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"};
234 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
235 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"};
237 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."};
239 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 extern cvar_t v_glslgamma;
242 extern cvar_t v_glslgamma_2d;
244 extern qboolean v_flipped_state;
246 r_framebufferstate_t r_fb;
248 /// shadow volume bsp struct with automatically growing nodes buffer
251 rtexture_t *r_texture_blanknormalmap;
252 rtexture_t *r_texture_white;
253 rtexture_t *r_texture_grey128;
254 rtexture_t *r_texture_black;
255 rtexture_t *r_texture_notexture;
256 rtexture_t *r_texture_whitecube;
257 rtexture_t *r_texture_normalizationcube;
258 rtexture_t *r_texture_fogattenuation;
259 rtexture_t *r_texture_fogheighttexture;
260 rtexture_t *r_texture_gammaramps;
261 unsigned int r_texture_gammaramps_serial;
262 //rtexture_t *r_texture_fogintensity;
263 rtexture_t *r_texture_reflectcube;
265 // TODO: hash lookups?
266 typedef struct cubemapinfo_s
273 int r_texture_numcubemaps;
274 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
276 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
277 unsigned int r_numqueries;
278 unsigned int r_maxqueries;
280 typedef struct r_qwskincache_s
282 char name[MAX_QPATH];
283 skinframe_t *skinframe;
287 static r_qwskincache_t *r_qwskincache;
288 static int r_qwskincache_size;
290 /// vertex coordinates for a quad that covers the screen exactly
291 extern const float r_screenvertex3f[12];
292 extern const float r_d3dscreenvertex3f[12];
293 const float r_screenvertex3f[12] =
300 const float r_d3dscreenvertex3f[12] =
308 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
311 for (i = 0;i < verts;i++)
322 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
325 for (i = 0;i < verts;i++)
335 // FIXME: move this to client?
338 if (gamemode == GAME_NEHAHRA)
340 Cvar_Set("gl_fogenable", "0");
341 Cvar_Set("gl_fogdensity", "0.2");
342 Cvar_Set("gl_fogred", "0.3");
343 Cvar_Set("gl_foggreen", "0.3");
344 Cvar_Set("gl_fogblue", "0.3");
346 r_refdef.fog_density = 0;
347 r_refdef.fog_red = 0;
348 r_refdef.fog_green = 0;
349 r_refdef.fog_blue = 0;
350 r_refdef.fog_alpha = 1;
351 r_refdef.fog_start = 0;
352 r_refdef.fog_end = 16384;
353 r_refdef.fog_height = 1<<30;
354 r_refdef.fog_fadedepth = 128;
355 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
358 static void R_BuildBlankTextures(void)
360 unsigned char data[4];
361 data[2] = 128; // normal X
362 data[1] = 128; // normal Y
363 data[0] = 255; // normal Z
364 data[3] = 255; // height
365 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
375 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
383 static void R_BuildNoTexture(void)
386 unsigned char pix[16][16][4];
387 // this makes a light grey/dark grey checkerboard texture
388 for (y = 0;y < 16;y++)
390 for (x = 0;x < 16;x++)
392 if ((y < 8) ^ (x < 8))
408 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
411 static void R_BuildWhiteCube(void)
413 unsigned char data[6*1*1*4];
414 memset(data, 255, sizeof(data));
415 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
418 static void R_BuildNormalizationCube(void)
422 vec_t s, t, intensity;
425 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
426 for (side = 0;side < 6;side++)
428 for (y = 0;y < NORMSIZE;y++)
430 for (x = 0;x < NORMSIZE;x++)
432 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
433 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
468 intensity = 127.0f / sqrt(DotProduct(v, v));
469 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
470 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
471 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
472 data[((side*64+y)*64+x)*4+3] = 255;
476 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
480 static void R_BuildFogTexture(void)
484 unsigned char data1[FOGWIDTH][4];
485 //unsigned char data2[FOGWIDTH][4];
488 r_refdef.fogmasktable_start = r_refdef.fog_start;
489 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
490 r_refdef.fogmasktable_range = r_refdef.fogrange;
491 r_refdef.fogmasktable_density = r_refdef.fog_density;
493 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
494 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
496 d = (x * r - r_refdef.fogmasktable_start);
497 if(developer_extra.integer)
498 Con_DPrintf("%f ", d);
500 if (r_fog_exp2.integer)
501 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
503 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
504 if(developer_extra.integer)
505 Con_DPrintf(" : %f ", alpha);
506 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
507 if(developer_extra.integer)
508 Con_DPrintf(" = %f\n", alpha);
509 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
512 for (x = 0;x < FOGWIDTH;x++)
514 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
519 //data2[x][0] = 255 - b;
520 //data2[x][1] = 255 - b;
521 //data2[x][2] = 255 - b;
524 if (r_texture_fogattenuation)
526 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
527 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
531 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
532 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
536 static void R_BuildFogHeightTexture(void)
538 unsigned char *inpixels;
546 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
547 if (r_refdef.fogheighttexturename[0])
548 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
551 r_refdef.fog_height_tablesize = 0;
552 if (r_texture_fogheighttexture)
553 R_FreeTexture(r_texture_fogheighttexture);
554 r_texture_fogheighttexture = NULL;
555 if (r_refdef.fog_height_table2d)
556 Mem_Free(r_refdef.fog_height_table2d);
557 r_refdef.fog_height_table2d = NULL;
558 if (r_refdef.fog_height_table1d)
559 Mem_Free(r_refdef.fog_height_table1d);
560 r_refdef.fog_height_table1d = NULL;
564 r_refdef.fog_height_tablesize = size;
565 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
566 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
567 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
569 // LordHavoc: now the magic - what is that table2d for? it is a cooked
570 // average fog color table accounting for every fog layer between a point
571 // and the camera. (Note: attenuation is handled separately!)
572 for (y = 0;y < size;y++)
574 for (x = 0;x < size;x++)
580 for (j = x;j <= y;j++)
582 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
588 for (j = x;j >= y;j--)
590 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
595 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
596 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
597 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
598 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
601 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
604 //=======================================================================================================================================================
606 static const char *builtinshaderstrings[] =
608 #include "shader_glsl.h"
612 const char *builtinhlslshaderstrings[] =
614 #include "shader_hlsl.h"
618 char *glslshaderstring = NULL;
619 char *hlslshaderstring = NULL;
621 //=======================================================================================================================================================
623 typedef struct shaderpermutationinfo_s
628 shaderpermutationinfo_t;
630 typedef struct shadermodeinfo_s
632 const char *filename;
638 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
639 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
641 {"#define USEDIFFUSE\n", " diffuse"},
642 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
643 {"#define USEVIEWTINT\n", " viewtint"},
644 {"#define USECOLORMAPPING\n", " colormapping"},
645 {"#define USESATURATION\n", " saturation"},
646 {"#define USEFOGINSIDE\n", " foginside"},
647 {"#define USEFOGOUTSIDE\n", " fogoutside"},
648 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
649 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
650 {"#define USEGAMMARAMPS\n", " gammaramps"},
651 {"#define USECUBEFILTER\n", " cubefilter"},
652 {"#define USEGLOW\n", " glow"},
653 {"#define USEBLOOM\n", " bloom"},
654 {"#define USESPECULAR\n", " specular"},
655 {"#define USEPOSTPROCESSING\n", " postprocessing"},
656 {"#define USEREFLECTION\n", " reflection"},
657 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
658 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
659 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
660 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
661 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
662 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
663 {"#define USEALPHAKILL\n", " alphakill"},
664 {"#define USEREFLECTCUBE\n", " reflectcube"},
665 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
666 {"#define USEBOUNCEGRID\n", " bouncegrid"},
667 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
668 {"#define USETRIPPY\n", " trippy"},
669 {"#define USEDEPTHRGB\n", " depthrgb"},
670 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
671 {"#define USESKELETAL\n", " skeletal"}
674 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
675 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
677 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
678 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
679 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
680 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
681 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
682 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
683 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
684 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
685 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
686 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
687 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
688 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
689 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
690 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
691 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
692 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
693 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
696 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
698 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
699 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
700 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
701 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
702 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
703 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
704 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
705 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
706 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
707 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
708 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
709 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
710 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
711 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
712 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
713 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
714 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
717 struct r_glsl_permutation_s;
718 typedef struct r_glsl_permutation_s
721 struct r_glsl_permutation_s *hashnext;
723 unsigned int permutation;
725 /// indicates if we have tried compiling this permutation already
727 /// 0 if compilation failed
729 // texture units assigned to each detected uniform
730 int tex_Texture_First;
731 int tex_Texture_Second;
732 int tex_Texture_GammaRamps;
733 int tex_Texture_Normal;
734 int tex_Texture_Color;
735 int tex_Texture_Gloss;
736 int tex_Texture_Glow;
737 int tex_Texture_SecondaryNormal;
738 int tex_Texture_SecondaryColor;
739 int tex_Texture_SecondaryGloss;
740 int tex_Texture_SecondaryGlow;
741 int tex_Texture_Pants;
742 int tex_Texture_Shirt;
743 int tex_Texture_FogHeightTexture;
744 int tex_Texture_FogMask;
745 int tex_Texture_Lightmap;
746 int tex_Texture_Deluxemap;
747 int tex_Texture_Attenuation;
748 int tex_Texture_Cube;
749 int tex_Texture_Refraction;
750 int tex_Texture_Reflection;
751 int tex_Texture_ShadowMap2D;
752 int tex_Texture_CubeProjection;
753 int tex_Texture_ScreenNormalMap;
754 int tex_Texture_ScreenDiffuse;
755 int tex_Texture_ScreenSpecular;
756 int tex_Texture_ReflectMask;
757 int tex_Texture_ReflectCube;
758 int tex_Texture_BounceGrid;
759 /// locations of detected uniforms in program object, or -1 if not found
760 int loc_Texture_First;
761 int loc_Texture_Second;
762 int loc_Texture_GammaRamps;
763 int loc_Texture_Normal;
764 int loc_Texture_Color;
765 int loc_Texture_Gloss;
766 int loc_Texture_Glow;
767 int loc_Texture_SecondaryNormal;
768 int loc_Texture_SecondaryColor;
769 int loc_Texture_SecondaryGloss;
770 int loc_Texture_SecondaryGlow;
771 int loc_Texture_Pants;
772 int loc_Texture_Shirt;
773 int loc_Texture_FogHeightTexture;
774 int loc_Texture_FogMask;
775 int loc_Texture_Lightmap;
776 int loc_Texture_Deluxemap;
777 int loc_Texture_Attenuation;
778 int loc_Texture_Cube;
779 int loc_Texture_Refraction;
780 int loc_Texture_Reflection;
781 int loc_Texture_ShadowMap2D;
782 int loc_Texture_CubeProjection;
783 int loc_Texture_ScreenNormalMap;
784 int loc_Texture_ScreenDiffuse;
785 int loc_Texture_ScreenSpecular;
786 int loc_Texture_ReflectMask;
787 int loc_Texture_ReflectCube;
788 int loc_Texture_BounceGrid;
790 int loc_BloomBlur_Parameters;
792 int loc_Color_Ambient;
793 int loc_Color_Diffuse;
794 int loc_Color_Specular;
798 int loc_DeferredColor_Ambient;
799 int loc_DeferredColor_Diffuse;
800 int loc_DeferredColor_Specular;
801 int loc_DeferredMod_Diffuse;
802 int loc_DeferredMod_Specular;
803 int loc_DistortScaleRefractReflect;
806 int loc_FogHeightFade;
808 int loc_FogPlaneViewDist;
809 int loc_FogRangeRecip;
812 int loc_LightPosition;
813 int loc_OffsetMapping_ScaleSteps;
814 int loc_OffsetMapping_LodDistance;
815 int loc_OffsetMapping_Bias;
817 int loc_ReflectColor;
818 int loc_ReflectFactor;
819 int loc_ReflectOffset;
820 int loc_RefractColor;
822 int loc_ScreenCenterRefractReflect;
823 int loc_ScreenScaleRefractReflect;
824 int loc_ScreenToDepth;
825 int loc_ShadowMap_Parameters;
826 int loc_ShadowMap_TextureScale;
827 int loc_SpecularPower;
828 int loc_Skeletal_Transform12;
833 int loc_ViewTintColor;
835 int loc_ModelToLight;
837 int loc_BackgroundTexMatrix;
838 int loc_ModelViewProjectionMatrix;
839 int loc_ModelViewMatrix;
840 int loc_PixelToScreenTexCoord;
841 int loc_ModelToReflectCube;
842 int loc_ShadowMapMatrix;
843 int loc_BloomColorSubtract;
844 int loc_NormalmapScrollBlend;
845 int loc_BounceGridMatrix;
846 int loc_BounceGridIntensity;
848 r_glsl_permutation_t;
850 #define SHADERPERMUTATION_HASHSIZE 256
853 // non-degradable "lightweight" shader parameters to keep the permutations simpler
854 // these can NOT degrade! only use for simple stuff
857 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
858 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
859 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
863 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
864 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
865 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
866 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
867 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
868 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
869 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
871 #define SHADERSTATICPARMS_COUNT 13
873 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
874 static int shaderstaticparms_count = 0;
876 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
877 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
879 extern qboolean r_shadow_shadowmapsampler;
880 extern int r_shadow_shadowmappcf;
881 qboolean R_CompileShader_CheckStaticParms(void)
