 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8513 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8514 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8515 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8516 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8518 if (ent->animcache_vertex3f)
8520 r_refdef.stats[r_stat_batch_entitycache_count]++;
8521 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8522 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8523 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8524 rsurface.modelvertex3f = ent->animcache_vertex3f;
8525 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8526 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8527 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8528 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8529 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8530 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8531 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8532 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8533 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8534 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8535 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8536 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8537 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8538 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8540 else if (wanttangents)
8542 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8543 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8544 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8545 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8546 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8547 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8548 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8549 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8550 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8551 rsurface.modelvertexmesh = NULL;
8552 rsurface.modelvertexmesh_vertexbuffer = NULL;
8553 rsurface.modelvertexmesh_bufferoffset = 0;
8554 rsurface.modelvertex3f_vertexbuffer = NULL;
8555 rsurface.modelvertex3f_bufferoffset = 0;
8556 rsurface.modelvertex3f_vertexbuffer = 0;
8557 rsurface.modelvertex3f_bufferoffset = 0;
8558 rsurface.modelsvector3f_vertexbuffer = 0;
8559 rsurface.modelsvector3f_bufferoffset = 0;
8560 rsurface.modeltvector3f_vertexbuffer = 0;
8561 rsurface.modeltvector3f_bufferoffset = 0;
8562 rsurface.modelnormal3f_vertexbuffer = 0;
8563 rsurface.modelnormal3f_bufferoffset = 0;
8565 else if (wantnormals)
8567 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8568 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8569 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8570 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8571 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8572 rsurface.modelsvector3f = NULL;
8573 rsurface.modeltvector3f = NULL;
8574 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8575 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8576 rsurface.modelvertexmesh = NULL;
8577 rsurface.modelvertexmesh_vertexbuffer = NULL;
8578 rsurface.modelvertexmesh_bufferoffset = 0;
8579 rsurface.modelvertex3f_vertexbuffer = NULL;
8580 rsurface.modelvertex3f_bufferoffset = 0;
8581 rsurface.modelvertex3f_vertexbuffer = 0;
8582 rsurface.modelvertex3f_bufferoffset = 0;
8583 rsurface.modelsvector3f_vertexbuffer = 0;
8584 rsurface.modelsvector3f_bufferoffset = 0;
8585 rsurface.modeltvector3f_vertexbuffer = 0;
8586 rsurface.modeltvector3f_bufferoffset = 0;
8587 rsurface.modelnormal3f_vertexbuffer = 0;
8588 rsurface.modelnormal3f_bufferoffset = 0;
8592 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8593 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8594 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8595 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8596 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8597 rsurface.modelsvector3f = NULL;
8598 rsurface.modeltvector3f = NULL;
8599 rsurface.modelnormal3f = NULL;
8600 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8601 rsurface.modelvertexmesh = NULL;
8602 rsurface.modelvertexmesh_vertexbuffer = NULL;
8603 rsurface.modelvertexmesh_bufferoffset = 0;
8604 rsurface.modelvertex3f_vertexbuffer = NULL;
8605 rsurface.modelvertex3f_bufferoffset = 0;
8606 rsurface.modelvertex3f_vertexbuffer = 0;
8607 rsurface.modelvertex3f_bufferoffset = 0;
8608 rsurface.modelsvector3f_vertexbuffer = 0;
8609 rsurface.modelsvector3f_bufferoffset = 0;
8610 rsurface.modeltvector3f_vertexbuffer = 0;
8611 rsurface.modeltvector3f_bufferoffset = 0;
8612 rsurface.modelnormal3f_vertexbuffer = 0;
8613 rsurface.modelnormal3f_bufferoffset = 0;
8615 rsurface.modelgeneratedvertex = true;
8619 if (rsurface.entityskeletaltransform3x4)
8621 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8622 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8623 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8624 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8628 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8629 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8630 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8631 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8633 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8634 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8635 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8636 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8637 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8638 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8639 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8640 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8641 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8642 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8643 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8644 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8645 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8646 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8647 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8648 rsurface.modelgeneratedvertex = false;
8650 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8651 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8652 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8653 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8654 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8655 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8656 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8657 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8658 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8659 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8660 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8661 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8662 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8663 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8664 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8665 rsurface.modelelement3i = model->surfmesh.data_element3i;
8666 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8667 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8668 rsurface.modelelement3s = model->surfmesh.data_element3s;
8669 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8670 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8671 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8672 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8673 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8674 rsurface.modelsurfaces = model->data_surfaces;
8675 rsurface.batchgeneratedvertex = false;
8676 rsurface.batchfirstvertex = 0;
8677 rsurface.batchnumvertices = 0;
8678 rsurface.batchfirsttriangle = 0;
8679 rsurface.batchnumtriangles = 0;
8680 rsurface.batchvertex3f = NULL;
8681 rsurface.batchvertex3f_vertexbuffer = NULL;
8682 rsurface.batchvertex3f_bufferoffset = 0;
8683 rsurface.batchsvector3f = NULL;
8684 rsurface.batchsvector3f_vertexbuffer = NULL;
8685 rsurface.batchsvector3f_bufferoffset = 0;
8686 rsurface.batchtvector3f = NULL;
8687 rsurface.batchtvector3f_vertexbuffer = NULL;
8688 rsurface.batchtvector3f_bufferoffset = 0;
8689 rsurface.batchnormal3f = NULL;
8690 rsurface.batchnormal3f_vertexbuffer = NULL;
8691 rsurface.batchnormal3f_bufferoffset = 0;
8692 rsurface.batchlightmapcolor4f = NULL;
8693 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8694 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8695 rsurface.batchtexcoordtexture2f = NULL;
8696 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8697 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8698 rsurface.batchtexcoordlightmap2f = NULL;
8699 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8700 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8701 rsurface.batchskeletalindex4ub = NULL;
8702 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8703 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8704 rsurface.batchskeletalweight4ub = NULL;
8705 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8706 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8707 rsurface.batchvertexmesh = NULL;
8708 rsurface.batchvertexmesh_vertexbuffer = NULL;
8709 rsurface.batchvertexmesh_bufferoffset = 0;
8710 rsurface.batchelement3i = NULL;
8711 rsurface.batchelement3i_indexbuffer = NULL;
8712 rsurface.batchelement3i_bufferoffset = 0;
8713 rsurface.batchelement3s = NULL;
8714 rsurface.batchelement3s_indexbuffer = NULL;
8715 rsurface.batchelement3s_bufferoffset = 0;
8716 rsurface.passcolor4f = NULL;
8717 rsurface.passcolor4f_vertexbuffer = NULL;
8718 rsurface.passcolor4f_bufferoffset = 0;
8719 rsurface.forcecurrenttextureupdate = false;
8722 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)
8724 rsurface.entity = r_refdef.scene.worldentity;
8725 rsurface.skeleton = NULL;
8726 rsurface.ent_skinnum = 0;
8727 rsurface.ent_qwskin = -1;
8728 rsurface.ent_flags = entflags;
8729 rsurface.shadertime = r_refdef.scene.time - shadertime;
8730 rsurface.modelnumvertices = numvertices;
8731 rsurface.modelnumtriangles = numtriangles;
8732 rsurface.matrix = *matrix;
8733 rsurface.inversematrix = *inversematrix;
8734 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8735 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8736 R_EntityMatrix(&rsurface.matrix);
8737 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8738 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8739 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8740 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8741 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8742 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8743 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8744 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8745 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8746 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8747 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8748 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8749 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8750 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8751 rsurface.frameblend[0].lerp = 1;
8752 rsurface.ent_alttextures = false;
8753 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8754 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8755 rsurface.entityskeletaltransform3x4 = NULL;
8756 rsurface.entityskeletaltransform3x4buffer = NULL;
8757 rsurface.entityskeletaltransform3x4offset = 0;
8758 rsurface.entityskeletaltransform3x4size = 0;
8759 rsurface.entityskeletalnumtransforms = 0;
8760 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8761 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8762 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8763 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8766 rsurface.modelvertex3f = (float *)vertex3f;
8767 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8768 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8769 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8771 else if (wantnormals)
8773 rsurface.modelvertex3f = (float *)vertex3f;
8774 rsurface.modelsvector3f = NULL;
8775 rsurface.modeltvector3f = NULL;
8776 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8780 rsurface.modelvertex3f = (float *)vertex3f;
8781 rsurface.modelsvector3f = NULL;
8782 rsurface.modeltvector3f = NULL;
8783 rsurface.modelnormal3f = NULL;
8785 rsurface.modelvertexmesh = NULL;
8786 rsurface.modelvertexmesh_vertexbuffer = NULL;
8787 rsurface.modelvertexmesh_bufferoffset = 0;
8788 rsurface.modelvertex3f_vertexbuffer = 0;
8789 rsurface.modelvertex3f_bufferoffset = 0;
8790 rsurface.modelsvector3f_vertexbuffer = 0;
8791 rsurface.modelsvector3f_bufferoffset = 0;
8792 rsurface.modeltvector3f_vertexbuffer = 0;
8793 rsurface.modeltvector3f_bufferoffset = 0;
8794 rsurface.modelnormal3f_vertexbuffer = 0;
8795 rsurface.modelnormal3f_bufferoffset = 0;
8796 rsurface.modelgeneratedvertex = true;
8797 rsurface.modellightmapcolor4f = (float *)color4f;
8798 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8799 rsurface.modellightmapcolor4f_bufferoffset = 0;
8800 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8801 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8802 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8803 rsurface.modeltexcoordlightmap2f = NULL;
8804 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8805 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8806 rsurface.modelskeletalindex4ub = NULL;
8807 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8808 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8809 rsurface.modelskeletalweight4ub = NULL;
8810 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8811 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8812 rsurface.modelelement3i = (int *)element3i;
8813 rsurface.modelelement3i_indexbuffer = NULL;
8814 rsurface.modelelement3i_bufferoffset = 0;
8815 rsurface.modelelement3s = (unsigned short *)element3s;
8816 rsurface.modelelement3s_indexbuffer = NULL;
8817 rsurface.modelelement3s_bufferoffset = 0;
8818 rsurface.modellightmapoffsets = NULL;
8819 rsurface.modelsurfaces = NULL;
8820 rsurface.batchgeneratedvertex = false;
8821 rsurface.batchfirstvertex = 0;
8822 rsurface.batchnumvertices = 0;
8823 rsurface.batchfirsttriangle = 0;
8824 rsurface.batchnumtriangles = 0;
8825 rsurface.batchvertex3f = NULL;
8826 rsurface.batchvertex3f_vertexbuffer = NULL;
8827 rsurface.batchvertex3f_bufferoffset = 0;
8828 rsurface.batchsvector3f = NULL;
8829 rsurface.batchsvector3f_vertexbuffer = NULL;
8830 rsurface.batchsvector3f_bufferoffset = 0;
8831 rsurface.batchtvector3f = NULL;
8832 rsurface.batchtvector3f_vertexbuffer = NULL;
8833 rsurface.batchtvector3f_bufferoffset = 0;
8834 rsurface.batchnormal3f = NULL;
8835 rsurface.batchnormal3f_vertexbuffer = NULL;
8836 rsurface.batchnormal3f_bufferoffset = 0;
8837 rsurface.batchlightmapcolor4f = NULL;
8838 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8839 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8840 rsurface.batchtexcoordtexture2f = NULL;
8841 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8842 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8843 rsurface.batchtexcoordlightmap2f = NULL;
8844 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8845 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8846 rsurface.batchskeletalindex4ub = NULL;
8847 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8848 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8849 rsurface.batchskeletalweight4ub = NULL;
8850 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8851 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8852 rsurface.batchvertexmesh = NULL;
8853 rsurface.batchvertexmesh_vertexbuffer = NULL;
8854 rsurface.batchvertexmesh_bufferoffset = 0;
8855 rsurface.batchelement3i = NULL;
8856 rsurface.batchelement3i_indexbuffer = NULL;
8857 rsurface.batchelement3i_bufferoffset = 0;
8858 rsurface.batchelement3s = NULL;
8859 rsurface.batchelement3s_indexbuffer = NULL;
8860 rsurface.batchelement3s_bufferoffset = 0;
8861 rsurface.passcolor4f = NULL;
8862 rsurface.passcolor4f_vertexbuffer = NULL;
8863 rsurface.passcolor4f_bufferoffset = 0;
8864 rsurface.forcecurrenttextureupdate = true;
8866 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8868 if ((wantnormals || wanttangents) && !normal3f)
8870 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8871 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8873 if (wanttangents && !svector3f)
8875 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8876 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8877 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8882 float RSurf_FogPoint(const float *v)