883 static int r_compileshader_staticparms_save[1];
884 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
885 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
888 if (r_glsl_saturation_redcompensate.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
890 if (r_glsl_vertextextureblend_usebothalphas.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
892 if (r_shadow_glossexact.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
894 if (r_glsl_postprocess.integer)
896 if (r_glsl_postprocess_uservec1_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
898 if (r_glsl_postprocess_uservec2_enable.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
900 if (r_glsl_postprocess_uservec3_enable.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
902 if (r_glsl_postprocess_uservec4_enable.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
905 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
908 if (r_shadow_shadowmapsampler)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
910 if (r_shadow_shadowmappcf > 1)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
912 else if (r_shadow_shadowmappcf)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
914 if (r_celshading.integer)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
916 if (r_celoutlines.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
919 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
922 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
923 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
924 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
926 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
927 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
929 shaderstaticparms_count = 0;
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
947 /// information about each possible shader permutation
948 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
949 /// currently selected permutation
950 r_glsl_permutation_t *r_glsl_permutation;
951 /// storage for permutations linked in the hash table
952 memexpandablearray_t r_glsl_permutationarray;
954 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
956 //unsigned int hashdepth = 0;
957 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
958 r_glsl_permutation_t *p;
959 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
961 if (p->mode == mode && p->permutation == permutation)
963 //if (hashdepth > 10)
964 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
971 p->permutation = permutation;
972 p->hashnext = r_glsl_permutationhash[mode][hashindex];
973 r_glsl_permutationhash[mode][hashindex] = p;
974 //if (hashdepth > 10)
975 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
979 static char *R_ShaderStrCat(const char **strings)
982 const char **p = strings;
985 for (p = strings;(t = *p);p++)
988 s = string = (char *)Mem_Alloc(r_main_mempool, len);
990 for (p = strings;(t = *p);p++)
1000 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1003 if (!filename || !filename[0])
1005 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1006 if (!strcmp(filename, "glsl/default.glsl"))
1009 return R_ShaderStrCat(builtinshaderstrings);
1010 if (!glslshaderstring)
1012 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1013 if (glslshaderstring)
1014 Con_DPrintf("Loading shaders from file %s...\n", filename);
1016 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1018 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1019 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1020 return shaderstring;
1022 if (!strcmp(filename, "hlsl/default.hlsl"))
1025 return R_ShaderStrCat(builtinhlslshaderstrings);
1026 if (!hlslshaderstring)
1028 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1029 if (hlslshaderstring)
1030 Con_DPrintf("Loading shaders from file %s...\n", filename);
1032 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1034 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1035 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1036 return shaderstring;
1038 // we don't have builtin strings for any other files
1041 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1044 if (printfromdisknotice)
1045 Con_DPrintf("from disk %s... ", filename);
1046 return shaderstring;
1048 return shaderstring;
1051 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1055 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1057 char permutationname[256];
1058 int vertstrings_count = 0;
1059 int geomstrings_count = 0;
1060 int fragstrings_count = 0;
1061 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1062 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1063 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1070 permutationname[0] = 0;
1071 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1073 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1075 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1076 if(vid.support.gl20shaders130)
1078 vertstrings_list[vertstrings_count++] = "#version 130\n";
1079 geomstrings_list[geomstrings_count++] = "#version 130\n";
1080 fragstrings_list[fragstrings_count++] = "#version 130\n";
1081 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1082 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1083 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1086 // the first pretext is which type of shader to compile as
1087 // (later these will all be bound together as a program object)
1088 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1089 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1090 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1092 // the second pretext is the mode (for example a light source)
1093 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1094 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1095 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1096 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1098 // now add all the permutation pretexts
1099 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1101 if (permutation & (1<<i))
1103 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1104 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1105 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1106 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1110 // keep line numbers correct
1111 vertstrings_list[vertstrings_count++] = "\n";
1112 geomstrings_list[geomstrings_count++] = "\n";
1113 fragstrings_list[fragstrings_count++] = "\n";
1118 R_CompileShader_AddStaticParms(mode, permutation);
1119 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1120 vertstrings_count += shaderstaticparms_count;
1121 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1122 geomstrings_count += shaderstaticparms_count;
1123 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1124 fragstrings_count += shaderstaticparms_count;
1126 // now append the shader text itself
1127 vertstrings_list[vertstrings_count++] = sourcestring;
1128 geomstrings_list[geomstrings_count++] = sourcestring;
1129 fragstrings_list[fragstrings_count++] = sourcestring;
1131 // compile the shader program
1132 if (vertstrings_count + geomstrings_count + fragstrings_count)
1133 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1137 qglUseProgram(p->program);CHECKGLERROR
1138 // look up all the uniform variable names we care about, so we don't
1139 // have to look them up every time we set them
1141 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1142 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1143 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1144 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1145 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1146 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1147 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1148 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1149 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1150 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1151 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1152 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1153 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1154 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1155 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1156 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1157 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1158 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1159 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1160 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1161 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1162 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1163 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1164 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1165 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1166 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1167 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1168 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1169 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1170 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1171 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1172 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1173 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1174 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1175 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1176 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1177 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1178 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1179 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1180 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1181 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1182 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1183 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1184 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1185 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1186 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1187 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1188 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1189 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1190 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1191 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1192 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1193 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1194 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1195 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1196 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1197 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1198 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1199 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1200 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1201 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1202 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1203 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1204 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1205 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1206 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1207 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1208 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1209 p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12");
1210 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1211 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1212 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1213 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1214 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1215 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1216 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1217 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1218 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1219 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1220 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1221 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1222 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1223 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1224 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1225 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1226 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1227 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1228 // initialize the samplers to refer to the texture units we use
1229 p->tex_Texture_First = -1;
1230 p->tex_Texture_Second = -1;
1231 p->tex_Texture_GammaRamps = -1;
1232 p->tex_Texture_Normal = -1;
1233 p->tex_Texture_Color = -1;
1234 p->tex_Texture_Gloss = -1;
1235 p->tex_Texture_Glow = -1;
1236 p->tex_Texture_SecondaryNormal = -1;
1237 p->tex_Texture_SecondaryColor = -1;
1238 p->tex_Texture_SecondaryGloss = -1;
1239 p->tex_Texture_SecondaryGlow = -1;
1240 p->tex_Texture_Pants = -1;
1241 p->tex_Texture_Shirt = -1;
1242 p->tex_Texture_FogHeightTexture = -1;
1243 p->tex_Texture_FogMask = -1;
1244 p->tex_Texture_Lightmap = -1;
1245 p->tex_Texture_Deluxemap = -1;
1246 p->tex_Texture_Attenuation = -1;
1247 p->tex_Texture_Cube = -1;
1248 p->tex_Texture_Refraction = -1;
1249 p->tex_Texture_Reflection = -1;
1250 p->tex_Texture_ShadowMap2D = -1;
1251 p->tex_Texture_CubeProjection = -1;
1252 p->tex_Texture_ScreenNormalMap = -1;
1253 p->tex_Texture_ScreenDiffuse = -1;
1254 p->tex_Texture_ScreenSpecular = -1;
1255 p->tex_Texture_ReflectMask = -1;
1256 p->tex_Texture_ReflectCube = -1;
1257 p->tex_Texture_BounceGrid = -1;
1259 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1260 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1261 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1262 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1263 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1264 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1265 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1266 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1267 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1268 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1269 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1270 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1271 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1272 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1273 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1274 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1275 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1276 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1277 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1278 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1279 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1280 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1281 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1282 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1283 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1284 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1285 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1286 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1287 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1289 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1292 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1296 Mem_Free(sourcestring);
1299 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1301 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1302 if (r_glsl_permutation != perm)
1304 r_glsl_permutation = perm;
1305 if (!r_glsl_permutation->program)
1307 if (!r_glsl_permutation->compiled)
1308 R_GLSL_CompilePermutation(perm, mode, permutation);
1309 if (!r_glsl_permutation->program)
1311 // remove features until we find a valid permutation
1313 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1315 // reduce i more quickly whenever it would not remove any bits
1316 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1317 if (!(permutation & j))