8884 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8885 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8886 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8887 float FogHeightFade = r_refdef.fogheightfade;
8889 unsigned int fogmasktableindex;
8890 if (r_refdef.fogplaneviewabove)
8891 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8893 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8894 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8895 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8898 float RSurf_FogVertex(const float *v)
8900 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8901 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8902 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8903 float FogHeightFade = rsurface.fogheightfade;
8905 unsigned int fogmasktableindex;
8906 if (r_refdef.fogplaneviewabove)
8907 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8909 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8910 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8911 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8914 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8917 for (i = 0;i < numelements;i++)
8918 outelement3i[i] = inelement3i[i] + adjust;
8921 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8922 extern cvar_t gl_vbo;
8923 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8931 int surfacefirsttriangle;
8932 int surfacenumtriangles;
8933 int surfacefirstvertex;
8934 int surfaceendvertex;
8935 int surfacenumvertices;
8936 int batchnumsurfaces = texturenumsurfaces;
8937 int batchnumvertices;
8938 int batchnumtriangles;
8942 qboolean dynamicvertex;
8946 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8949 q3shaderinfo_deform_t *deform;
8950 const msurface_t *surface, *firstsurface;
8951 r_vertexmesh_t *vertexmesh;
8952 if (!texturenumsurfaces)
8954 // find vertex range of this surface batch
8956 firstsurface = texturesurfacelist[0];
8957 firsttriangle = firstsurface->num_firsttriangle;
8958 batchnumvertices = 0;
8959 batchnumtriangles = 0;
8960 firstvertex = endvertex = firstsurface->num_firstvertex;
8961 for (i = 0;i < texturenumsurfaces;i++)
8963 surface = texturesurfacelist[i];
8964 if (surface != firstsurface + i)
8966 surfacefirstvertex = surface->num_firstvertex;
8967 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8968 surfacenumvertices = surface->num_vertices;
8969 surfacenumtriangles = surface->num_triangles;
8970 if (firstvertex > surfacefirstvertex)
8971 firstvertex = surfacefirstvertex;
8972 if (endvertex < surfaceendvertex)
8973 endvertex = surfaceendvertex;
8974 batchnumvertices += surfacenumvertices;
8975 batchnumtriangles += surfacenumtriangles;
8978 r_refdef.stats[r_stat_batch_batches]++;
8980 r_refdef.stats[r_stat_batch_withgaps]++;
8981 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8982 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8983 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8985 // we now know the vertex range used, and if there are any gaps in it
8986 rsurface.batchfirstvertex = firstvertex;
8987 rsurface.batchnumvertices = endvertex - firstvertex;
8988 rsurface.batchfirsttriangle = firsttriangle;
8989 rsurface.batchnumtriangles = batchnumtriangles;
8991 // this variable holds flags for which properties have been updated that
8992 // may require regenerating vertexmesh array...
8995 // check if any dynamic vertex processing must occur
8996 dynamicvertex = false;
8998 // a cvar to force the dynamic vertex path to be taken, for debugging
8999 if (r_batch_debugdynamicvertexpath.integer)
9003 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9004 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9005 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9006 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9008 dynamicvertex = true;
9011 // if there is a chance of animated vertex colors, it's a dynamic batch
9012 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9016 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9017 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9018 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9019 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9021 dynamicvertex = true;
9022 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9025 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9027 switch (deform->deform)
9030 case Q3DEFORM_PROJECTIONSHADOW:
9031 case Q3DEFORM_TEXT0:
9032 case Q3DEFORM_TEXT1:
9033 case Q3DEFORM_TEXT2:
9034 case Q3DEFORM_TEXT3:
9035 case Q3DEFORM_TEXT4:
9036 case Q3DEFORM_TEXT5:
9037 case Q3DEFORM_TEXT6:
9038 case Q3DEFORM_TEXT7:
9041 case Q3DEFORM_AUTOSPRITE:
9044 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9045 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9046 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9047 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9049 dynamicvertex = true;
9050 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9051 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9053 case Q3DEFORM_AUTOSPRITE2:
9056 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9057 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9058 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9059 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9061 dynamicvertex = true;
9062 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9063 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9065 case Q3DEFORM_NORMAL:
9068 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9069 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9070 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9071 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9073 dynamicvertex = true;
9074 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9075 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9078 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9079 break; // if wavefunc is a nop, ignore this transform
9082 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9083 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9084 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9085 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9087 dynamicvertex = true;
9088 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9089 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9091 case Q3DEFORM_BULGE:
9094 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9095 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9096 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9097 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9099 dynamicvertex = true;
9100 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9101 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9104 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9105 break; // if wavefunc is a nop, ignore this transform
9108 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9109 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9110 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9111 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9113 dynamicvertex = true;
9114 batchneed |= BATCHNEED_ARRAY_VERTEX;
9115 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9119 switch(rsurface.texture->tcgen.tcgen)
9122 case Q3TCGEN_TEXTURE:
9124 case Q3TCGEN_LIGHTMAP:
9127 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9128 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9129 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9130 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9132 dynamicvertex = true;
9133 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9134 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9136 case Q3TCGEN_VECTOR:
9139 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9140 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9141 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9142 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9144 dynamicvertex = true;
9145 batchneed |= BATCHNEED_ARRAY_VERTEX;
9146 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9148 case Q3TCGEN_ENVIRONMENT:
9151 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9152 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9153 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9154 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9156 dynamicvertex = true;
9157 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9158 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9161 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9165 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9166 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9167 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9168 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9170 dynamicvertex = true;
9171 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9172 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9175 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9179 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9180 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9181 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9182 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9184 dynamicvertex = true;
9185 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9188 // when the model data has no vertex buffer (dynamic mesh), we need to
9190 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9191 batchneed |= BATCHNEED_NOGAPS;
9193 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9194 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9195 // we ensure this by treating the vertex batch as dynamic...
9196 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9200 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9201 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9202 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9203 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9205 dynamicvertex = true;
9210 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9211 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9212 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9213 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9214 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9215 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9216 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9217 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9220 // if needsupdate, we have to do a dynamic vertex batch for sure
9221 if (needsupdate & batchneed)
9225 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9226 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9227 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9228 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9230 dynamicvertex = true;
9233 // see if we need to build vertexmesh from arrays
9234 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9238 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9239 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9240 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9241 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9243 dynamicvertex = true;
9246 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9247 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9248 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9250 rsurface.batchvertex3f = rsurface.modelvertex3f;
9251 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9252 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9253 rsurface.batchsvector3f = rsurface.modelsvector3f;
9254 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9255 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9256 rsurface.batchtvector3f = rsurface.modeltvector3f;
9257 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9258 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9259 rsurface.batchnormal3f = rsurface.modelnormal3f;
9260 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9261 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9262 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9263 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9264 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9265 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9266 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9267 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9268 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9269 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9270 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9271 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9272 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9273 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9274 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9275 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9276 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9277 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9278 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9279 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9280 rsurface.batchelement3i = rsurface.modelelement3i;
9281 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9282 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9283 rsurface.batchelement3s = rsurface.modelelement3s;
9284 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9285 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9286 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9287 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9288 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9289 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9290 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9292 // if any dynamic vertex processing has to occur in software, we copy the
9293 // entire surface list together before processing to rebase the vertices
9294 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9296 // if any gaps exist and we do not have a static vertex buffer, we have to
9297 // copy the surface list together to avoid wasting upload bandwidth on the
9298 // vertices in the gaps.
9300 // if gaps exist and we have a static vertex buffer, we can choose whether
9301 // to combine the index buffer ranges into one dynamic index buffer or
9302 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9304 // in many cases the batch is reduced to one draw call.
9306 rsurface.batchmultidraw = false;
9307 rsurface.batchmultidrawnumsurfaces = 0;
9308 rsurface.batchmultidrawsurfacelist = NULL;
9312 // static vertex data, just set pointers...
9313 rsurface.batchgeneratedvertex = false;
9314 // if there are gaps, we want to build a combined index buffer,
9315 // otherwise use the original static buffer with an appropriate offset
9318 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9319 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9320 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9321 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9322 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9324 rsurface.batchmultidraw = true;
9325 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9326 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9329 // build a new triangle elements array for this batch
9330 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9331 rsurface.batchfirsttriangle = 0;
9333 for (i = 0;i < texturenumsurfaces;i++)
9335 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9336 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9337 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9338 numtriangles += surfacenumtriangles;
9340 rsurface.batchelement3i_indexbuffer = NULL;
9341 rsurface.batchelement3i_bufferoffset = 0;
9342 rsurface.batchelement3s = NULL;
9343 rsurface.batchelement3s_indexbuffer = NULL;
9344 rsurface.batchelement3s_bufferoffset = 0;
9345 if (endvertex <= 65536)
9347 // make a 16bit (unsigned short) index array if possible
9348 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9349 for (i = 0;i < numtriangles*3;i++)
9350 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9352 // upload buffer data for the copytriangles batch
9353 if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
9355 if (rsurface.batchelement3s)
9356 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9357 else if (rsurface.batchelement3i)
9358 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9363 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9364 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9365 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9366 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9371 // something needs software processing, do it for real...
9372 // we only directly handle separate array data in this case and then
9373 // generate interleaved data if needed...
9374 rsurface.batchgeneratedvertex = true;
9375 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9376 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9377 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9378 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9380 // now copy the vertex data into a combined array and make an index array
9381 // (this is what Quake3 does all the time)
9382 // we also apply any skeletal animation here that would have been done in
9383 // the vertex shader, because most of the dynamic vertex animation cases
9384 // need actual vertex positions and normals
9385 //if (dynamicvertex)
9387 rsurface.batchvertexmesh = NULL;
9388 rsurface.batchvertexmesh_vertexbuffer = NULL;
9389 rsurface.batchvertexmesh_bufferoffset = 0;
9390 rsurface.batchvertex3f = NULL;
9391 rsurface.batchvertex3f_vertexbuffer = NULL;
9392 rsurface.batchvertex3f_bufferoffset = 0;
9393 rsurface.batchsvector3f = NULL;
9394 rsurface.batchsvector3f_vertexbuffer = NULL;
9395 rsurface.batchsvector3f_bufferoffset = 0;
9396 rsurface.batchtvector3f = NULL;
9397 rsurface.batchtvector3f_vertexbuffer = NULL;
9398 rsurface.batchtvector3f_bufferoffset = 0;
9399 rsurface.batchnormal3f = NULL;
9400 rsurface.batchnormal3f_vertexbuffer = NULL;
9401 rsurface.batchnormal3f_bufferoffset = 0;
9402 rsurface.batchlightmapcolor4f = NULL;
9403 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9404 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9405 rsurface.batchtexcoordtexture2f = NULL;
9406 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9407 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9408 rsurface.batchtexcoordlightmap2f = NULL;
9409 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9410 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9411 rsurface.batchskeletalindex4ub = NULL;
9412 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9413 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9414 rsurface.batchskeletalweight4ub = NULL;
9415 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9416 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9417 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9418 rsurface.batchelement3i_indexbuffer = NULL;
9419 rsurface.batchelement3i_bufferoffset = 0;
9420 rsurface.batchelement3s = NULL;
9421 rsurface.batchelement3s_indexbuffer = NULL;
9422 rsurface.batchelement3s_bufferoffset = 0;
9423 rsurface.batchskeletaltransform3x4buffer = NULL;
9424 rsurface.batchskeletaltransform3x4offset = 0;
9425 rsurface.batchskeletaltransform3x4size = 0;
9426 // we'll only be setting up certain arrays as needed
9427 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9428 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9429 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9430 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9431 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9432 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9433 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9435 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9436 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9438 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9439 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9440 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9441 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9442 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9443 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9444 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9446 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9447 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9451 for (i = 0;i < texturenumsurfaces;i++)
9453 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9454 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9455 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9456 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9457 // copy only the data requested
9458 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9459 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9460 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9462 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9464 if (rsurface.batchvertex3f)
9465 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9467 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9469 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9471 if (rsurface.modelnormal3f)
9472 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9474 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9476 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9478 if (rsurface.modelsvector3f)
9480 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9481 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9485 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9486 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9489 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9491 if (rsurface.modellightmapcolor4f)
9492 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9494 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9496 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9498 if (rsurface.modeltexcoordtexture2f)
9499 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9501 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9503 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9505 if (rsurface.modeltexcoordlightmap2f)
9506 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9508 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9510 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9512 if (rsurface.modelskeletalindex4ub)
9514 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9515 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9519 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9520 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9521 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9522 for (j = 0;j < surfacenumvertices;j++)
9527 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9528 numvertices += surfacenumvertices;
9529 numtriangles += surfacenumtriangles;
9532 // generate a 16bit index array as well if possible
9533 // (in general, dynamic batches fit)
9534 if (numvertices <= 65536)
9536 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9537 for (i = 0;i < numtriangles*3;i++)
9538 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9541 // since we've copied everything, the batch now starts at 0
9542 rsurface.batchfirstvertex = 0;
9543 rsurface.batchnumvertices = batchnumvertices;
9544 rsurface.batchfirsttriangle = 0;
9545 rsurface.batchnumtriangles = batchnumtriangles;
9548 // apply skeletal animation that would have been done in the vertex shader
9549 if (rsurface.batchskeletaltransform3x4)
9551 const unsigned char *si;
9552 const unsigned char *sw;
9554 const float *b = rsurface.batchskeletaltransform3x4;
9555 float *vp, *vs, *vt, *vn;
9557 float m[3][4], n[3][4];
9558 float tp[3], ts[3], tt[3], tn[3];
9559 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9560 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9561 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9562 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9563 si = rsurface.batchskeletalindex4ub;
9564 sw = rsurface.batchskeletalweight4ub;
9565 vp = rsurface.batchvertex3f;
9566 vs = rsurface.batchsvector3f;
9567 vt = rsurface.batchtvector3f;
9568 vn = rsurface.batchnormal3f;
9569 memset(m[0], 0, sizeof(m));
9570 memset(n[0], 0, sizeof(n));
9571 for (i = 0;i < batchnumvertices;i++)
9573 t[0] = b + si[0]*12;
9576 // common case - only one matrix
9590 else if (sw[2] + sw[3])
9593 t[1] = b + si[1]*12;
9594 t[2] = b + si[2]*12;
9595 t[3] = b + si[3]*12;
9596 w[0] = sw[0] * (1.0f / 255.0f);
9597 w[1] = sw[1] * (1.0f / 255.0f);
9598 w[2] = sw[2] * (1.0f / 255.0f);
9599 w[3] = sw[3] * (1.0f / 255.0f);
9600 // blend the matrices
9601 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9602 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9603 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9604 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9605 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9606 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9607 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9608 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9609 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9610 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9611 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9612 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9617 t[1] = b + si[1]*12;
9618 w[0] = sw[0] * (1.0f / 255.0f);
9619 w[1] = sw[1] * (1.0f / 255.0f);
9620 // blend the matrices
9621 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9622 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9623 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9624 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9625 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9626 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9627 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9628 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9629 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9630 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9631 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9632 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9636 // modify the vertex
9638 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9639 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9640 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9644 // the normal transformation matrix is a set of cross products...
9645 CrossProduct(m[1], m[2], n[0]);
9646 CrossProduct(m[2], m[0], n[1]);
9647 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9649 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9650 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9651 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9652 VectorNormalize(vn);
9657 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9658 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9659 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9660 VectorNormalize(vs);
9663 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9664 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9665 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9666 VectorNormalize(vt);
9671 rsurface.batchskeletaltransform3x4 = NULL;
9672 rsurface.batchskeletalnumtransforms = 0;
9675 // q1bsp surfaces rendered in vertex color mode have to have colors
9676 // calculated based on lightstyles
9677 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9679 // generate color arrays for the surfaces in this list
9684 const unsigned char *lm;
9685 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9686 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9687 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9689 for (i = 0;i < texturenumsurfaces;i++)
9691 surface = texturesurfacelist[i];
9692 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9693 surfacenumvertices = surface->num_vertices;
9694 if (surface->lightmapinfo->samples)
9696 for (j = 0;j < surfacenumvertices;j++)
9698 lm = surface->lightmapinfo->samples + offsets[j];
9699 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9700 VectorScale(lm, scale, c);
9701 if (surface->lightmapinfo->styles[1] != 255)
9703 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9705 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9706 VectorMA(c, scale, lm, c);
9707 if (surface->lightmapinfo->styles[2] != 255)
9710 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9711 VectorMA(c, scale, lm, c);
9712 if (surface->lightmapinfo->styles[3] != 255)
9715 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9716 VectorMA(c, scale, lm, c);
9723 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);
9729 for (j = 0;j < surfacenumvertices;j++)
9731 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9738 // if vertices are deformed (sprite flares and things in maps, possibly
9739 // water waves, bulges and other deformations), modify the copied vertices
9741 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9743 switch (deform->deform)
9746 case Q3DEFORM_PROJECTIONSHADOW:
9747 case Q3DEFORM_TEXT0:
9748 case Q3DEFORM_TEXT1:
9749 case Q3DEFORM_TEXT2:
9750 case Q3DEFORM_TEXT3:
9751 case Q3DEFORM_TEXT4:
9752 case Q3DEFORM_TEXT5:
9753 case Q3DEFORM_TEXT6:
9754 case Q3DEFORM_TEXT7:
9757 case Q3DEFORM_AUTOSPRITE:
9758 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9759 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9760 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9761 VectorNormalize(newforward);
9762 VectorNormalize(newright);
9763 VectorNormalize(newup);
9764 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9765 // rsurface.batchvertex3f_vertexbuffer = NULL;
9766 // rsurface.batchvertex3f_bufferoffset = 0;
9767 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9768 // rsurface.batchsvector3f_vertexbuffer = NULL;
9769 // rsurface.batchsvector3f_bufferoffset = 0;
9770 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9771 // rsurface.batchtvector3f_vertexbuffer = NULL;
9772 // rsurface.batchtvector3f_bufferoffset = 0;
9773 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9774 // rsurface.batchnormal3f_vertexbuffer = NULL;
9775 // rsurface.batchnormal3f_bufferoffset = 0;
9776 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9777 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9778 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9779 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9780 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);
9781 // a single autosprite surface can contain multiple sprites...
9782 for (j = 0;j < batchnumvertices - 3;j += 4)
9784 VectorClear(center);
9785 for (i = 0;i < 4;i++)
9786 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9787 VectorScale(center, 0.25f, center);
9788 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9789 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9790 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9791 for (i = 0;i < 4;i++)
9793 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9794 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9797 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9798 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9799 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);
9801 case Q3DEFORM_AUTOSPRITE2:
9802 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9803 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9804 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9805 VectorNormalize(newforward);
9806 VectorNormalize(newright);
9807 VectorNormalize(newup);
9808 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9809 // rsurface.batchvertex3f_vertexbuffer = NULL;
9810 // rsurface.batchvertex3f_bufferoffset = 0;
9812 const float *v1, *v2;
9822 memset(shortest, 0, sizeof(shortest));
9823 // a single autosprite surface can contain multiple sprites...