1320 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1321 if (!r_glsl_permutation->compiled)
1322 R_GLSL_CompilePermutation(perm, mode, permutation);
1323 if (r_glsl_permutation->program)
1326 if (i >= SHADERPERMUTATION_COUNT)
1328 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1329 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1330 qglUseProgram(0);CHECKGLERROR
1331 return; // no bit left to clear, entire mode is broken
1336 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1338 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1339 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1340 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1347 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1348 extern D3DCAPS9 vid_d3d9caps;
1351 struct r_hlsl_permutation_s;
1352 typedef struct r_hlsl_permutation_s
1354 /// hash lookup data
1355 struct r_hlsl_permutation_s *hashnext;
1357 unsigned int permutation;
1359 /// indicates if we have tried compiling this permutation already
1361 /// NULL if compilation failed
1362 IDirect3DVertexShader9 *vertexshader;
1363 IDirect3DPixelShader9 *pixelshader;
1365 r_hlsl_permutation_t;
1367 typedef enum D3DVSREGISTER_e
1369 D3DVSREGISTER_TexMatrix = 0, // float4x4
1370 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1371 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1372 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1373 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1374 D3DVSREGISTER_ModelToLight = 20, // float4x4
1375 D3DVSREGISTER_EyePosition = 24,
1376 D3DVSREGISTER_FogPlane = 25,
1377 D3DVSREGISTER_LightDir = 26,
1378 D3DVSREGISTER_LightPosition = 27,
1382 typedef enum D3DPSREGISTER_e
1384 D3DPSREGISTER_Alpha = 0,
1385 D3DPSREGISTER_BloomBlur_Parameters = 1,
1386 D3DPSREGISTER_ClientTime = 2,
1387 D3DPSREGISTER_Color_Ambient = 3,
1388 D3DPSREGISTER_Color_Diffuse = 4,
1389 D3DPSREGISTER_Color_Specular = 5,
1390 D3DPSREGISTER_Color_Glow = 6,
1391 D3DPSREGISTER_Color_Pants = 7,
1392 D3DPSREGISTER_Color_Shirt = 8,
1393 D3DPSREGISTER_DeferredColor_Ambient = 9,
1394 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1395 D3DPSREGISTER_DeferredColor_Specular = 11,
1396 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1397 D3DPSREGISTER_DeferredMod_Specular = 13,
1398 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1399 D3DPSREGISTER_EyePosition = 15, // unused
1400 D3DPSREGISTER_FogColor = 16,
1401 D3DPSREGISTER_FogHeightFade = 17,
1402 D3DPSREGISTER_FogPlane = 18,
1403 D3DPSREGISTER_FogPlaneViewDist = 19,
1404 D3DPSREGISTER_FogRangeRecip = 20,
1405 D3DPSREGISTER_LightColor = 21,
1406 D3DPSREGISTER_LightDir = 22, // unused
1407 D3DPSREGISTER_LightPosition = 23,
1408 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1409 D3DPSREGISTER_PixelSize = 25,
1410 D3DPSREGISTER_ReflectColor = 26,
1411 D3DPSREGISTER_ReflectFactor = 27,
1412 D3DPSREGISTER_ReflectOffset = 28,
1413 D3DPSREGISTER_RefractColor = 29,
1414 D3DPSREGISTER_Saturation = 30,
1415 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1416 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1417 D3DPSREGISTER_ScreenToDepth = 33,
1418 D3DPSREGISTER_ShadowMap_Parameters = 34,
1419 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1420 D3DPSREGISTER_SpecularPower = 36,
1421 D3DPSREGISTER_UserVec1 = 37,
1422 D3DPSREGISTER_UserVec2 = 38,
1423 D3DPSREGISTER_UserVec3 = 39,
1424 D3DPSREGISTER_UserVec4 = 40,
1425 D3DPSREGISTER_ViewTintColor = 41,
1426 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1427 D3DPSREGISTER_BloomColorSubtract = 43,
1428 D3DPSREGISTER_ViewToLight = 44, // float4x4
1429 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1430 D3DPSREGISTER_NormalmapScrollBlend = 52,
1431 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1432 D3DPSREGISTER_OffsetMapping_Bias = 54,
1437 /// information about each possible shader permutation
1438 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1439 /// currently selected permutation
1440 r_hlsl_permutation_t *r_hlsl_permutation;
1441 /// storage for permutations linked in the hash table
1442 memexpandablearray_t r_hlsl_permutationarray;
1444 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1446 //unsigned int hashdepth = 0;
1447 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1448 r_hlsl_permutation_t *p;
1449 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1451 if (p->mode == mode && p->permutation == permutation)
1453 //if (hashdepth > 10)
1454 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1459 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1461 p->permutation = permutation;
1462 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1463 r_hlsl_permutationhash[mode][hashindex] = p;
1464 //if (hashdepth > 10)
1465 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1470 //#include <d3dx9shader.h>
1471 //#include <d3dx9mesh.h>
1473 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1475 DWORD *vsbin = NULL;
1476 DWORD *psbin = NULL;
1477 fs_offset_t vsbinsize;
1478 fs_offset_t psbinsize;
1479 // IDirect3DVertexShader9 *vs = NULL;
1480 // IDirect3DPixelShader9 *ps = NULL;
1481 ID3DXBuffer *vslog = NULL;
1482 ID3DXBuffer *vsbuffer = NULL;
1483 ID3DXConstantTable *vsconstanttable = NULL;
1484 ID3DXBuffer *pslog = NULL;
1485 ID3DXBuffer *psbuffer = NULL;
1486 ID3DXConstantTable *psconstanttable = NULL;
1489 char temp[MAX_INPUTLINE];
1490 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1492 qboolean debugshader = gl_paranoid.integer != 0;
1493 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1494 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1497 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1498 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1500 if ((!vsbin && vertstring) || (!psbin && fragstring))
1502 const char* dllnames_d3dx9 [] =
1526 dllhandle_t d3dx9_dll = NULL;
1527 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1528 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1529 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1530 dllfunction_t d3dx9_dllfuncs[] =
1532 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1533 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1534 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1537 // 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...
1538 #ifndef ID3DXBuffer_GetBufferPointer
1539 #if !defined(__cplusplus) || defined(CINTERFACE)
1540 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1541 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1542 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1544 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1545 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1546 #define ID3DXBuffer_Release(p) (p)->Release()
1549 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1551 DWORD shaderflags = 0;
1553 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1554 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1555 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1556 if (vertstring && vertstring[0])
1560 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1561 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1564 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1567 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1568 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1569 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1570 ID3DXBuffer_Release(vsbuffer);
1574 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1575 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1576 ID3DXBuffer_Release(vslog);
1579 if (fragstring && fragstring[0])
1583 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1584 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1587 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1590 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1591 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1592 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1593 ID3DXBuffer_Release(psbuffer);
1597 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1598 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1599 ID3DXBuffer_Release(pslog);
1602 Sys_UnloadLibrary(&d3dx9_dll);
1605 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1609 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1610 if (FAILED(vsresult))
1611 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1612 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1613 if (FAILED(psresult))
1614 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1616 // free the shader data
1617 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1618 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1621 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1624 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1625 int vertstring_length = 0;
1626 int geomstring_length = 0;
1627 int fragstring_length = 0;
1630 char *vertstring, *geomstring, *fragstring;
1631 char permutationname[256];
1632 char cachename[256];
1633 int vertstrings_count = 0;
1634 int geomstrings_count = 0;
1635 int fragstrings_count = 0;
1636 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1637 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1638 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1643 p->vertexshader = NULL;
1644 p->pixelshader = NULL;
1646 permutationname[0] = 0;
1648 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1650 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1651 strlcat(cachename, "hlsl/", sizeof(cachename));
1653 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1654 vertstrings_count = 0;
1655 geomstrings_count = 0;
1656 fragstrings_count = 0;
1657 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1658 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1659 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1661 // the first pretext is which type of shader to compile as
1662 // (later these will all be bound together as a program object)
1663 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1664 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1665 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1667 // the second pretext is the mode (for example a light source)
1668 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1669 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1670 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1671 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1672 strlcat(cachename, modeinfo->name, sizeof(cachename));
1674 // now add all the permutation pretexts
1675 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1677 if (permutation & (1<<i))
1679 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1680 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1681 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1682 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1683 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1687 // keep line numbers correct
1688 vertstrings_list[vertstrings_count++] = "\n";
1689 geomstrings_list[geomstrings_count++] = "\n";
1690 fragstrings_list[fragstrings_count++] = "\n";
1695 R_CompileShader_AddStaticParms(mode, permutation);
1696 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1697 vertstrings_count += shaderstaticparms_count;
1698 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1699 geomstrings_count += shaderstaticparms_count;
1700 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1701 fragstrings_count += shaderstaticparms_count;
1703 // replace spaces in the cachename with _ characters
1704 for (i = 0;cachename[i];i++)
1705 if (cachename[i] == ' ')
1708 // now append the shader text itself
1709 vertstrings_list[vertstrings_count++] = sourcestring;
1710 geomstrings_list[geomstrings_count++] = sourcestring;
1711 fragstrings_list[fragstrings_count++] = sourcestring;
1713 vertstring_length = 0;
1714 for (i = 0;i < vertstrings_count;i++)
1715 vertstring_length += strlen(vertstrings_list[i]);
1716 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1717 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1718 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1720 geomstring_length = 0;
1721 for (i = 0;i < geomstrings_count;i++)
1722 geomstring_length += strlen(geomstrings_list[i]);
1723 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1724 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1725 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1727 fragstring_length = 0;
1728 for (i = 0;i < fragstrings_count;i++)
1729 fragstring_length += strlen(fragstrings_list[i]);
1730 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1731 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1732 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1734 // try to load the cached shader, or generate one
1735 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1737 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1738 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1740 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1744 Mem_Free(vertstring);
1746 Mem_Free(geomstring);
1748 Mem_Free(fragstring);
1750 Mem_Free(sourcestring);
1753 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1754 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1755 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);}
1756 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);}
1757 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);}
1758 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);}
1760 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1761 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1762 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);}
1763 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);}
1764 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);}
1765 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);}
1767 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1769 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1770 if (r_hlsl_permutation != perm)
1772 r_hlsl_permutation = perm;
1773 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775 if (!r_hlsl_permutation->compiled)
1776 R_HLSL_CompilePermutation(perm, mode, permutation);
1777 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1779 // remove features until we find a valid permutation
1781 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1783 // reduce i more quickly whenever it would not remove any bits
1784 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1785 if (!(permutation & j))
1788 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1789 if (!r_hlsl_permutation->compiled)
1790 R_HLSL_CompilePermutation(perm, mode, permutation);
1791 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1794 if (i >= SHADERPERMUTATION_COUNT)
1796 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1797 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1798 return; // no bit left to clear, entire mode is broken
1802 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1803 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1805 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1806 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1807 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1811 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1813 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1814 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1815 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1816 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1819 void R_GLSL_Restart_f(void)
1821 unsigned int i, limit;
1822 if (glslshaderstring)
1823 Mem_Free(glslshaderstring);
1824 glslshaderstring = NULL;
1825 if (hlslshaderstring)
1826 Mem_Free(hlslshaderstring);
1827 hlslshaderstring = NULL;
1828 switch(vid.renderpath)
1830 case RENDERPATH_D3D9:
1833 r_hlsl_permutation_t *p;
1834 r_hlsl_permutation = NULL;
1835 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1836 for (i = 0;i < limit;i++)
1838 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1840 if (p->vertexshader)