9824 for (j = 0;j < batchnumvertices - 3;j += 4)
9826 VectorClear(center);
9827 for (i = 0;i < 4;i++)
9828 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9829 VectorScale(center, 0.25f, center);
9830 // find the two shortest edges, then use them to define the
9831 // axis vectors for rotating around the central axis
9832 for (i = 0;i < 6;i++)
9834 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9835 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9836 l = VectorDistance2(v1, v2);
9837 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9839 l += (1.0f / 1024.0f);
9840 if (shortest[0].length2 > l || i == 0)
9842 shortest[1] = shortest[0];
9843 shortest[0].length2 = l;
9844 shortest[0].v1 = v1;
9845 shortest[0].v2 = v2;
9847 else if (shortest[1].length2 > l || i == 1)
9849 shortest[1].length2 = l;
9850 shortest[1].v1 = v1;
9851 shortest[1].v2 = v2;
9854 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9855 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9856 // this calculates the right vector from the shortest edge
9857 // and the up vector from the edge midpoints
9858 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9859 VectorNormalize(right);
9860 VectorSubtract(end, start, up);
9861 VectorNormalize(up);
9862 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9863 VectorSubtract(rsurface.localvieworigin, center, forward);
9864 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9865 VectorNegate(forward, forward);
9866 VectorReflect(forward, 0, up, forward);
9867 VectorNormalize(forward);
9868 CrossProduct(up, forward, newright);
9869 VectorNormalize(newright);
9870 // rotate the quad around the up axis vector, this is made
9871 // especially easy by the fact we know the quad is flat,
9872 // so we only have to subtract the center position and
9873 // measure distance along the right vector, and then
9874 // multiply that by the newright vector and add back the
9876 // we also need to subtract the old position to undo the
9877 // displacement from the center, which we do with a
9878 // DotProduct, the subtraction/addition of center is also
9879 // optimized into DotProducts here
9880 l = DotProduct(right, center);
9881 for (i = 0;i < 4;i++)
9883 v1 = rsurface.batchvertex3f + 3*(j+i);
9884 f = DotProduct(right, v1) - l;
9885 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9889 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9891 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9892 // rsurface.batchnormal3f_vertexbuffer = NULL;
9893 // rsurface.batchnormal3f_bufferoffset = 0;
9894 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9896 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9898 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9899 // rsurface.batchsvector3f_vertexbuffer = NULL;
9900 // rsurface.batchsvector3f_bufferoffset = 0;
9901 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9902 // rsurface.batchtvector3f_vertexbuffer = NULL;
9903 // rsurface.batchtvector3f_bufferoffset = 0;
9904 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);
9907 case Q3DEFORM_NORMAL:
9908 // deform the normals to make reflections wavey
9909 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9910 rsurface.batchnormal3f_vertexbuffer = NULL;
9911 rsurface.batchnormal3f_bufferoffset = 0;
9912 for (j = 0;j < batchnumvertices;j++)
9915 float *normal = rsurface.batchnormal3f + 3*j;
9916 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9917 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9918 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9919 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9920 VectorNormalize(normal);
9922 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9924 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9925 // rsurface.batchsvector3f_vertexbuffer = NULL;
9926 // rsurface.batchsvector3f_bufferoffset = 0;
9927 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9928 // rsurface.batchtvector3f_vertexbuffer = NULL;
9929 // rsurface.batchtvector3f_bufferoffset = 0;
9930 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);
9934 // deform vertex array to make wavey water and flags and such
9935 waveparms[0] = deform->waveparms[0];
9936 waveparms[1] = deform->waveparms[1];
9937 waveparms[2] = deform->waveparms[2];
9938 waveparms[3] = deform->waveparms[3];
9939 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9940 break; // if wavefunc is a nop, don't make a dynamic vertex array
9941 // this is how a divisor of vertex influence on deformation
9942 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9943 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9944 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9945 // rsurface.batchvertex3f_vertexbuffer = NULL;
9946 // rsurface.batchvertex3f_bufferoffset = 0;
9947 // rsurface.batchnormal3f = 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++)
9952 // if the wavefunc depends on time, evaluate it per-vertex
9955 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9956 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9958 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9960 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9961 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9962 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9964 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9965 // rsurface.batchsvector3f_vertexbuffer = NULL;
9966 // rsurface.batchsvector3f_bufferoffset = 0;
9967 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9968 // rsurface.batchtvector3f_vertexbuffer = NULL;
9969 // rsurface.batchtvector3f_bufferoffset = 0;
9970 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);
9973 case Q3DEFORM_BULGE:
9974 // deform vertex array to make the surface have moving bulges
9975 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9976 // rsurface.batchvertex3f_vertexbuffer = NULL;
9977 // rsurface.batchvertex3f_bufferoffset = 0;
9978 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9979 // rsurface.batchnormal3f_vertexbuffer = NULL;
9980 // rsurface.batchnormal3f_bufferoffset = 0;
9981 for (j = 0;j < batchnumvertices;j++)
9983 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9984 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9986 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9987 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9988 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9990 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9991 // rsurface.batchsvector3f_vertexbuffer = NULL;
9992 // rsurface.batchsvector3f_bufferoffset = 0;
9993 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9994 // rsurface.batchtvector3f_vertexbuffer = NULL;
9995 // rsurface.batchtvector3f_bufferoffset = 0;
9996 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);
10000 // deform vertex array
10001 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10002 break; // if wavefunc is a nop, don't make a dynamic vertex array
10003 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10004 VectorScale(deform->parms, scale, waveparms);
10005 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10006 // rsurface.batchvertex3f_vertexbuffer = NULL;
10007 // rsurface.batchvertex3f_bufferoffset = 0;
10008 for (j = 0;j < batchnumvertices;j++)
10009 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10014 // generate texcoords based on the chosen texcoord source
10015 switch(rsurface.texture->tcgen.tcgen)
10018 case Q3TCGEN_TEXTURE:
10020 case Q3TCGEN_LIGHTMAP:
10021 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10022 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10023 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10024 if (rsurface.batchtexcoordlightmap2f)
10025 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
10027 case Q3TCGEN_VECTOR:
10028 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10029 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10030 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10031 for (j = 0;j < batchnumvertices;j++)
10033 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10034 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10037 case Q3TCGEN_ENVIRONMENT:
10038 // make environment reflections using a spheremap
10039 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10040 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10041 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10042 for (j = 0;j < batchnumvertices;j++)
10044 // identical to Q3A's method, but executed in worldspace so
10045 // carried models can be shiny too
10047 float viewer[3], d, reflected[3], worldreflected[3];
10049 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10050 // VectorNormalize(viewer);
10052 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10054 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10055 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10056 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10057 // note: this is proportinal to viewer, so we can normalize later
10059 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10060 VectorNormalize(worldreflected);
10062 // note: this sphere map only uses world x and z!
10063 // so positive and negative y will LOOK THE SAME.
10064 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10065 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10069 // the only tcmod that needs software vertex processing is turbulent, so
10070 // check for it here and apply the changes if needed
10071 // and we only support that as the first one
10072 // (handling a mixture of turbulent and other tcmods would be problematic
10073 // without punting it entirely to a software path)
10074 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10076 amplitude = rsurface.texture->tcmods[0].parms[1];
10077 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10078 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10079 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10080 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10081 for (j = 0;j < batchnumvertices;j++)
10083 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);
10084 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10088 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10090 // convert the modified arrays to vertex structs
10091 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10092 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10093 // rsurface.batchvertexmesh_bufferoffset = 0;
10094 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10095 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10096 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10097 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10098 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10099 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10100 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10102 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10104 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10105 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10108 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10109 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10110 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10111 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10112 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10113 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10114 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10115 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10116 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10117 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10119 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10121 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10122 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10127 // upload buffer data for the dynamic batch
10128 if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
10130 if (rsurface.batchvertexmesh)
10131 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10134 if (rsurface.batchvertex3f)
10135 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10136 if (rsurface.batchsvector3f)
10137 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10138 if (rsurface.batchtvector3f)
10139 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10140 if (rsurface.batchnormal3f)
10141 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10142 if (rsurface.batchlightmapcolor4f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10143 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10144 if (rsurface.batchtexcoordtexture2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10145 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10146 if (rsurface.batchtexcoordlightmap2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10147 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10148 if (rsurface.batchskeletalindex4ub)
10149 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10150 if (rsurface.batchskeletalweight4ub)
10151 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10153 if (rsurface.batchelement3s)
10154 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10155 else if (rsurface.batchelement3i)
10156 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10160 void RSurf_DrawBatch(void)
10162 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10163 // through the pipeline, killing it earlier in the pipeline would have
10164 // per-surface overhead rather than per-batch overhead, so it's best to
10165 // reject it here, before it hits glDraw.
10166 if (rsurface.batchnumtriangles == 0)
10169 // batch debugging code
10170 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10176 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10177 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10180 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10182 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10184 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10185 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);
10192 if (rsurface.batchmultidraw)
10194 // issue multiple draws rather than copying index data
10195 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10196 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10197 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10198 for (i = 0;i < numsurfaces;)
10200 // combine consecutive surfaces as one draw
10201 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10202 if (surfacelist[j] != surfacelist[k] + 1)
10204 firstvertex = surfacelist[i]->num_firstvertex;
10205 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10206 firsttriangle = surfacelist[i]->num_firsttriangle;
10207 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10208 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);
10214 // there is only one consecutive run of index data (may have been combined)
10215 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);
10219 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10221 // pick the closest matching water plane
10222 int planeindex, vertexindex, bestplaneindex = -1;
10226 r_waterstate_waterplane_t *p;
10227 qboolean prepared = false;
10229 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10231 if(p->camera_entity != rsurface.texture->camera_entity)
10236 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10238 if(rsurface.batchnumvertices == 0)
10241 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10243 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10244 d += fabs(PlaneDiff(vert, &p->plane));
10246 if (bestd > d || bestplaneindex < 0)
10249 bestplaneindex = planeindex;
10252 return bestplaneindex;
10253 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10254 // this situation though, as it might be better to render single larger
10255 // batches with useless stuff (backface culled for example) than to
10256 // render multiple smaller batches
10259 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10262 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10263 rsurface.passcolor4f_vertexbuffer = 0;
10264 rsurface.passcolor4f_bufferoffset = 0;
10265 for (i = 0;i < rsurface.batchnumvertices;i++)
10266 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10269 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10276 if (rsurface.passcolor4f)
10278 // generate color arrays
10279 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10280 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10281 rsurface.passcolor4f_vertexbuffer = 0;
10282 rsurface.passcolor4f_bufferoffset = 0;
10283 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)
10285 f = RSurf_FogVertex(v);
10294 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10295 rsurface.passcolor4f_vertexbuffer = 0;
10296 rsurface.passcolor4f_bufferoffset = 0;
10297 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10299 f = RSurf_FogVertex(v);
10308 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10315 if (!rsurface.passcolor4f)
10317 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10318 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10319 rsurface.passcolor4f_vertexbuffer = 0;
10320 rsurface.passcolor4f_bufferoffset = 0;
10321 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)
10323 f = RSurf_FogVertex(v);
10324 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10325 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10326 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10331 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10336 if (!rsurface.passcolor4f)
10338 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10339 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10340 rsurface.passcolor4f_vertexbuffer = 0;
10341 rsurface.passcolor4f_bufferoffset = 0;
10342 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10351 static void RSurf_DrawBatch_GL11_ApplyAmbient(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, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10364 c2[0] = c[0] + r_refdef.scene.ambient;
10365 c2[1] = c[1] + r_refdef.scene.ambient;
10366 c2[2] = c[2] + r_refdef.scene.ambient;
10371 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10374 rsurface.passcolor4f = NULL;
10375 rsurface.passcolor4f_vertexbuffer = 0;
10376 rsurface.passcolor4f_bufferoffset = 0;
10377 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10378 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10379 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10380 GL_Color(r, g, b, a);
10381 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10382 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10383 R_Mesh_TexMatrix(0, NULL);
10387 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10389 // TODO: optimize applyfog && applycolor case
10390 // just apply fog if necessary, and tint the fog color array if necessary
10391 rsurface.passcolor4f = NULL;
10392 rsurface.passcolor4f_vertexbuffer = 0;
10393 rsurface.passcolor4f_bufferoffset = 0;
10394 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10395 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10396 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10397 GL_Color(r, g, b, a);
10401 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10404 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10405 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10406 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10407 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10408 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10409 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10410 GL_Color(r, g, b, a);
10414 static void RSurf_DrawBatch_GL11_ClampColor(void)
10419 if (!rsurface.passcolor4f)
10421 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10423 c2[0] = bound(0.0f, c1[0], 1.0f);
10424 c2[1] = bound(0.0f, c1[1], 1.0f);
10425 c2[2] = bound(0.0f, c1[2], 1.0f);
10426 c2[3] = bound(0.0f, c1[3], 1.0f);
10430 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10440 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10441 rsurface.passcolor4f_vertexbuffer = 0;
10442 rsurface.passcolor4f_bufferoffset = 0;
10443 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)
10445 f = -DotProduct(r_refdef.view.forward, n);
10447 f = f * 0.85 + 0.15; // work around so stuff won't get black
10448 f *= r_refdef.lightmapintensity;
10449 Vector4Set(c, f, f, f, 1);
10453 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10455 RSurf_DrawBatch_GL11_ApplyFakeLight();
10456 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10457 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10458 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10459 GL_Color(r, g, b, a);
10463 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10471 vec3_t ambientcolor;
10472 vec3_t diffusecolor;
10476 VectorCopy(rsurface.modellight_lightdir, lightdir);
10477 f = 0.5f * r_refdef.lightmapintensity;
10478 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10479 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10480 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10481 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10482 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10483 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10485 if (VectorLength2(diffusecolor) > 0)
10487 // q3-style directional shading
10488 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10489 rsurface.passcolor4f_vertexbuffer = 0;
10490 rsurface.passcolor4f_bufferoffset = 0;
10491 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)
10493 if ((f = DotProduct(n, lightdir)) > 0)
10494 VectorMA(ambientcolor, f, diffusecolor, c);
10496 VectorCopy(ambientcolor, c);
10503 *applycolor = false;
10507 *r = ambientcolor[0];
10508 *g = ambientcolor[1];
10509 *b = ambientcolor[2];
10510 rsurface.passcolor4f = NULL;
10511 rsurface.passcolor4f_vertexbuffer = 0;
10512 rsurface.passcolor4f_bufferoffset = 0;
10516 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10518 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10519 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10520 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10521 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10522 GL_Color(r, g, b, a);
10526 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10534 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10535 rsurface.passcolor4f_vertexbuffer = 0;
10536 rsurface.passcolor4f_bufferoffset = 0;
10538 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10540 f = 1 - RSurf_FogVertex(v);
10548 void RSurf_SetupDepthAndCulling(void)
10550 // submodels are biased to avoid z-fighting with world surfaces that they
10551 // may be exactly overlapping (avoids z-fighting artifacts on certain
10552 // doors and things in Quake maps)
10553 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10554 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10555 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10556 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10559 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10561 // transparent sky would be ridiculous
10562 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10564 R_SetupShader_Generic_NoTexture(false, false);
10565 skyrenderlater = true;
10566 RSurf_SetupDepthAndCulling();
10567 GL_DepthMask(true);
10568 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10569 // skymasking on them, and Quake3 never did sky masking (unlike
10570 // software Quake and software Quake2), so disable the sky masking
10571 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10572 // and skymasking also looks very bad when noclipping outside the
10573 // level, so don't use it then either.