1841 IDirect3DVertexShader9_Release(p->vertexshader);
1843 IDirect3DPixelShader9_Release(p->pixelshader);
1844 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1847 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1851 case RENDERPATH_D3D10:
1852 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_D3D11:
1855 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1857 case RENDERPATH_GL20:
1858 case RENDERPATH_GLES2:
1860 r_glsl_permutation_t *p;
1861 r_glsl_permutation = NULL;
1862 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1863 for (i = 0;i < limit;i++)
1865 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1867 GL_Backend_FreeProgram(p->program);
1868 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1871 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1874 case RENDERPATH_GL11:
1875 case RENDERPATH_GL13:
1876 case RENDERPATH_GLES1:
1878 case RENDERPATH_SOFT:
1883 static void R_GLSL_DumpShader_f(void)
1885 int i, language, mode, dupe;
1887 shadermodeinfo_t *modeinfo;
1890 for (language = 0;language < 2;language++)
1892 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1893 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1895 // don't dump the same file multiple times (most or all shaders come from the same file)
1896 for (dupe = mode - 1;dupe >= 0;dupe--)
1897 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1901 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1904 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1907 FS_Print(file, "/* The engine may define the following macros:\n");
1908 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1909 for (i = 0;i < SHADERMODE_COUNT;i++)
1910 FS_Print(file, modeinfo[i].pretext);
1911 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1912 FS_Print(file, shaderpermutationinfo[i].pretext);
1913 FS_Print(file, "*/\n");
1914 FS_Print(file, text);
1916 Con_Printf("%s written\n", modeinfo[mode].filename);
1919 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1925 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1927 unsigned int permutation = 0;
1928 if (r_trippy.integer && !notrippy)
1929 permutation |= SHADERPERMUTATION_TRIPPY;
1930 permutation |= SHADERPERMUTATION_VIEWTINT;
1932 permutation |= SHADERPERMUTATION_DIFFUSE;
1934 permutation |= SHADERPERMUTATION_SPECULAR;
1935 if (texturemode == GL_MODULATE)
1936 permutation |= SHADERPERMUTATION_COLORMAPPING;
1937 else if (texturemode == GL_ADD)
1938 permutation |= SHADERPERMUTATION_GLOW;
1939 else if (texturemode == GL_DECAL)
1940 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1941 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1942 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1943 if (suppresstexalpha)
1944 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1946 texturemode = GL_MODULATE;
1947 if (vid.allowalphatocoverage)
1948 GL_AlphaToCoverage(false);
1949 switch (vid.renderpath)
1951 case RENDERPATH_D3D9:
1953 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1954 R_Mesh_TexBind(GL20TU_FIRST , first );
1955 R_Mesh_TexBind(GL20TU_SECOND, second);
1956 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1957 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1960 case RENDERPATH_D3D10:
1961 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1963 case RENDERPATH_D3D11:
1964 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1966 case RENDERPATH_GL20:
1967 case RENDERPATH_GLES2:
1968 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1969 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1970 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1971 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1972 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1974 case RENDERPATH_GL13:
1975 case RENDERPATH_GLES1:
1976 R_Mesh_TexBind(0, first );
1977 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1978 R_Mesh_TexBind(1, second);
1980 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1982 case RENDERPATH_GL11:
1983 R_Mesh_TexBind(0, first );
1985 case RENDERPATH_SOFT:
1986 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1987 R_Mesh_TexBind(GL20TU_FIRST , first );
1988 R_Mesh_TexBind(GL20TU_SECOND, second);
1993 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1995 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1998 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2000 unsigned int permutation = 0;
2001 if (r_trippy.integer && !notrippy)
2002 permutation |= SHADERPERMUTATION_TRIPPY;
2004 permutation |= SHADERPERMUTATION_DEPTHRGB;
2006 permutation |= SHADERPERMUTATION_SKELETAL;
2008 if (vid.allowalphatocoverage)
2009 GL_AlphaToCoverage(false);
2010 switch (vid.renderpath)
2012 case RENDERPATH_D3D9:
2014 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2017 case RENDERPATH_D3D10:
2018 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2020 case RENDERPATH_D3D11:
2021 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2023 case RENDERPATH_GL20:
2024 case RENDERPATH_GLES2:
2025 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2027 case RENDERPATH_GL13:
2028 case RENDERPATH_GLES1:
2029 R_Mesh_TexBind(0, 0);
2030 R_Mesh_TexBind(1, 0);
2032 case RENDERPATH_GL11:
2033 R_Mesh_TexBind(0, 0);
2035 case RENDERPATH_SOFT:
2036 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2041 extern qboolean r_shadow_usingdeferredprepass;
2042 extern rtexture_t *r_shadow_attenuationgradienttexture;
2043 extern rtexture_t *r_shadow_attenuation2dtexture;
2044 extern rtexture_t *r_shadow_attenuation3dtexture;
2045 extern qboolean r_shadow_usingshadowmap2d;
2046 extern qboolean r_shadow_usingshadowmaportho;
2047 extern float r_shadow_shadowmap_texturescale[2];
2048 extern float r_shadow_shadowmap_parameters[4];
2049 extern qboolean r_shadow_shadowmapvsdct;
2050 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2051 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2052 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2053 extern matrix4x4_t r_shadow_shadowmapmatrix;
2054 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2055 extern int r_shadow_prepass_width;
2056 extern int r_shadow_prepass_height;
2057 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2058 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2059 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2060 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2062 #define BLENDFUNC_ALLOWS_COLORMOD 1
2063 #define BLENDFUNC_ALLOWS_FOG 2
2064 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2065 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2066 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2067 static int R_BlendFuncFlags(int src, int dst)
2071 // a blendfunc allows colormod if:
2072 // a) it can never keep the destination pixel invariant, or
2073 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2074 // this is to prevent unintended side effects from colormod
2076 // a blendfunc allows fog if:
2077 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2078 // this is to prevent unintended side effects from fog
2080 // these checks are the output of fogeval.pl
2082 r |= BLENDFUNC_ALLOWS_COLORMOD;
2083 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2084 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2085 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2086 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2091 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2092 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2094 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2095 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2099 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2100 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2101 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2103 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 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)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2117 static float dummy_colormod[3] = {1, 1, 1};
2118 float *colormod = rsurface.colormod;
2120 matrix4x4_t tempmatrix;
2121 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2122 if (r_trippy.integer && !notrippy)
2123 permutation |= SHADERPERMUTATION_TRIPPY;
2124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2125 permutation |= SHADERPERMUTATION_ALPHAKILL;
2126 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2127 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2128 if (rsurfacepass == RSURFPASS_BACKGROUND)
2130 // distorted background
2131 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2133 mode = SHADERMODE_WATER;
2134 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2135 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2136 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2138 // this is the right thing to do for wateralpha
2139 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2144 // this is the right thing to do for entity alpha
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2151 mode = SHADERMODE_REFRACTION;
2152 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2153 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2154 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2155 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2159 mode = SHADERMODE_GENERIC;
2160 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2161 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2162 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2164 if (vid.allowalphatocoverage)
2165 GL_AlphaToCoverage(false);
2167 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2169 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2171 switch(rsurface.texture->offsetmapping)
2173 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2174 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2175 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2176 case OFFSETMAPPING_OFF: break;
2179 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2180 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2181 // normalmap (deferred prepass), may use alpha test on diffuse
2182 mode = SHADERMODE_DEFERREDGEOMETRY;
2183 GL_BlendFunc(GL_ONE, GL_ZERO);
2184 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2185 if (vid.allowalphatocoverage)
2186 GL_AlphaToCoverage(false);
2188 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2190 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2192 switch(rsurface.texture->offsetmapping)
2194 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2195 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2196 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2197 case OFFSETMAPPING_OFF: break;
2200 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2201 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2203 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2205 mode = SHADERMODE_LIGHTSOURCE;
2206 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2207 permutation |= SHADERPERMUTATION_CUBEFILTER;
2208 if (diffusescale > 0)
2209 permutation |= SHADERPERMUTATION_DIFFUSE;
2210 if (specularscale > 0)
2211 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2212 if (r_refdef.fogenabled)
2213 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2214 if (rsurface.texture->colormapping)
2215 permutation |= SHADERPERMUTATION_COLORMAPPING;
2216 if (r_shadow_usingshadowmap2d)
2218 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2219 if(r_shadow_shadowmapvsdct)
2220 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2222 if (r_shadow_shadowmap2ddepthbuffer)
2223 permutation |= SHADERPERMUTATION_DEPTHRGB;
2225 if (rsurface.texture->reflectmasktexture)
2226 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229 if (vid.allowalphatocoverage)
2230 GL_AlphaToCoverage(false);
2232 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2234 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2236 switch(rsurface.texture->offsetmapping)
2238 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_OFF: break;
2244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2247 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2248 // unshaded geometry (fullbright or ambient model lighting)
2249 mode = SHADERMODE_FLATCOLOR;
2250 ambientscale = diffusescale = specularscale = 0;
2251 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2252 permutation |= SHADERPERMUTATION_GLOW;
2253 if (r_refdef.fogenabled)
2254 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2255 if (rsurface.texture->colormapping)
2256 permutation |= SHADERPERMUTATION_COLORMAPPING;
2257 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2259 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2260 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2262 if (r_shadow_shadowmap2ddepthbuffer)
2263 permutation |= SHADERPERMUTATION_DEPTHRGB;
2265 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2266 permutation |= SHADERPERMUTATION_REFLECTION;
2267 if (rsurface.texture->reflectmasktexture)
2268 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2269 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2270 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2271 // when using alphatocoverage, we don't need alphakill
2272 if (vid.allowalphatocoverage)
2274 if (r_transparent_alphatocoverage.integer)
2276 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2277 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2280 GL_AlphaToCoverage(false);
2283 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2285 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2287 switch(rsurface.texture->offsetmapping)
2289 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2290 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2291 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2292 case OFFSETMAPPING_OFF: break;
2295 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2296 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2297 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2298 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2299 // directional model lighting
2300 mode = SHADERMODE_LIGHTDIRECTION;
2301 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2302 permutation |= SHADERPERMUTATION_GLOW;
2303 permutation |= SHADERPERMUTATION_DIFFUSE;
2304 if (specularscale > 0)
2305 permutation |= SHADERPERMUTATION_SPECULAR;
2306 if (r_refdef.fogenabled)
2307 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2308 if (rsurface.texture->colormapping)
2309 permutation |= SHADERPERMUTATION_COLORMAPPING;
2310 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2312 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2313 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2315 if (r_shadow_shadowmap2ddepthbuffer)
2316 permutation |= SHADERPERMUTATION_DEPTHRGB;
2318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2319 permutation |= SHADERPERMUTATION_REFLECTION;
2320 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2321 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2322 if (rsurface.texture->reflectmasktexture)
2323 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2324 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2326 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2327 if (r_shadow_bouncegriddirectional)
2328 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2330 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2331 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2332 // when using alphatocoverage, we don't need alphakill
2333 if (vid.allowalphatocoverage)
2335 if (r_transparent_alphatocoverage.integer)
2337 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2338 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2341 GL_AlphaToCoverage(false);
2344 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2346 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2348 switch(rsurface.texture->offsetmapping)
2350 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2351 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2352 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2353 case OFFSETMAPPING_OFF: break;
2356 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2357 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2358 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2359 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2360 // ambient model lighting
2361 mode = SHADERMODE_LIGHTDIRECTION;
2362 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2363 permutation |= SHADERPERMUTATION_GLOW;
2364 if (r_refdef.fogenabled)
2365 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2366 if (rsurface.texture->colormapping)
2367 permutation |= SHADERPERMUTATION_COLORMAPPING;
2368 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2370 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2371 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2373 if (r_shadow_shadowmap2ddepthbuffer)
2374 permutation |= SHADERPERMUTATION_DEPTHRGB;
2376 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2377 permutation |= SHADERPERMUTATION_REFLECTION;
2378 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2379 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2380 if (rsurface.texture->reflectmasktexture)
2381 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2382 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2384 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2385 if (r_shadow_bouncegriddirectional)
2386 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2388 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2389 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2390 // when using alphatocoverage, we don't need alphakill
2391 if (vid.allowalphatocoverage)
2393 if (r_transparent_alphatocoverage.integer)
2395 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2396 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2399 GL_AlphaToCoverage(false);
2404 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2406 switch(rsurface.texture->offsetmapping)
2408 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2409 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2410 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2411 case OFFSETMAPPING_OFF: break;
2414 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2415 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2416 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2417 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2419 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2420 permutation |= SHADERPERMUTATION_GLOW;
2421 if (r_refdef.fogenabled)
2422 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2423 if (rsurface.texture->colormapping)
2424 permutation |= SHADERPERMUTATION_COLORMAPPING;
2425 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2427 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2428 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2430 if (r_shadow_shadowmap2ddepthbuffer)
2431 permutation |= SHADERPERMUTATION_DEPTHRGB;
2433 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2434 permutation |= SHADERPERMUTATION_REFLECTION;
2435 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2436 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2437 if (rsurface.texture->reflectmasktexture)
2438 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2439 if (FAKELIGHT_ENABLED)
2441 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2442 mode = SHADERMODE_FAKELIGHT;
2443 permutation |= SHADERPERMUTATION_DIFFUSE;
2444 if (specularscale > 0)
2445 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2447 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2449 // deluxemapping (light direction texture)
2450 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2451 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2453 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2454 permutation |= SHADERPERMUTATION_DIFFUSE;
2455 if (specularscale > 0)
2456 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2458 else if (r_glsl_deluxemapping.integer >= 2)
2460 // fake deluxemapping (uniform light direction in tangentspace)
2461 if (rsurface.uselightmaptexture)
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2464 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2465 permutation |= SHADERPERMUTATION_DIFFUSE;
2466 if (specularscale > 0)
2467 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2469 else if (rsurface.uselightmaptexture)
2471 // ordinary lightmapping (q1bsp, q3bsp)
2472 mode = SHADERMODE_LIGHTMAP;
2476 // ordinary vertex coloring (q3bsp)
2477 mode = SHADERMODE_VERTEXCOLOR;
2479 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2481 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2482 if (r_shadow_bouncegriddirectional)
2483 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2485 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2486 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2487 // when using alphatocoverage, we don't need alphakill
2488 if (vid.allowalphatocoverage)
2490 if (r_transparent_alphatocoverage.integer)
2492 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2493 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2496 GL_AlphaToCoverage(false);
2499 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2500 colormod = dummy_colormod;
2501 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2502 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2503 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2504 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2505 switch(vid.renderpath)
2507 case RENDERPATH_D3D9:
2509 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);
2510 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2511 R_SetupShader_SetPermutationHLSL(mode, permutation);
2512 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2513 if (mode == SHADERMODE_LIGHTSOURCE)
2515 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2516 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2520 if (mode == SHADERMODE_LIGHTDIRECTION)
2522 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2525 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2526 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2527 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2528 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2529 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2531 if (mode == SHADERMODE_LIGHTSOURCE)
2533 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2534 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2537 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2539 // additive passes are only darkened by fog, not tinted
2540 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2541 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2545 if (mode == SHADERMODE_FLATCOLOR)
2547 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2549 else if (mode == SHADERMODE_LIGHTDIRECTION)
2551 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]);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2553 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);
2554 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2555 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2556 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2557 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2563 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);
2564 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2567 // additive passes are only darkened by fog, not tinted
2568 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2569 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2571 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2572 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);
2573 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2574 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2575 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2576 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2577 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2578 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2579 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2580 if (mode == SHADERMODE_WATER)
2581 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2583 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2584 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2586 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));
2587 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2588 if (rsurface.texture->pantstexture)
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2592 if (rsurface.texture->shirttexture)
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2595 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2596 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2597 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2598 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2599 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2600 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2601 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2602 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2603 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2604 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2606 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2607 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2608 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2609 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2611 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2612 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2613 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2614 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2615 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2616 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2617 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2618 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2619 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2620 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2621 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2622 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2623 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2624 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2625 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2626 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2627 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2628 if (rsurfacepass == RSURFPASS_BACKGROUND)
2630 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2631 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2632 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2636 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2638 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2639 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2640 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2641 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2643 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2644 if (rsurface.rtlight)
2646 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2647 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2652 case RENDERPATH_D3D10:
2653 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2655 case RENDERPATH_D3D11:
2656 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2658 case RENDERPATH_GL20:
2659 case RENDERPATH_GLES2:
2660 if (!vid.useinterleavedarrays)
2662 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);
2663 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2664 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2665 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2666 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2667 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2668 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2669 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2670 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2671 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2672 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2676 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);
2677 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2679 // this has to be after RSurf_PrepareVerticesForBatch
2680 if (rsurface.batchskeletaltransform3x4)
2681 permutation |= SHADERPERMUTATION_SKELETAL;
2682 R_SetupShader_SetPermutationGLSL(mode, permutation);
2683 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2684 if (mode == SHADERMODE_LIGHTSOURCE)
2686 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2687 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2688 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2689 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2690 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2691 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);
2693 // additive passes are only darkened by fog, not tinted
2694 if (r_glsl_permutation->loc_FogColor >= 0)
2695 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2696 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);
2700 if (mode == SHADERMODE_FLATCOLOR)
2702 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2704 else if (mode == SHADERMODE_LIGHTDIRECTION)
2706 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]);
2707 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]);
2708 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);
2709 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2710 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2711 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]);
2712 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]);
2716 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]);
2717 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]);
2718 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);
2719 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2720 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2722 // additive passes are only darkened by fog, not tinted
2723 if (r_glsl_permutation->loc_FogColor >= 0)
2725 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2726 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2728 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2730 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);
2731 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]);
2732 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]);
2733 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]);
2734 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]);
2735 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2736 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2737 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);
2738 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]);
2740 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2741 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2742 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2743 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]);
2744 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]);
2746 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2747 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));
2748 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2749 if (r_glsl_permutation->loc_Color_Pants >= 0)
2751 if (rsurface.texture->pantstexture)
2752 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2754 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2756 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2758 if (rsurface.texture->shirttexture)
2759 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2761 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2763 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]);
2764 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2765 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2766 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2767 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2768 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2769 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2770 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2771 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2773 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);