10574 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10576 R_Mesh_ResetTextureState();
10577 if (skyrendermasked)
10579 R_SetupShader_DepthOrShadow(false, false, false);
10580 // depth-only (masking)
10581 GL_ColorMask(0,0,0,0);
10582 // just to make sure that braindead drivers don't draw
10583 // anything despite that colormask...
10584 GL_BlendFunc(GL_ZERO, GL_ONE);
10585 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10586 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10590 R_SetupShader_Generic_NoTexture(false, false);
10592 GL_BlendFunc(GL_ONE, GL_ZERO);
10593 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10594 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10595 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10598 if (skyrendermasked)
10599 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10601 R_Mesh_ResetTextureState();
10602 GL_Color(1, 1, 1, 1);
10605 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10606 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10607 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10609 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10613 // render screenspace normalmap to texture
10614 GL_DepthMask(true);
10615 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10620 // bind lightmap texture
10622 // water/refraction/reflection/camera surfaces have to be handled specially
10623 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10625 int start, end, startplaneindex;
10626 for (start = 0;start < texturenumsurfaces;start = end)
10628 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10629 if(startplaneindex < 0)
10631 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10632 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10636 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10638 // now that we have a batch using the same planeindex, render it
10639 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10641 // render water or distortion background
10642 GL_DepthMask(true);
10643 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10645 // blend surface on top
10646 GL_DepthMask(false);
10647 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10650 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10652 // render surface with reflection texture as input
10653 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10654 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10661 // render surface batch normally
10662 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10663 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10667 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10669 // OpenGL 1.3 path - anything not completely ancient
10670 qboolean applycolor;
10673 const texturelayer_t *layer;
10674 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10675 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10677 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10680 int layertexrgbscale;
10681 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10683 if (layerindex == 0)
10684 GL_AlphaTest(true);
10687 GL_AlphaTest(false);
10688 GL_DepthFunc(GL_EQUAL);
10691 GL_DepthMask(layer->depthmask && writedepth);
10692 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10693 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10695 layertexrgbscale = 4;
10696 VectorScale(layer->color, 0.25f, layercolor);
10698 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10700 layertexrgbscale = 2;
10701 VectorScale(layer->color, 0.5f, layercolor);
10705 layertexrgbscale = 1;
10706 VectorScale(layer->color, 1.0f, layercolor);
10708 layercolor[3] = layer->color[3];
10709 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10710 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10711 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10712 switch (layer->type)
10714 case TEXTURELAYERTYPE_LITTEXTURE:
10715 // single-pass lightmapped texture with 2x rgbscale
10716 R_Mesh_TexBind(0, r_texture_white);
10717 R_Mesh_TexMatrix(0, NULL);
10718 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10719 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10720 R_Mesh_TexBind(1, layer->texture);
10721 R_Mesh_TexMatrix(1, &layer->texmatrix);
10722 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10723 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10724 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10725 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10726 else if (FAKELIGHT_ENABLED)
10727 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10728 else if (rsurface.uselightmaptexture)
10729 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10731 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10733 case TEXTURELAYERTYPE_TEXTURE:
10734 // singletexture unlit texture with transparency support
10735 R_Mesh_TexBind(0, layer->texture);
10736 R_Mesh_TexMatrix(0, &layer->texmatrix);
10737 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10738 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10739 R_Mesh_TexBind(1, 0);
10740 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10741 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10743 case TEXTURELAYERTYPE_FOG:
10744 // singletexture fogging
10745 if (layer->texture)
10747 R_Mesh_TexBind(0, layer->texture);
10748 R_Mesh_TexMatrix(0, &layer->texmatrix);
10749 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10750 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10754 R_Mesh_TexBind(0, 0);
10755 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10757 R_Mesh_TexBind(1, 0);
10758 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10759 // generate a color array for the fog pass
10760 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10761 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10765 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10768 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10770 GL_DepthFunc(GL_LEQUAL);
10771 GL_AlphaTest(false);
10775 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10777 // OpenGL 1.1 - crusty old voodoo path
10780 const texturelayer_t *layer;
10781 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10782 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10784 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10786 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10788 if (layerindex == 0)
10789 GL_AlphaTest(true);
10792 GL_AlphaTest(false);
10793 GL_DepthFunc(GL_EQUAL);
10796 GL_DepthMask(layer->depthmask && writedepth);
10797 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10798 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10799 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10800 switch (layer->type)
10802 case TEXTURELAYERTYPE_LITTEXTURE:
10803 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10805 // two-pass lit texture with 2x rgbscale
10806 // first the lightmap pass
10807 R_Mesh_TexBind(0, r_texture_white);
10808 R_Mesh_TexMatrix(0, NULL);
10809 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10810 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10812 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10813 else if (FAKELIGHT_ENABLED)
10814 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10815 else if (rsurface.uselightmaptexture)
10816 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10818 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10819 // then apply the texture to it
10820 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10821 R_Mesh_TexBind(0, layer->texture);
10822 R_Mesh_TexMatrix(0, &layer->texmatrix);
10823 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10824 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10825 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);
10829 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10830 R_Mesh_TexBind(0, layer->texture);
10831 R_Mesh_TexMatrix(0, &layer->texmatrix);
10832 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10833 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10834 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10835 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);
10836 else if (FAKELIGHT_ENABLED)
10837 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);
10839 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);
10842 case TEXTURELAYERTYPE_TEXTURE:
10843 // singletexture unlit texture with transparency support
10844 R_Mesh_TexBind(0, layer->texture);
10845 R_Mesh_TexMatrix(0, &layer->texmatrix);
10846 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10847 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10848 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);
10850 case TEXTURELAYERTYPE_FOG:
10851 // singletexture fogging
10852 if (layer->texture)
10854 R_Mesh_TexBind(0, layer->texture);
10855 R_Mesh_TexMatrix(0, &layer->texmatrix);
10856 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10857 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10861 R_Mesh_TexBind(0, 0);
10862 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10864 // generate a color array for the fog pass
10865 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10866 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10870 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10873 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10875 GL_DepthFunc(GL_LEQUAL);
10876 GL_AlphaTest(false);
10880 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10884 r_vertexgeneric_t *batchvertex;
10887 // R_Mesh_ResetTextureState();
10888 R_SetupShader_Generic_NoTexture(false, false);
10890 if(rsurface.texture && rsurface.texture->currentskinframe)
10892 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10893 c[3] *= rsurface.texture->currentalpha;
10903 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10905 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10906 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10907 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10910 // brighten it up (as texture value 127 means "unlit")
10911 c[0] *= 2 * r_refdef.view.colorscale;
10912 c[1] *= 2 * r_refdef.view.colorscale;
10913 c[2] *= 2 * r_refdef.view.colorscale;
10915 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10916 c[3] *= r_wateralpha.value;
10918 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10920 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10921 GL_DepthMask(false);
10923 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10925 GL_BlendFunc(GL_ONE, GL_ONE);
10926 GL_DepthMask(false);
10928 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10930 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10931 GL_DepthMask(false);
10933 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10935 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10936 GL_DepthMask(false);
10940 GL_BlendFunc(GL_ONE, GL_ZERO);
10941 GL_DepthMask(writedepth);
10944 if (r_showsurfaces.integer == 3)
10946 rsurface.passcolor4f = NULL;
10948 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10950 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10952 rsurface.passcolor4f = NULL;
10953 rsurface.passcolor4f_vertexbuffer = 0;
10954 rsurface.passcolor4f_bufferoffset = 0;
10956 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10958 qboolean applycolor = true;
10961 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10963 r_refdef.lightmapintensity = 1;
10964 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10965 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10967 else if (FAKELIGHT_ENABLED)
10969 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10971 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10972 RSurf_DrawBatch_GL11_ApplyFakeLight();
10973 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10977 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10979 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10980 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10981 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10984 if(!rsurface.passcolor4f)
10985 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10987 RSurf_DrawBatch_GL11_ApplyAmbient();
10988 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10989 if(r_refdef.fogenabled)
10990 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10991 RSurf_DrawBatch_GL11_ClampColor();
10993 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10994 R_SetupShader_Generic_NoTexture(false, false);
10997 else if (!r_refdef.view.showdebug)
10999 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11000 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11001 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11003 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11004 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11006 R_Mesh_PrepareVertices_Generic_Unlock();
11009 else if (r_showsurfaces.integer == 4)
11011 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11012 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11013 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11015 unsigned char c = (vi << 3) * (1.0f / 256.0f);
11016 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11017 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11019 R_Mesh_PrepareVertices_Generic_Unlock();
11022 else if (r_showsurfaces.integer == 2)
11025 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11026 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11027 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11029 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11030 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11031 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11032 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11033 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11034 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11035 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11037 R_Mesh_PrepareVertices_Generic_Unlock();
11038 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11042 int texturesurfaceindex;
11044 const msurface_t *surface;
11045 float surfacecolor4f[4];
11046 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11047 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11049 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11051 surface = texturesurfacelist[texturesurfaceindex];
11052 k = (int)(((size_t)surface) / sizeof(msurface_t));
11053 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11054 for (j = 0;j < surface->num_vertices;j++)
11056 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11057 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11061 R_Mesh_PrepareVertices_Generic_Unlock();
11066 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11069 RSurf_SetupDepthAndCulling();
11070 if (r_showsurfaces.integer)
11072 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11075 switch (vid.renderpath)
11077 case RENDERPATH_GL20:
11078 case RENDERPATH_D3D9:
11079 case RENDERPATH_D3D10:
11080 case RENDERPATH_D3D11:
11081 case RENDERPATH_SOFT:
11082 case RENDERPATH_GLES2:
11083 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11085 case RENDERPATH_GL13:
11086 case RENDERPATH_GLES1:
11087 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11089 case RENDERPATH_GL11:
11090 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11096 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11099 RSurf_SetupDepthAndCulling();
11100 if (r_showsurfaces.integer)
11102 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11105 switch (vid.renderpath)
11107 case RENDERPATH_GL20:
11108 case RENDERPATH_D3D9:
11109 case RENDERPATH_D3D10:
11110 case RENDERPATH_D3D11:
11111 case RENDERPATH_SOFT:
11112 case RENDERPATH_GLES2:
11113 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11115 case RENDERPATH_GL13:
11116 case RENDERPATH_GLES1:
11117 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11119 case RENDERPATH_GL11:
11120 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11126 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11129 int texturenumsurfaces, endsurface;
11130 texture_t *texture;
11131 const msurface_t *surface;
11132 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11134 // if the model is static it doesn't matter what value we give for
11135 // wantnormals and wanttangents, so this logic uses only rules applicable
11136 // to a model, knowing that they are meaningless otherwise
11137 if (ent == r_refdef.scene.worldentity)
11138 RSurf_ActiveWorldEntity();
11139 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11140 RSurf_ActiveModelEntity(ent, false, false, false);
11143 switch (vid.renderpath)
11145 case RENDERPATH_GL20:
11146 case RENDERPATH_D3D9:
11147 case RENDERPATH_D3D10:
11148 case RENDERPATH_D3D11:
11149 case RENDERPATH_SOFT:
11150 case RENDERPATH_GLES2:
11151 RSurf_ActiveModelEntity(ent, true, true, false);
11153 case RENDERPATH_GL11:
11154 case RENDERPATH_GL13:
11155 case RENDERPATH_GLES1:
11156 RSurf_ActiveModelEntity(ent, true, false, false);
11161 if (r_transparentdepthmasking.integer)
11163 qboolean setup = false;
11164 for (i = 0;i < numsurfaces;i = j)
11167 surface = rsurface.modelsurfaces + surfacelist[i];
11168 texture = surface->texture;
11169 rsurface.texture = R_GetCurrentTexture(texture);
11170 rsurface.lightmaptexture = NULL;
11171 rsurface.deluxemaptexture = NULL;
11172 rsurface.uselightmaptexture = false;
11173 // scan ahead until we find a different texture
11174 endsurface = min(i + 1024, numsurfaces);
11175 texturenumsurfaces = 0;
11176 texturesurfacelist[texturenumsurfaces++] = surface;
11177 for (;j < endsurface;j++)
11179 surface = rsurface.modelsurfaces + surfacelist[j];
11180 if (texture != surface->texture)
11182 texturesurfacelist[texturenumsurfaces++] = surface;
11184 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11186 // render the range of surfaces as depth
11190 GL_ColorMask(0,0,0,0);
11192 GL_DepthTest(true);
11193 GL_BlendFunc(GL_ONE, GL_ZERO);
11194 GL_DepthMask(true);
11195 // R_Mesh_ResetTextureState();
11197 RSurf_SetupDepthAndCulling();
11198 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11199 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11200 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11204 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11207 for (i = 0;i < numsurfaces;i = j)
11210 surface = rsurface.modelsurfaces + surfacelist[i];
11211 texture = surface->texture;
11212 rsurface.texture = R_GetCurrentTexture(texture);
11213 // scan ahead until we find a different texture
11214 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11215 texturenumsurfaces = 0;
11216 texturesurfacelist[texturenumsurfaces++] = surface;
11217 if(FAKELIGHT_ENABLED)
11219 rsurface.lightmaptexture = NULL;
11220 rsurface.deluxemaptexture = NULL;
11221 rsurface.uselightmaptexture = false;
11222 for (;j < endsurface;j++)
11224 surface = rsurface.modelsurfaces + surfacelist[j];
11225 if (texture != surface->texture)
11227 texturesurfacelist[texturenumsurfaces++] = surface;
11232 rsurface.lightmaptexture = surface->lightmaptexture;
11233 rsurface.deluxemaptexture = surface->deluxemaptexture;
11234 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11235 for (;j < endsurface;j++)
11237 surface = rsurface.modelsurfaces + surfacelist[j];
11238 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11240 texturesurfacelist[texturenumsurfaces++] = surface;
11243 // render the range of surfaces
11244 if (ent == r_refdef.scene.worldentity)
11245 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11247 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11249 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11252 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11254 // transparent surfaces get pushed off into the transparent queue
11255 int surfacelistindex;
11256 const msurface_t *surface;
11257 vec3_t tempcenter, center;
11258 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11260 surface = texturesurfacelist[surfacelistindex];
11261 if (r_transparent_sortsurfacesbynearest.integer)
11263 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11264 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11265 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11269 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11270 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11271 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11273 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11274 if (rsurface.entity->transparent_offset) // transparent offset
11276 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11277 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11278 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11280 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);
11284 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11286 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11288 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11290 RSurf_SetupDepthAndCulling();
11291 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11292 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11293 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11297 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11301 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11304 if (!rsurface.texture->currentnumlayers)
11306 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11307 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11309 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11311 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11312 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11313 else if (!rsurface.texture->currentnumlayers)
11315 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11317 // in the deferred case, transparent surfaces were queued during prepass
11318 if (!r_shadow_usingdeferredprepass)
11319 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11323 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11324 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11329 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11332 texture_t *texture;
11333 R_FrameData_SetMark();
11334 // break the surface list down into batches by texture and use of lightmapping
11335 for (i = 0;i < numsurfaces;i = j)
11338 // texture is the base texture pointer, rsurface.texture is the
11339 // current frame/skin the texture is directing us to use (for example
11340 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11341 // use skin 1 instead)
11342 texture = surfacelist[i]->texture;
11343 rsurface.texture = R_GetCurrentTexture(texture);
11344 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11346 // if this texture is not the kind we want, skip ahead to the next one
11347 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11351 if(FAKELIGHT_ENABLED || depthonly || prepass)
11353 rsurface.lightmaptexture = NULL;
11354 rsurface.deluxemaptexture = NULL;
11355 rsurface.uselightmaptexture = false;
11356 // simply scan ahead until we find a different texture or lightmap state
11357 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11362 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11363 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11364 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11365 // simply scan ahead until we find a different texture or lightmap state
11366 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11369 // render the range of surfaces
11370 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11372 R_FrameData_ReturnToMark();
11375 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11379 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11382 if (!rsurface.texture->currentnumlayers)
11384 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11385 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11387 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11389 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11390 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11391 else if (!rsurface.texture->currentnumlayers)
11393 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11395 // in the deferred case, transparent surfaces were queued during prepass
11396 if (!r_shadow_usingdeferredprepass)
11397 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11401 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11402 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11407 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11410 texture_t *texture;
11411 R_FrameData_SetMark();
11412 // break the surface list down into batches by texture and use of lightmapping
11413 for (i = 0;i < numsurfaces;i = j)
11416 // texture is the base texture pointer, rsurface.texture is the
11417 // current frame/skin the texture is directing us to use (for example
11418 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11419 // use skin 1 instead)
11420 texture = surfacelist[i]->texture;
11421 rsurface.texture = R_GetCurrentTexture(texture);
11422 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11424 // if this texture is not the kind we want, skip ahead to the next one
11425 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11429 if(FAKELIGHT_ENABLED || depthonly || prepass)
11431 rsurface.lightmaptexture = NULL;
11432 rsurface.deluxemaptexture = NULL;
11433 rsurface.uselightmaptexture = false;
11434 // simply scan ahead until we find a different texture or lightmap state
11435 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11440 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11441 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11442 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11443 // simply scan ahead until we find a different texture or lightmap state
11444 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11447 // render the range of surfaces
11448 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11450 R_FrameData_ReturnToMark();
11453 float locboxvertex3f[6*4*3] =
11455 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11456 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11457 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11458 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11459 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11460 1,0,0, 0,0,0, 0,1,0, 1,1,0
11463 unsigned short locboxelements[6*2*3] =
11468 12,13,14, 12,14,15,
11469 16,17,18, 16,18,19,
11473 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11476 cl_locnode_t *loc = (cl_locnode_t *)ent;
11478 float vertex3f[6*4*3];
11480 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11481 GL_DepthMask(false);
11482 GL_DepthRange(0, 1);
11483 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11484 GL_DepthTest(true);
11485 GL_CullFace(GL_NONE);
11486 R_EntityMatrix(&identitymatrix);
11488 // R_Mesh_ResetTextureState();
11490 i = surfacelist[0];
11491 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11492 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11493 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11494 surfacelist[0] < 0 ? 0.5f : 0.125f);
11496 if (VectorCompare(loc->mins, loc->maxs))
11498 VectorSet(size, 2, 2, 2);
11499 VectorMA(loc->mins, -0.5f, size, mins);
11503 VectorCopy(loc->mins, mins);
11504 VectorSubtract(loc->maxs, loc->mins, size);
11507 for (i = 0;i < 6*4*3;)
11508 for (j = 0;j < 3;j++, i++)
11509 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11511 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11512 R_SetupShader_Generic_NoTexture(false, false);
11513 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11516 void R_DrawLocs(void)
11519 cl_locnode_t *loc, *nearestloc;
11521 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11522 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11524 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11525 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11529 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11531 if (decalsystem->decals)
11532 Mem_Free(decalsystem->decals);
11533 memset(decalsystem, 0, sizeof(*decalsystem));
11536 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11539 tridecal_t *decals;
11542 // expand or initialize the system
11543 if (decalsystem->maxdecals <= decalsystem->numdecals)
11545 decalsystem_t old = *decalsystem;
11546 qboolean useshortelements;
11547 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11548 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11549 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)));
11550 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11551 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11552 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11553 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11554 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11555 if (decalsystem->numdecals)
11556 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11558 Mem_Free(old.decals);
11559 for (i = 0;i < decalsystem->maxdecals*3;i++)
11560 decalsystem->element3i[i] = i;
11561 if (useshortelements)
11562 for (i = 0;i < decalsystem->maxdecals*3;i++)
11563 decalsystem->element3s[i] = i;
11566 // grab a decal and search for another free slot for the next one
11567 decals = decalsystem->decals;
11568 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11569 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11571 decalsystem->freedecal = i;
11572 if (decalsystem->numdecals <= i)
11573 decalsystem->numdecals = i + 1;
11575 // initialize the decal
11577 decal->triangleindex = triangleindex;
11578 decal->surfaceindex = surfaceindex;
11579 decal->decalsequence = decalsequence;
11580 decal->color4f[0][0] = c0[0];
11581 decal->color4f[0][1] = c0[1];
11582 decal->color4f[0][2] = c0[2];
11583 decal->color4f[0][3] = 1;
11584 decal->color4f[1][0] = c1[0];
11585 decal->color4f[1][1] = c1[1];
11586 decal->color4f[1][2] = c1[2];
11587 decal->color4f[1][3] = 1;
11588 decal->color4f[2][0] = c2[0];
11589 decal->color4f[2][1] = c2[1];
11590 decal->color4f[2][2] = c2[2];
11591 decal->color4f[2][3] = 1;
11592 decal->vertex3f[0][0] = v0[0];
11593 decal->vertex3f[0][1] = v0[1];
11594 decal->vertex3f[0][2] = v0[2];
11595 decal->vertex3f[1][0] = v1[0];
11596 decal->vertex3f[1][1] = v1[1];
11597 decal->vertex3f[1][2] = v1[2];
11598 decal->vertex3f[2][0] = v2[0];
11599 decal->vertex3f[2][1] = v2[1];
11600 decal->vertex3f[2][2] = v2[2];
11601 decal->texcoord2f[0][0] = t0[0];
11602 decal->texcoord2f[0][1] = t0[1];
11603 decal->texcoord2f[1][0] = t1[0];
11604 decal->texcoord2f[1][1] = t1[1];
11605 decal->texcoord2f[2][0] = t2[0];
11606 decal->texcoord2f[2][1] = t2[1];
11607 TriangleNormal(v0, v1, v2, decal->plane);
11608 VectorNormalize(decal->plane);
11609 decal->plane[3] = DotProduct(v0, decal->plane);
11612 extern cvar_t cl_decals_bias;
11613 extern cvar_t cl_decals_models;
11614 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11615 // baseparms, parms, temps
11616 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11621 const float *vertex3f;
11622 const float *normal3f;
11624 float points[2][9][3];
11631 e = rsurface.modelelement3i + 3*triangleindex;
11633 vertex3f = rsurface.modelvertex3f;
11634 normal3f = rsurface.modelnormal3f;
11638 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11640 index = 3*e[cornerindex];
11641 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11646 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11648 index = 3*e[cornerindex];
11649 VectorCopy(vertex3f + index, v[cornerindex]);
11654 //TriangleNormal(v[0], v[1], v[2], normal);
11655 //if (DotProduct(normal, localnormal) < 0.0f)
11657 // clip by each of the box planes formed from the projection matrix
11658 // if anything survives, we emit the decal
11659 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]);
11662 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]);
11665 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]);
11668 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]);
11671 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]);
11674 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]);
11677 // some part of the triangle survived, so we have to accept it...