2774 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2775 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]);
2776 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2777 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);}
2778 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2780 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2781 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2782 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2783 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2784 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2785 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2786 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2787 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2788 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2789 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2790 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2791 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2792 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2793 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2794 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);
2795 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2796 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2797 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2798 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2799 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2800 if (rsurfacepass == RSURFPASS_BACKGROUND)
2802 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);
2803 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);
2804 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);
2808 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);
2810 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2811 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2812 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2813 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2815 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2816 if (rsurface.rtlight)
2818 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2819 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2822 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2823 if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.batchskeletalnumtransforms > 0)
2824 qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.batchskeletalnumtransforms*3, rsurface.batchskeletaltransform3x4);
2827 case RENDERPATH_GL11:
2828 case RENDERPATH_GL13:
2829 case RENDERPATH_GLES1:
2831 case RENDERPATH_SOFT:
2832 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);
2833 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2834 R_SetupShader_SetPermutationSoft(mode, permutation);
2835 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2836 if (mode == SHADERMODE_LIGHTSOURCE)
2838 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2839 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2840 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2845 // additive passes are only darkened by fog, not tinted
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2847 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2851 if (mode == SHADERMODE_FLATCOLOR)
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2855 else if (mode == SHADERMODE_LIGHTDIRECTION)
2857 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]);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2859 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);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2862 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]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2869 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);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2873 // additive passes are only darkened by fog, not tinted
2874 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2878 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);
2879 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]);
2880 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]);
2881 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]);
2882 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]);
2883 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2884 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2885 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2886 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2888 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2889 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2890 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2891 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2892 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]);
2894 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2895 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));
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2897 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2899 if (rsurface.texture->pantstexture)
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2904 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2906 if (rsurface.texture->shirttexture)
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2911 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2915 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2916 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2917 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2918 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2919 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2922 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2923 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2924 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2926 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2927 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2928 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2929 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2930 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2931 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2934 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2935 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2936 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2937 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2938 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2939 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2940 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2941 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2942 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2943 if (rsurfacepass == RSURFPASS_BACKGROUND)
2945 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2946 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2947 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2951 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2954 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2955 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2956 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2958 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2959 if (rsurface.rtlight)
2961 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2962 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2969 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2971 // select a permutation of the lighting shader appropriate to this
2972 // combination of texture, entity, light source, and fogging, only use the
2973 // minimum features necessary to avoid wasting rendering time in the
2974 // fragment shader on features that are not being used
2975 unsigned int permutation = 0;
2976 unsigned int mode = 0;
2977 const float *lightcolorbase = rtlight->currentcolor;
2978 float ambientscale = rtlight->ambientscale;
2979 float diffusescale = rtlight->diffusescale;
2980 float specularscale = rtlight->specularscale;
2981 // this is the location of the light in view space
2982 vec3_t viewlightorigin;
2983 // this transforms from view space (camera) to light space (cubemap)
2984 matrix4x4_t viewtolight;
2985 matrix4x4_t lighttoview;
2986 float viewtolight16f[16];
2988 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2989 if (rtlight->currentcubemap != r_texture_whitecube)
2990 permutation |= SHADERPERMUTATION_CUBEFILTER;
2991 if (diffusescale > 0)
2992 permutation |= SHADERPERMUTATION_DIFFUSE;
2993 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2994 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2995 if (r_shadow_usingshadowmap2d)
2997 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2998 if (r_shadow_shadowmapvsdct)
2999 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3001 if (r_shadow_shadowmap2ddepthbuffer)
3002 permutation |= SHADERPERMUTATION_DEPTHRGB;
3004 if (vid.allowalphatocoverage)
3005 GL_AlphaToCoverage(false);
3006 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3007 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3008 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3009 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3010 switch(vid.renderpath)
3012 case RENDERPATH_D3D9:
3014 R_SetupShader_SetPermutationHLSL(mode, permutation);
3015 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3016 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3017 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3018 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3019 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3020 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3021 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3022 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);
3023 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3024 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3026 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3027 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3028 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3029 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3030 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3033 case RENDERPATH_D3D10:
3034 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3036 case RENDERPATH_D3D11:
3037 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3039 case RENDERPATH_GL20:
3040 case RENDERPATH_GLES2:
3041 R_SetupShader_SetPermutationGLSL(mode, permutation);
3042 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3043 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3044 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3045 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3046 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3047 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]);
3048 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]);
3049 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);
3050 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]);
3051 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3053 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3054 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3055 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3056 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3057 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3059 case RENDERPATH_GL11:
3060 case RENDERPATH_GL13:
3061 case RENDERPATH_GLES1:
3063 case RENDERPATH_SOFT:
3064 R_SetupShader_SetPermutationGLSL(mode, permutation);
3065 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3066 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3067 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3068 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3069 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3070 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3071 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]);
3072 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);
3073 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3074 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3076 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3077 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3078 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3079 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3080 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3085 #define SKINFRAME_HASH 1024
3089 int loadsequence; // incremented each level change
3090 memexpandablearray_t array;
3091 skinframe_t *hash[SKINFRAME_HASH];
3094 r_skinframe_t r_skinframe;
3096 void R_SkinFrame_PrepareForPurge(void)
3098 r_skinframe.loadsequence++;
3099 // wrap it without hitting zero
3100 if (r_skinframe.loadsequence >= 200)
3101 r_skinframe.loadsequence = 1;
3104 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3108 // mark the skinframe as used for the purging code
3109 skinframe->loadsequence = r_skinframe.loadsequence;
3112 void R_SkinFrame_Purge(void)
3116 for (i = 0;i < SKINFRAME_HASH;i++)
3118 for (s = r_skinframe.hash[i];s;s = s->next)
3120 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3122 if (s->merged == s->base)
3124 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3125 R_PurgeTexture(s->stain );s->stain = NULL;
3126 R_PurgeTexture(s->merged);s->merged = NULL;
3127 R_PurgeTexture(s->base );s->base = NULL;
3128 R_PurgeTexture(s->pants );s->pants = NULL;
3129 R_PurgeTexture(s->shirt );s->shirt = NULL;
3130 R_PurgeTexture(s->nmap );s->nmap = NULL;
3131 R_PurgeTexture(s->gloss );s->gloss = NULL;
3132 R_PurgeTexture(s->glow );s->glow = NULL;
3133 R_PurgeTexture(s->fog );s->fog = NULL;
3134 R_PurgeTexture(s->reflect);s->reflect = NULL;
3135 s->loadsequence = 0;
3141 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3143 char basename[MAX_QPATH];
3145 Image_StripImageExtension(name, basename, sizeof(basename));
3147 if( last == NULL ) {
3149 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3150 item = r_skinframe.hash[hashindex];
3155 // linearly search through the hash bucket
3156 for( ; item ; item = item->next ) {
3157 if( !strcmp( item->basename, basename ) ) {
3164 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3168 char basename[MAX_QPATH];
3170 Image_StripImageExtension(name, basename, sizeof(basename));
3172 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3173 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3174 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3178 rtexture_t *dyntexture;
3179 // check whether its a dynamic texture
3180 dyntexture = CL_GetDynTexture( basename );
3181 if (!add && !dyntexture)
3183 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3184 memset(item, 0, sizeof(*item));
3185 strlcpy(item->basename, basename, sizeof(item->basename));
3186 item->base = dyntexture; // either NULL or dyntexture handle
3187 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3188 item->comparewidth = comparewidth;
3189 item->compareheight = compareheight;
3190 item->comparecrc = comparecrc;
3191 item->next = r_skinframe.hash[hashindex];
3192 r_skinframe.hash[hashindex] = item;
3194 else if (textureflags & TEXF_FORCE_RELOAD)
3196 rtexture_t *dyntexture;
3197 // check whether its a dynamic texture
3198 dyntexture = CL_GetDynTexture( basename );
3199 if (!add && !dyntexture)
3201 if (item->merged == item->base)
3202 item->merged = NULL;
3203 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3204 R_PurgeTexture(item->stain );item->stain = NULL;
3205 R_PurgeTexture(item->merged);item->merged = NULL;
3206 R_PurgeTexture(item->base );item->base = NULL;
3207 R_PurgeTexture(item->pants );item->pants = NULL;
3208 R_PurgeTexture(item->shirt );item->shirt = NULL;
3209 R_PurgeTexture(item->nmap );item->nmap = NULL;
3210 R_PurgeTexture(item->gloss );item->gloss = NULL;
3211 R_PurgeTexture(item->glow );item->glow = NULL;
3212 R_PurgeTexture(item->fog );item->fog = NULL;
3213 R_PurgeTexture(item->reflect);item->reflect = NULL;
3214 item->loadsequence = 0;
3216 else if( item->base == NULL )
3218 rtexture_t *dyntexture;
3219 // check whether its a dynamic texture
3220 // 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]
3221 dyntexture = CL_GetDynTexture( basename );
3222 item->base = dyntexture; // either NULL or dyntexture handle
3225 R_SkinFrame_MarkUsed(item);
3229 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3231 unsigned long long avgcolor[5], wsum; \
3239 for(pix = 0; pix < cnt; ++pix) \
3242 for(comp = 0; comp < 3; ++comp) \
3244 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3247 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3249 for(comp = 0; comp < 3; ++comp) \
3250 avgcolor[comp] += getpixel * w; \
3253 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3254 avgcolor[4] += getpixel; \
3256 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3258 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3259 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3260 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3261 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3264 extern cvar_t gl_picmip;
3265 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3268 unsigned char *pixels;
3269 unsigned char *bumppixels;
3270 unsigned char *basepixels = NULL;
3271 int basepixels_width = 0;
3272 int basepixels_height = 0;
3273 skinframe_t *skinframe;
3274 rtexture_t *ddsbase = NULL;
3275 qboolean ddshasalpha = false;
3276 float ddsavgcolor[4];
3277 char basename[MAX_QPATH];
3278 int miplevel = R_PicmipForFlags(textureflags);
3279 int savemiplevel = miplevel;
3283 if (cls.state == ca_dedicated)
3286 // return an existing skinframe if already loaded
3287 // if loading of the first image fails, don't make a new skinframe as it
3288 // would cause all future lookups of this to be missing
3289 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3290 if (skinframe && skinframe->base)
3293 Image_StripImageExtension(name, basename, sizeof(basename));
3295 // check for DDS texture file first
3296 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3298 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3299 if (basepixels == NULL)
3303 // FIXME handle miplevel
3305 if (developer_loading.integer)
3306 Con_Printf("loading skin \"%s\"\n", name);
3308 // we've got some pixels to store, so really allocate this new texture now
3310 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3311 textureflags &= ~TEXF_FORCE_RELOAD;
3312 skinframe->stain = NULL;
3313 skinframe->merged = NULL;
3314 skinframe->base = NULL;
3315 skinframe->pants = NULL;
3316 skinframe->shirt = NULL;
3317 skinframe->nmap = NULL;
3318 skinframe->gloss = NULL;
3319 skinframe->glow = NULL;
3320 skinframe->fog = NULL;
3321 skinframe->reflect = NULL;
3322 skinframe->hasalpha = false;
3326 skinframe->base = ddsbase;
3327 skinframe->hasalpha = ddshasalpha;
3328 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3329 if (r_loadfog && skinframe->hasalpha)
3330 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);
3331 //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]);
3335 basepixels_width = image_width;
3336 basepixels_height = image_height;
3337 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);
3338 if (textureflags & TEXF_ALPHA)
3340 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3342 if (basepixels[j] < 255)
3344 skinframe->hasalpha = true;
3348 if (r_loadfog && skinframe->hasalpha)
3350 // has transparent pixels
3351 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3352 for (j = 0;j < image_width * image_height * 4;j += 4)
3357 pixels[j+3] = basepixels[j+3];
3359 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);
3363 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3365 //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]);
3366 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3367 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3368 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3369 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3375 mymiplevel = savemiplevel;
3376 if (r_loadnormalmap)
3377 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);
3378 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3380 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3381 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3382 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3383 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3386 // _norm is the name used by tenebrae and has been adopted as standard
3387 if (r_loadnormalmap && skinframe->nmap == NULL)
3389 mymiplevel = savemiplevel;
3390 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3392 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);
3396 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3398 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3399 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3400 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);
3402 Mem_Free(bumppixels);
3404 else if (r_shadow_bumpscale_basetexture.value > 0)
3406 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3407 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3408 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);
3412 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3413 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3417 // _luma is supported only for tenebrae compatibility
3418 // _glow is the preferred name
3419 mymiplevel = savemiplevel;
3420 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))))
3422 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);
3424 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3425 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3427 Mem_Free(pixels);pixels = NULL;
3430 mymiplevel = savemiplevel;
3431 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3433 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);
3435 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3436 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3442 mymiplevel = savemiplevel;
3443 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3445 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);
3447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3448 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3454 mymiplevel = savemiplevel;
3455 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3457 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);
3459 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3460 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3466 mymiplevel = savemiplevel;
3467 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3469 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);
3471 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3472 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3479 Mem_Free(basepixels);
3484 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3485 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3488 unsigned char *temp1, *temp2;
3489 skinframe_t *skinframe;
3492 if (cls.state == ca_dedicated)
3495 // if already loaded just return it, otherwise make a new skinframe
3496 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3497 if (skinframe->base)
3499 textureflags &= ~TEXF_FORCE_RELOAD;
3501 skinframe->stain = NULL;
3502 skinframe->merged = NULL;
3503 skinframe->base = NULL;
3504 skinframe->pants = NULL;
3505 skinframe->shirt = NULL;
3506 skinframe->nmap = NULL;
3507 skinframe->gloss = NULL;
3508 skinframe->glow = NULL;
3509 skinframe->fog = NULL;
3510 skinframe->reflect = NULL;
3511 skinframe->hasalpha = false;
3513 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3517 if (developer_loading.integer)
3518 Con_Printf("loading 32bit skin \"%s\"\n", name);
3520 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3522 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3523 temp2 = temp1 + width * height * 4;
3524 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3525 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);
3528 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3529 if (textureflags & TEXF_ALPHA)
3531 for (i = 3;i < width * height * 4;i += 4)
3533 if (skindata[i] < 255)
3535 skinframe->hasalpha = true;
3539 if (r_loadfog && skinframe->hasalpha)
3541 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3542 memcpy(fogpixels, skindata, width * height * 4);
3543 for (i = 0;i < width * height * 4;i += 4)
3544 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3545 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3546 Mem_Free(fogpixels);
3550 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3551 //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]);
3556 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3560 skinframe_t *skinframe;
3562 if (cls.state == ca_dedicated)
3565 // if already loaded just return it, otherwise make a new skinframe
3566 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3567 if (skinframe->base)
3569 //textureflags &= ~TEXF_FORCE_RELOAD;
3571 skinframe->stain = NULL;
3572 skinframe->merged = NULL;
3573 skinframe->base = NULL;
3574 skinframe->pants = NULL;
3575 skinframe->shirt = NULL;
3576 skinframe->nmap = NULL;
3577 skinframe->gloss = NULL;
3578 skinframe->glow = NULL;
3579 skinframe->fog = NULL;
3580 skinframe->reflect = NULL;
3581 skinframe->hasalpha = false;
3583 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3587 if (developer_loading.integer)
3588 Con_Printf("loading quake skin \"%s\"\n", name);
3590 // 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)
3591 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3592 memcpy(skinframe->qpixels, skindata, width*height);
3593 skinframe->qwidth = width;
3594 skinframe->qheight = height;
3597 for (i = 0;i < width * height;i++)
3598 featuresmask |= palette_featureflags[skindata[i]];
3600 skinframe->hasalpha = false;
3601 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3602 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3603 skinframe->qgeneratemerged = true;
3604 skinframe->qgeneratebase = skinframe->qhascolormapping;
3605 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3607 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3608 //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]);
3613 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3617 unsigned char *skindata;
3620 if (!skinframe->qpixels)
3623 if (!skinframe->qhascolormapping)
3624 colormapped = false;
3628 if (!skinframe->qgeneratebase)
3633 if (!skinframe->qgeneratemerged)
3637 width = skinframe->qwidth;
3638 height = skinframe->qheight;
3639 skindata = skinframe->qpixels;
3641 if (skinframe->qgeneratenmap)
3643 unsigned char *temp1, *temp2;
3644 skinframe->qgeneratenmap = false;
3645 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3646 temp2 = temp1 + width * height * 4;
3647 // use either a custom palette or the quake palette
3648 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3649 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3650 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);
3654 if (skinframe->qgenerateglow)
3656 skinframe->qgenerateglow = false;
3657 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
3662 skinframe->qgeneratebase = false;
3663 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);
3664 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);
3665 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);
3669 skinframe->qgeneratemerged = false;
3670 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);
3673 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3675 Mem_Free(skinframe->qpixels);
3676 skinframe->qpixels = NULL;
3680 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)
3683 skinframe_t *skinframe;
3686 if (cls.state == ca_dedicated)
3689 // if already loaded just return it, otherwise make a new skinframe
3690 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3691 if (skinframe->base)
3693 textureflags &= ~TEXF_FORCE_RELOAD;
3695 skinframe->stain = NULL;
3696 skinframe->merged = NULL;
3697 skinframe->base = NULL;
3698 skinframe->pants = NULL;
3699 skinframe->shirt = NULL;
3700 skinframe->nmap = NULL;
3701 skinframe->gloss = NULL;
3702 skinframe->glow = NULL;
3703 skinframe->fog = NULL;
3704 skinframe->reflect = NULL;
3705 skinframe->hasalpha = false;
3707 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3711 if (developer_loading.integer)
3712 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3714 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3715 if (textureflags & TEXF_ALPHA)
3717 for (i = 0;i < width * height;i++)
3719 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3721 skinframe->hasalpha = true;
3725 if (r_loadfog && skinframe->hasalpha)
3726 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3729 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3730 //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]);
3735 skinframe_t *R_SkinFrame_LoadMissing(void)
3737 skinframe_t *skinframe;
3739 if (cls.state == ca_dedicated)
3742 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3743 skinframe->stain = NULL;
3744 skinframe->merged = NULL;
3745 skinframe->base = NULL;
3746 skinframe->pants = NULL;
3747 skinframe->shirt = NULL;
3748 skinframe->nmap = NULL;
3749 skinframe->gloss = NULL;
3750 skinframe->glow = NULL;
3751 skinframe->fog = NULL;
3752 skinframe->reflect = NULL;
3753 skinframe->hasalpha = false;
3755 skinframe->avgcolor[0] = rand() / RAND_MAX;
3756 skinframe->avgcolor[1] = rand() / RAND_MAX;
3757 skinframe->avgcolor[2] = rand() / RAND_MAX;
3758 skinframe->avgcolor[3] = 1;
3763 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3764 typedef struct suffixinfo_s
3767 qboolean flipx, flipy, flipdiagonal;
3770 static suffixinfo_t suffix[3][6] =
3773 {"px", false, false, false},
3774 {"nx", false, false, false},
3775 {"py", false, false, false},
3776 {"ny", false, false, false},
3777 {"pz", false, false, false},
3778 {"nz", false, false, false}
3781 {"posx", false, false, false},
3782 {"negx", false, false, false},
3783 {"posy", false, false, false},
3784 {"negy", false, false, false},
3785 {"posz", false, false, false},
3786 {"negz", false, false, false}
3789 {"rt", true, false, true},
3790 {"lf", false, true, true},
3791 {"ft", true, true, false},
3792 {"bk", false, false, false},
3793 {"up", true, false, true},
3794 {"dn", true, false, true}
3798 static int componentorder[4] = {0, 1, 2, 3};
3800 static rtexture_t *R_LoadCubemap(const char *basename)
3802 int i, j, cubemapsize;
3803 unsigned char *cubemappixels, *image_buffer;
3804 rtexture_t *cubemaptexture;
3806 // must start 0 so the first loadimagepixels has no requested width/height
3808 cubemappixels = NULL;
3809 cubemaptexture = NULL;
3810 // keep trying different suffix groups (posx, px, rt) until one loads
3811 for (j = 0;j < 3 && !cubemappixels;j++)
3813 // load the 6 images in the suffix group
3814 for (i = 0;i < 6;i++)
3816 // generate an image name based on the base and and suffix
3817 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3819 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3821 // an image loaded, make sure width and height are equal
3822 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3824 // if this is the first image to load successfully, allocate the cubemap memory
3825 if (!cubemappixels && image_width >= 1)
3827 cubemapsize = image_width;
3828 // note this clears to black, so unavailable sides are black
3829 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3831 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3833 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);
3836 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3838 Mem_Free(image_buffer);
3842 // if a cubemap loaded, upload it
3845 if (developer_loading.integer)
3846 Con_Printf("loading cubemap \"%s\"\n", basename);
3848 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);
3849 Mem_Free(cubemappixels);
3853 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3854 if (developer_loading.integer)