11680 // dynamic always uses the original triangle
11682 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11684 index = 3*e[cornerindex];
11685 VectorCopy(vertex3f + index, v[cornerindex]);
11688 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11690 // convert vertex positions to texcoords
11691 Matrix4x4_Transform(projection, v[cornerindex], temp);
11692 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11693 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11694 // calculate distance fade from the projection origin
11695 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11696 f = bound(0.0f, f, 1.0f);
11697 c[cornerindex][0] = r * f;
11698 c[cornerindex][1] = g * f;
11699 c[cornerindex][2] = b * f;
11700 c[cornerindex][3] = 1.0f;
11701 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11704 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);
11706 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11707 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);
11709 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11711 matrix4x4_t projection;
11712 decalsystem_t *decalsystem;
11715 const msurface_t *surface;
11716 const msurface_t *surfaces;
11717 const int *surfacelist;
11718 const texture_t *texture;
11720 int numsurfacelist;
11721 int surfacelistindex;
11724 float localorigin[3];
11725 float localnormal[3];
11726 float localmins[3];
11727 float localmaxs[3];
11730 float planes[6][4];
11733 int bih_triangles_count;
11734 int bih_triangles[256];
11735 int bih_surfaces[256];
11737 decalsystem = &ent->decalsystem;
11738 model = ent->model;
11739 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11741 R_DecalSystem_Reset(&ent->decalsystem);
11745 if (!model->brush.data_leafs && !cl_decals_models.integer)
11747 if (decalsystem->model)
11748 R_DecalSystem_Reset(decalsystem);
11752 if (decalsystem->model != model)
11753 R_DecalSystem_Reset(decalsystem);
11754 decalsystem->model = model;
11756 RSurf_ActiveModelEntity(ent, true, false, false);
11758 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11759 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11760 VectorNormalize(localnormal);
11761 localsize = worldsize*rsurface.inversematrixscale;
11762 localmins[0] = localorigin[0] - localsize;
11763 localmins[1] = localorigin[1] - localsize;
11764 localmins[2] = localorigin[2] - localsize;
11765 localmaxs[0] = localorigin[0] + localsize;
11766 localmaxs[1] = localorigin[1] + localsize;
11767 localmaxs[2] = localorigin[2] + localsize;
11769 //VectorCopy(localnormal, planes[4]);
11770 //VectorVectors(planes[4], planes[2], planes[0]);
11771 AnglesFromVectors(angles, localnormal, NULL, false);
11772 AngleVectors(angles, planes[0], planes[2], planes[4]);
11773 VectorNegate(planes[0], planes[1]);
11774 VectorNegate(planes[2], planes[3]);
11775 VectorNegate(planes[4], planes[5]);
11776 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11777 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11778 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11779 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11780 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11781 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11786 matrix4x4_t forwardprojection;
11787 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11788 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11793 float projectionvector[4][3];
11794 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11795 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11796 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11797 projectionvector[0][0] = planes[0][0] * ilocalsize;
11798 projectionvector[0][1] = planes[1][0] * ilocalsize;
11799 projectionvector[0][2] = planes[2][0] * ilocalsize;
11800 projectionvector[1][0] = planes[0][1] * ilocalsize;
11801 projectionvector[1][1] = planes[1][1] * ilocalsize;
11802 projectionvector[1][2] = planes[2][1] * ilocalsize;
11803 projectionvector[2][0] = planes[0][2] * ilocalsize;
11804 projectionvector[2][1] = planes[1][2] * ilocalsize;
11805 projectionvector[2][2] = planes[2][2] * ilocalsize;
11806 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11807 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11808 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11809 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11813 dynamic = model->surfmesh.isanimated;
11814 numsurfacelist = model->nummodelsurfaces;
11815 surfacelist = model->sortedmodelsurfaces;
11816 surfaces = model->data_surfaces;
11819 bih_triangles_count = -1;
11822 if(model->render_bih.numleafs)
11823 bih = &model->render_bih;
11824 else if(model->collision_bih.numleafs)
11825 bih = &model->collision_bih;
11828 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11829 if(bih_triangles_count == 0)
11831 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11833 if(bih_triangles_count > 0)
11835 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11837 surfaceindex = bih_surfaces[triangleindex];
11838 surface = surfaces + surfaceindex;
11839 texture = surface->texture;
11840 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11842 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11844 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11849 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11851 surfaceindex = surfacelist[surfacelistindex];
11852 surface = surfaces + surfaceindex;
11853 // check cull box first because it rejects more than any other check
11854 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11856 // skip transparent surfaces
11857 texture = surface->texture;
11858 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11860 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11862 numtriangles = surface->num_triangles;
11863 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11864 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11869 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11870 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11872 int renderentityindex;
11873 float worldmins[3];
11874 float worldmaxs[3];
11875 entity_render_t *ent;
11877 if (!cl_decals_newsystem.integer)
11880 worldmins[0] = worldorigin[0] - worldsize;
11881 worldmins[1] = worldorigin[1] - worldsize;
11882 worldmins[2] = worldorigin[2] - worldsize;
11883 worldmaxs[0] = worldorigin[0] + worldsize;
11884 worldmaxs[1] = worldorigin[1] + worldsize;
11885 worldmaxs[2] = worldorigin[2] + worldsize;
11887 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11889 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11891 ent = r_refdef.scene.entities[renderentityindex];
11892 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11895 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11899 typedef struct r_decalsystem_splatqueue_s
11901 vec3_t worldorigin;
11902 vec3_t worldnormal;
11908 r_decalsystem_splatqueue_t;
11910 int r_decalsystem_numqueued = 0;
11911 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11913 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)
11915 r_decalsystem_splatqueue_t *queue;
11917 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11920 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11921 VectorCopy(worldorigin, queue->worldorigin);
11922 VectorCopy(worldnormal, queue->worldnormal);
11923 Vector4Set(queue->color, r, g, b, a);
11924 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11925 queue->worldsize = worldsize;
11926 queue->decalsequence = cl.decalsequence++;
11929 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11932 r_decalsystem_splatqueue_t *queue;
11934 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11935 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);
11936 r_decalsystem_numqueued = 0;
11939 extern cvar_t cl_decals_max;
11940 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11943 decalsystem_t *decalsystem = &ent->decalsystem;
11950 if (!decalsystem->numdecals)
11953 if (r_showsurfaces.integer)
11956 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11958 R_DecalSystem_Reset(decalsystem);
11962 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11963 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11965 if (decalsystem->lastupdatetime)
11966 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11969 decalsystem->lastupdatetime = r_refdef.scene.time;
11970 numdecals = decalsystem->numdecals;
11972 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11974 if (decal->color4f[0][3])
11976 decal->lived += frametime;
11977 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11979 memset(decal, 0, sizeof(*decal));
11980 if (decalsystem->freedecal > i)
11981 decalsystem->freedecal = i;
11985 decal = decalsystem->decals;
11986 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11989 // collapse the array by shuffling the tail decals into the gaps
11992 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11993 decalsystem->freedecal++;
11994 if (decalsystem->freedecal == numdecals)
11996 decal[decalsystem->freedecal] = decal[--numdecals];
11999 decalsystem->numdecals = numdecals;
12001 if (numdecals <= 0)
12003 // if there are no decals left, reset decalsystem
12004 R_DecalSystem_Reset(decalsystem);
12008 extern skinframe_t *decalskinframe;
12009 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12012 decalsystem_t *decalsystem = &ent->decalsystem;
12021 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12024 numdecals = decalsystem->numdecals;
12028 if (r_showsurfaces.integer)
12031 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12033 R_DecalSystem_Reset(decalsystem);
12037 // if the model is static it doesn't matter what value we give for
12038 // wantnormals and wanttangents, so this logic uses only rules applicable
12039 // to a model, knowing that they are meaningless otherwise
12040 if (ent == r_refdef.scene.worldentity)
12041 RSurf_ActiveWorldEntity();
12043 RSurf_ActiveModelEntity(ent, false, false, false);
12045 decalsystem->lastupdatetime = r_refdef.scene.time;
12047 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12049 // update vertex positions for animated models
12050 v3f = decalsystem->vertex3f;
12051 c4f = decalsystem->color4f;
12052 t2f = decalsystem->texcoord2f;
12053 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12055 if (!decal->color4f[0][3])
12058 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12062 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12065 // update color values for fading decals
12066 if (decal->lived >= cl_decals_time.value)
12067 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12071 c4f[ 0] = decal->color4f[0][0] * alpha;
12072 c4f[ 1] = decal->color4f[0][1] * alpha;
12073 c4f[ 2] = decal->color4f[0][2] * alpha;
12075 c4f[ 4] = decal->color4f[1][0] * alpha;
12076 c4f[ 5] = decal->color4f[1][1] * alpha;
12077 c4f[ 6] = decal->color4f[1][2] * alpha;
12079 c4f[ 8] = decal->color4f[2][0] * alpha;
12080 c4f[ 9] = decal->color4f[2][1] * alpha;
12081 c4f[10] = decal->color4f[2][2] * alpha;
12084 t2f[0] = decal->texcoord2f[0][0];
12085 t2f[1] = decal->texcoord2f[0][1];
12086 t2f[2] = decal->texcoord2f[1][0];
12087 t2f[3] = decal->texcoord2f[1][1];
12088 t2f[4] = decal->texcoord2f[2][0];
12089 t2f[5] = decal->texcoord2f[2][1];
12091 // update vertex positions for animated models
12092 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12094 e = rsurface.modelelement3i + 3*decal->triangleindex;
12095 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12096 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12097 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12101 VectorCopy(decal->vertex3f[0], v3f);
12102 VectorCopy(decal->vertex3f[1], v3f + 3);
12103 VectorCopy(decal->vertex3f[2], v3f + 6);
12106 if (r_refdef.fogenabled)
12108 alpha = RSurf_FogVertex(v3f);
12109 VectorScale(c4f, alpha, c4f);
12110 alpha = RSurf_FogVertex(v3f + 3);
12111 VectorScale(c4f + 4, alpha, c4f + 4);
12112 alpha = RSurf_FogVertex(v3f + 6);
12113 VectorScale(c4f + 8, alpha, c4f + 8);
12124 r_refdef.stats[r_stat_drawndecals] += numtris;
12126 // now render the decals all at once
12127 // (this assumes they all use one particle font texture!)
12128 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);
12129 // R_Mesh_ResetTextureState();
12130 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12131 GL_DepthMask(false);
12132 GL_DepthRange(0, 1);
12133 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12134 GL_DepthTest(true);
12135 GL_CullFace(GL_NONE);
12136 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12137 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12138 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12142 static void R_DrawModelDecals(void)
12146 // fade faster when there are too many decals
12147 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12148 for (i = 0;i < r_refdef.scene.numentities;i++)
12149 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12151 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12152 for (i = 0;i < r_refdef.scene.numentities;i++)
12153 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12154 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12156 R_DecalSystem_ApplySplatEntitiesQueue();
12158 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12159 for (i = 0;i < r_refdef.scene.numentities;i++)
12160 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12162 r_refdef.stats[r_stat_totaldecals] += numdecals;
12164 if (r_showsurfaces.integer)
12167 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12169 for (i = 0;i < r_refdef.scene.numentities;i++)
12171 if (!r_refdef.viewcache.entityvisible[i])
12173 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12174 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12178 extern cvar_t mod_collision_bih;
12179 static void R_DrawDebugModel(void)
12181 entity_render_t *ent = rsurface.entity;
12182 int i, j, k, l, flagsmask;
12183 const msurface_t *surface;
12184 dp_model_t *model = ent->model;
12187 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12190 if (r_showoverdraw.value > 0)
12192 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12193 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12194 R_SetupShader_Generic_NoTexture(false, false);
12195 GL_DepthTest(false);
12196 GL_DepthMask(false);
12197 GL_DepthRange(0, 1);
12198 GL_BlendFunc(GL_ONE, GL_ONE);
12199 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12201 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12203 rsurface.texture = R_GetCurrentTexture(surface->texture);
12204 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12206 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12207 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12208 if (!rsurface.texture->currentlayers->depthmask)
12209 GL_Color(c, 0, 0, 1.0f);
12210 else if (ent == r_refdef.scene.worldentity)
12211 GL_Color(c, c, c, 1.0f);
12213 GL_Color(0, c, 0, 1.0f);
12214 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12218 rsurface.texture = NULL;
12221 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12223 // R_Mesh_ResetTextureState();
12224 R_SetupShader_Generic_NoTexture(false, false);
12225 GL_DepthRange(0, 1);
12226 GL_DepthTest(!r_showdisabledepthtest.integer);
12227 GL_DepthMask(false);
12228 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12230 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12234 qboolean cullbox = false;
12235 const q3mbrush_t *brush;
12236 const bih_t *bih = &model->collision_bih;
12237 const bih_leaf_t *bihleaf;
12238 float vertex3f[3][3];
12239 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12240 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12242 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12244 switch (bihleaf->type)
12247 brush = model->brush.data_brushes + bihleaf->itemindex;
12248 if (brush->colbrushf && brush->colbrushf->numtriangles)
12250 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);
12251 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12252 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12255 case BIH_COLLISIONTRIANGLE:
12256 triangleindex = bihleaf->itemindex;
12257 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12258 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12259 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12260 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);
12261 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12262 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12264 case BIH_RENDERTRIANGLE:
12265 triangleindex = bihleaf->itemindex;
12266 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12267 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12268 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12269 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);
12270 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12271 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12277 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12280 if (r_showtris.integer && qglPolygonMode)
12282 if (r_showdisabledepthtest.integer)
12284 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12285 GL_DepthMask(false);
12289 GL_BlendFunc(GL_ONE, GL_ZERO);
12290 GL_DepthMask(true);
12292 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12293 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12295 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12297 rsurface.texture = R_GetCurrentTexture(surface->texture);
12298 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12300 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12301 if (!rsurface.texture->currentlayers->depthmask)
12302 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12303 else if (ent == r_refdef.scene.worldentity)
12304 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12306 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12307 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12311 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12312 rsurface.texture = NULL;
12315 if (r_shownormals.value != 0 && qglBegin)
12317 if (r_showdisabledepthtest.integer)
12319 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12320 GL_DepthMask(false);
12324 GL_BlendFunc(GL_ONE, GL_ZERO);
12325 GL_DepthMask(true);
12327 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12329 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12331 rsurface.texture = R_GetCurrentTexture(surface->texture);
12332 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12334 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12335 qglBegin(GL_LINES);
12336 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12338 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12340 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12341 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12342 qglVertex3f(v[0], v[1], v[2]);
12343 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12344 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12345 qglVertex3f(v[0], v[1], v[2]);
12348 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12350 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12352 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12353 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12354 qglVertex3f(v[0], v[1], v[2]);
12355 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12356 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12357 qglVertex3f(v[0], v[1], v[2]);
12360 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12362 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12364 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12365 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12366 qglVertex3f(v[0], v[1], v[2]);
12367 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12368 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12369 qglVertex3f(v[0], v[1], v[2]);
12372 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12374 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12376 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12377 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12378 qglVertex3f(v[0], v[1], v[2]);
12379 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12380 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12381 qglVertex3f(v[0], v[1], v[2]);
12388 rsurface.texture = NULL;
12393 int r_maxsurfacelist = 0;
12394 const msurface_t **r_surfacelist = NULL;
12395 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12397 int i, j, endj, flagsmask;
12398 dp_model_t *model = r_refdef.scene.worldmodel;
12399 msurface_t *surfaces;
12400 unsigned char *update;
12401 int numsurfacelist = 0;
12405 if (r_maxsurfacelist < model->num_surfaces)
12407 r_maxsurfacelist = model->num_surfaces;
12409 Mem_Free((msurface_t**)r_surfacelist);
12410 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12413 RSurf_ActiveWorldEntity();
12415 surfaces = model->data_surfaces;
12416 update = model->brushq1.lightmapupdateflags;
12418 // update light styles on this submodel
12419 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12421 model_brush_lightstyleinfo_t *style;
12422 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12424 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12426 int *list = style->surfacelist;
12427 style->value = r_refdef.scene.lightstylevalue[style->style];
12428 for (j = 0;j < style->numsurfaces;j++)
12429 update[list[j]] = true;
12434 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12438 R_DrawDebugModel();
12439 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12443 rsurface.lightmaptexture = NULL;
12444 rsurface.deluxemaptexture = NULL;
12445 rsurface.uselightmaptexture = false;
12446 rsurface.texture = NULL;
12447 rsurface.rtlight = NULL;
12448 numsurfacelist = 0;
12449 // add visible surfaces to draw list
12450 for (i = 0;i < model->nummodelsurfaces;i++)
12452 j = model->sortedmodelsurfaces[i];
12453 if (r_refdef.viewcache.world_surfacevisible[j])
12454 r_surfacelist[numsurfacelist++] = surfaces + j;
12456 // update lightmaps if needed
12457 if (model->brushq1.firstrender)
12459 model->brushq1.firstrender = false;
12460 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12462 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12466 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12467 if (r_refdef.viewcache.world_surfacevisible[j])
12469 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12471 // don't do anything if there were no surfaces
12472 if (!numsurfacelist)
12474 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12477 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12479 // add to stats if desired
12480 if (r_speeds.integer && !skysurfaces && !depthonly)
12482 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12483 for (j = 0;j < numsurfacelist;j++)
12484 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12487 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12490 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12492 int i, j, endj, flagsmask;
12493 dp_model_t *model = ent->model;
12494 msurface_t *surfaces;
12495 unsigned char *update;
12496 int numsurfacelist = 0;
12500 if (r_maxsurfacelist < model->num_surfaces)
12502 r_maxsurfacelist = model->num_surfaces;
12504 Mem_Free((msurface_t **)r_surfacelist);
12505 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12508 // if the model is static it doesn't matter what value we give for
12509 // wantnormals and wanttangents, so this logic uses only rules applicable
12510 // to a model, knowing that they are meaningless otherwise
12511 if (ent == r_refdef.scene.worldentity)
12512 RSurf_ActiveWorldEntity();
12513 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12514 RSurf_ActiveModelEntity(ent, false, false, false);
12516 RSurf_ActiveModelEntity(ent, true, true, true);
12517 else if (depthonly)
12519 switch (vid.renderpath)
12521 case RENDERPATH_GL20:
12522 case RENDERPATH_D3D9:
12523 case RENDERPATH_D3D10:
12524 case RENDERPATH_D3D11:
12525 case RENDERPATH_SOFT:
12526 case RENDERPATH_GLES2:
12527 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12529 case RENDERPATH_GL11:
12530 case RENDERPATH_GL13:
12531 case RENDERPATH_GLES1:
12532 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12538 switch (vid.renderpath)
12540 case RENDERPATH_GL20:
12541 case RENDERPATH_D3D9:
12542 case RENDERPATH_D3D10:
12543 case RENDERPATH_D3D11:
12544 case RENDERPATH_SOFT:
12545 case RENDERPATH_GLES2:
12546 RSurf_ActiveModelEntity(ent, true, true, false);
12548 case RENDERPATH_GL11:
12549 case RENDERPATH_GL13:
12550 case RENDERPATH_GLES1:
12551 RSurf_ActiveModelEntity(ent, true, false, false);
12556 surfaces = model->data_surfaces;
12557 update = model->brushq1.lightmapupdateflags;
12559 // update light styles
12560 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12562 model_brush_lightstyleinfo_t *style;
12563 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12565 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12567 int *list = style->surfacelist;
12568 style->value = r_refdef.scene.lightstylevalue[style->style];
12569 for (j = 0;j < style->numsurfaces;j++)
12570 update[list[j]] = true;
12575 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12579 R_DrawDebugModel();
12580 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12584 rsurface.lightmaptexture = NULL;
12585 rsurface.deluxemaptexture = NULL;
12586 rsurface.uselightmaptexture = false;
12587 rsurface.texture = NULL;
12588 rsurface.rtlight = NULL;
12589 numsurfacelist = 0;
12590 // add visible surfaces to draw list
12591 for (i = 0;i < model->nummodelsurfaces;i++)
12592 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12593 // don't do anything if there were no surfaces
12594 if (!numsurfacelist)
12596 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12599 // update lightmaps if needed
12603 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12608 R_BuildLightMap(ent, surfaces + j);
12613 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12615 // add to stats if desired
12616 if (r_speeds.integer && !skysurfaces && !depthonly)
12618 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12619 for (j = 0;j < numsurfacelist;j++)
12620 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12623 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12626 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12628 static texture_t texture;
12629 static msurface_t surface;
12630 const msurface_t *surfacelist = &surface;
12632 // fake enough texture and surface state to render this geometry
12634 texture.update_lastrenderframe = -1; // regenerate this texture
12635 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12636 texture.currentskinframe = skinframe;
12637 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12638 texture.offsetmapping = OFFSETMAPPING_OFF;
12639 texture.offsetscale = 1;
12640 texture.specularscalemod = 1;
12641 texture.specularpowermod = 1;
12642 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12643 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12644 // JUST GREP FOR "specularscalemod = 1".
12646 surface.texture = &texture;
12647 surface.num_triangles = numtriangles;
12648 surface.num_firsttriangle = firsttriangle;
12649 surface.num_vertices = numvertices;
12650 surface.num_firstvertex = firstvertex;
12653 rsurface.texture = R_GetCurrentTexture(surface.texture);
12654 rsurface.lightmaptexture = NULL;
12655 rsurface.deluxemaptexture = NULL;
12656 rsurface.uselightmaptexture = false;
12657 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12660 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)
12662 static msurface_t surface;
12663 const msurface_t *surfacelist = &surface;
12665 // fake enough texture and surface state to render this geometry
12666 surface.texture = texture;
12667 surface.num_triangles = numtriangles;
12668 surface.num_firsttriangle = firsttriangle;
12669 surface.num_vertices = numvertices;
12670 surface.num_firstvertex = firstvertex;
12673 rsurface.texture = R_GetCurrentTexture(surface.texture);
12674 rsurface.lightmaptexture = NULL;
12675 rsurface.deluxemaptexture = NULL;
12676 rsurface.uselightmaptexture = false;
12677 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);