3856 Con_Printf("(tried tried images ");
3857 for (j = 0;j < 3;j++)
3858 for (i = 0;i < 6;i++)
3859 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3860 Con_Print(" and was unable to find any of them).\n");
3863 return cubemaptexture;
3866 rtexture_t *R_GetCubemap(const char *basename)
3869 for (i = 0;i < r_texture_numcubemaps;i++)
3870 if (r_texture_cubemaps[i] != NULL)
3871 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3872 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3873 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3874 return r_texture_whitecube;
3875 r_texture_numcubemaps++;
3876 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3877 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3878 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3879 return r_texture_cubemaps[i]->texture;
3882 static void R_Main_FreeViewCache(void)
3884 if (r_refdef.viewcache.entityvisible)
3885 Mem_Free(r_refdef.viewcache.entityvisible);
3886 if (r_refdef.viewcache.world_pvsbits)
3887 Mem_Free(r_refdef.viewcache.world_pvsbits);
3888 if (r_refdef.viewcache.world_leafvisible)
3889 Mem_Free(r_refdef.viewcache.world_leafvisible);
3890 if (r_refdef.viewcache.world_surfacevisible)
3891 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3892 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3895 static void R_Main_ResizeViewCache(void)
3897 int numentities = r_refdef.scene.numentities;
3898 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3899 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3900 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3901 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3902 if (r_refdef.viewcache.maxentities < numentities)
3904 r_refdef.viewcache.maxentities = numentities;
3905 if (r_refdef.viewcache.entityvisible)
3906 Mem_Free(r_refdef.viewcache.entityvisible);
3907 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3909 if (r_refdef.viewcache.world_numclusters != numclusters)
3911 r_refdef.viewcache.world_numclusters = numclusters;
3912 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3913 if (r_refdef.viewcache.world_pvsbits)
3914 Mem_Free(r_refdef.viewcache.world_pvsbits);
3915 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3917 if (r_refdef.viewcache.world_numleafs != numleafs)
3919 r_refdef.viewcache.world_numleafs = numleafs;
3920 if (r_refdef.viewcache.world_leafvisible)
3921 Mem_Free(r_refdef.viewcache.world_leafvisible);
3922 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3924 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3926 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3927 if (r_refdef.viewcache.world_surfacevisible)
3928 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3929 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3933 extern rtexture_t *loadingscreentexture;
3934 static void gl_main_start(void)
3936 loadingscreentexture = NULL;
3937 r_texture_blanknormalmap = NULL;
3938 r_texture_white = NULL;
3939 r_texture_grey128 = NULL;
3940 r_texture_black = NULL;
3941 r_texture_whitecube = NULL;
3942 r_texture_normalizationcube = NULL;
3943 r_texture_fogattenuation = NULL;
3944 r_texture_fogheighttexture = NULL;
3945 r_texture_gammaramps = NULL;
3946 r_texture_numcubemaps = 0;
3948 r_loaddds = r_texture_dds_load.integer != 0;
3949 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3951 switch(vid.renderpath)
3953 case RENDERPATH_GL20:
3954 case RENDERPATH_D3D9:
3955 case RENDERPATH_D3D10:
3956 case RENDERPATH_D3D11:
3957 case RENDERPATH_SOFT:
3958 case RENDERPATH_GLES2:
3959 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3960 Cvar_SetValueQuick(&gl_combine, 1);
3961 Cvar_SetValueQuick(&r_glsl, 1);
3962 r_loadnormalmap = true;
3966 case RENDERPATH_GL13:
3967 case RENDERPATH_GLES1:
3968 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3969 Cvar_SetValueQuick(&gl_combine, 1);
3970 Cvar_SetValueQuick(&r_glsl, 0);
3971 r_loadnormalmap = false;
3972 r_loadgloss = false;
3975 case RENDERPATH_GL11:
3976 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3977 Cvar_SetValueQuick(&gl_combine, 0);
3978 Cvar_SetValueQuick(&r_glsl, 0);
3979 r_loadnormalmap = false;
3980 r_loadgloss = false;
3986 R_FrameData_Reset();
3990 memset(r_queries, 0, sizeof(r_queries));
3992 r_qwskincache = NULL;
3993 r_qwskincache_size = 0;
3995 // due to caching of texture_t references, the collision cache must be reset
3996 Collision_Cache_Reset(true);
3998 // set up r_skinframe loading system for textures
3999 memset(&r_skinframe, 0, sizeof(r_skinframe));
4000 r_skinframe.loadsequence = 1;
4001 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4003 r_main_texturepool = R_AllocTexturePool();
4004 R_BuildBlankTextures();
4006 if (vid.support.arb_texture_cube_map)
4009 R_BuildNormalizationCube();
4011 r_texture_fogattenuation = NULL;
4012 r_texture_fogheighttexture = NULL;
4013 r_texture_gammaramps = NULL;
4014 //r_texture_fogintensity = NULL;
4015 memset(&r_fb, 0, sizeof(r_fb));
4016 r_glsl_permutation = NULL;
4017 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4018 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4019 glslshaderstring = NULL;
4021 r_hlsl_permutation = NULL;
4022 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4023 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4025 hlslshaderstring = NULL;
4026 memset(&r_svbsp, 0, sizeof (r_svbsp));
4028 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4029 r_texture_numcubemaps = 0;
4031 r_refdef.fogmasktable_density = 0;
4034 static void gl_main_shutdown(void)
4037 R_FrameData_Reset();
4039 R_Main_FreeViewCache();
4041 switch(vid.renderpath)
4043 case RENDERPATH_GL11:
4044 case RENDERPATH_GL13:
4045 case RENDERPATH_GL20:
4046 case RENDERPATH_GLES1:
4047 case RENDERPATH_GLES2:
4048 #ifdef GL_SAMPLES_PASSED_ARB
4050 qglDeleteQueriesARB(r_maxqueries, r_queries);
4053 case RENDERPATH_D3D9:
4054 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4056 case RENDERPATH_D3D10:
4057 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4059 case RENDERPATH_D3D11:
4060 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4062 case RENDERPATH_SOFT:
4068 memset(r_queries, 0, sizeof(r_queries));
4070 r_qwskincache = NULL;
4071 r_qwskincache_size = 0;
4073 // clear out the r_skinframe state
4074 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4075 memset(&r_skinframe, 0, sizeof(r_skinframe));
4078 Mem_Free(r_svbsp.nodes);
4079 memset(&r_svbsp, 0, sizeof (r_svbsp));
4080 R_FreeTexturePool(&r_main_texturepool);
4081 loadingscreentexture = NULL;
4082 r_texture_blanknormalmap = NULL;
4083 r_texture_white = NULL;
4084 r_texture_grey128 = NULL;
4085 r_texture_black = NULL;
4086 r_texture_whitecube = NULL;
4087 r_texture_normalizationcube = NULL;
4088 r_texture_fogattenuation = NULL;
4089 r_texture_fogheighttexture = NULL;
4090 r_texture_gammaramps = NULL;
4091 r_texture_numcubemaps = 0;
4092 //r_texture_fogintensity = NULL;
4093 memset(&r_fb, 0, sizeof(r_fb));
4096 r_glsl_permutation = NULL;
4097 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4098 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4099 glslshaderstring = NULL;
4101 r_hlsl_permutation = NULL;
4102 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4103 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4105 hlslshaderstring = NULL;
4108 static void gl_main_newmap(void)
4110 // FIXME: move this code to client
4111 char *entities, entname[MAX_QPATH];
4113 Mem_Free(r_qwskincache);
4114 r_qwskincache = NULL;
4115 r_qwskincache_size = 0;
4118 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4119 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4121 CL_ParseEntityLump(entities);
4125 if (cl.worldmodel->brush.entities)
4126 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4128 R_Main_FreeViewCache();
4130 R_FrameData_Reset();
4133 void GL_Main_Init(void)
4135 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4137 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4138 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4139 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4140 if (gamemode == GAME_NEHAHRA)
4142 Cvar_RegisterVariable (&gl_fogenable);
4143 Cvar_RegisterVariable (&gl_fogdensity);
4144 Cvar_RegisterVariable (&gl_fogred);
4145 Cvar_RegisterVariable (&gl_foggreen);
4146 Cvar_RegisterVariable (&gl_fogblue);
4147 Cvar_RegisterVariable (&gl_fogstart);
4148 Cvar_RegisterVariable (&gl_fogend);
4149 Cvar_RegisterVariable (&gl_skyclip);
4151 Cvar_RegisterVariable(&r_motionblur);
4152 Cvar_RegisterVariable(&r_damageblur);
4153 Cvar_RegisterVariable(&r_motionblur_averaging);
4154 Cvar_RegisterVariable(&r_motionblur_randomize);
4155 Cvar_RegisterVariable(&r_motionblur_minblur);
4156 Cvar_RegisterVariable(&r_motionblur_maxblur);
4157 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4158 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4159 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4160 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4161 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4162 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4163 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4164 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4165 Cvar_RegisterVariable(&r_equalize_entities_by);
4166 Cvar_RegisterVariable(&r_equalize_entities_to);
4167 Cvar_RegisterVariable(&r_depthfirst);
4168 Cvar_RegisterVariable(&r_useinfinitefarclip);
4169 Cvar_RegisterVariable(&r_farclip_base);
4170 Cvar_RegisterVariable(&r_farclip_world);
4171 Cvar_RegisterVariable(&r_nearclip);
4172 Cvar_RegisterVariable(&r_deformvertexes);
4173 Cvar_RegisterVariable(&r_transparent);
4174 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4175 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4176 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4177 Cvar_RegisterVariable(&r_showoverdraw);
4178 Cvar_RegisterVariable(&r_showbboxes);
4179 Cvar_RegisterVariable(&r_showsurfaces);
4180 Cvar_RegisterVariable(&r_showtris);
4181 Cvar_RegisterVariable(&r_shownormals);
4182 Cvar_RegisterVariable(&r_showlighting);
4183 Cvar_RegisterVariable(&r_showshadowvolumes);
4184 Cvar_RegisterVariable(&r_showcollisionbrushes);
4185 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4186 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4187 Cvar_RegisterVariable(&r_showdisabledepthtest);
4188 Cvar_RegisterVariable(&r_drawportals);
4189 Cvar_RegisterVariable(&r_drawentities);
4190 Cvar_RegisterVariable(&r_draw2d);
4191 Cvar_RegisterVariable(&r_drawworld);
4192 Cvar_RegisterVariable(&r_cullentities_trace);
4193 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4194 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4195 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4196 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4197 Cvar_RegisterVariable(&r_sortentities);
4198 Cvar_RegisterVariable(&r_drawviewmodel);
4199 Cvar_RegisterVariable(&r_drawexteriormodel);
4200 Cvar_RegisterVariable(&r_speeds);
4201 Cvar_RegisterVariable(&r_fullbrights);
4202 Cvar_RegisterVariable(&r_wateralpha);
4203 Cvar_RegisterVariable(&r_dynamic);
4204 Cvar_RegisterVariable(&r_fakelight);
4205 Cvar_RegisterVariable(&r_fakelight_intensity);
4206 Cvar_RegisterVariable(&r_fullbright);
4207 Cvar_RegisterVariable(&r_shadows);
4208 Cvar_RegisterVariable(&r_shadows_darken);
4209 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4210 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4211 Cvar_RegisterVariable(&r_shadows_throwdistance);
4212 Cvar_RegisterVariable(&r_shadows_throwdirection);
4213 Cvar_RegisterVariable(&r_shadows_focus);
4214 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4215 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4216 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4217 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4218 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4219 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4220 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4221 Cvar_RegisterVariable(&r_fog_exp2);
4222 Cvar_RegisterVariable(&r_fog_clear);
4223 Cvar_RegisterVariable(&r_drawfog);
4224 Cvar_RegisterVariable(&r_transparentdepthmasking);
4225 Cvar_RegisterVariable(&r_transparent_sortmindist);
4226 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4227 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4228 Cvar_RegisterVariable(&r_texture_dds_load);
4229 Cvar_RegisterVariable(&r_texture_dds_save);
4230 Cvar_RegisterVariable(&r_textureunits);
4231 Cvar_RegisterVariable(&gl_combine);
4232 Cvar_RegisterVariable(&r_usedepthtextures);
4233 Cvar_RegisterVariable(&r_viewfbo);
4234 Cvar_RegisterVariable(&r_viewscale);
4235 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4236 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4237 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4238 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4239 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4240 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4241 Cvar_RegisterVariable(&r_glsl);
4242 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4243 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4244 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4245 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4246 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4247 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4248 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4250 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4251 Cvar_RegisterVariable(&r_glsl_postprocess);
4252 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4253 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4254 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4255 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4256 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4257 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4259 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4260 Cvar_RegisterVariable(&r_celshading);
4261 Cvar_RegisterVariable(&r_celoutlines);
4263 Cvar_RegisterVariable(&r_water);
4264 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4265 Cvar_RegisterVariable(&r_water_clippingplanebias);
4266 Cvar_RegisterVariable(&r_water_refractdistort);
4267 Cvar_RegisterVariable(&r_water_reflectdistort);
4268 Cvar_RegisterVariable(&r_water_scissormode);
4269 Cvar_RegisterVariable(&r_water_lowquality);
4270 Cvar_RegisterVariable(&r_water_hideplayer);
4271 Cvar_RegisterVariable(&r_water_fbo);
4273 Cvar_RegisterVariable(&r_lerpsprites);
4274 Cvar_RegisterVariable(&r_lerpmodels);
4275 Cvar_RegisterVariable(&r_lerplightstyles);
4276 Cvar_RegisterVariable(&r_waterscroll);
4277 Cvar_RegisterVariable(&r_bloom);
4278 Cvar_RegisterVariable(&r_bloom_colorscale);
4279 Cvar_RegisterVariable(&r_bloom_brighten);
4280 Cvar_RegisterVariable(&r_bloom_blur);
4281 Cvar_RegisterVariable(&r_bloom_resolution);
4282 Cvar_RegisterVariable(&r_bloom_colorexponent);
4283 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4284 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4285 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4286 Cvar_RegisterVariable(&r_hdr_glowintensity);
4287 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4288 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4289 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4294 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4295 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4296 Cvar_RegisterVariable(&developer_texturelogging);
4297 Cvar_RegisterVariable(&gl_lightmaps);
4298 Cvar_RegisterVariable(&r_test);
4299 Cvar_RegisterVariable(&r_batch_multidraw);
4300 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4301 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4302 Cvar_RegisterVariable(&r_glsl_skeletal);
4303 Cvar_RegisterVariable(&r_glsl_saturation);
4304 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4305 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4306 Cvar_RegisterVariable(&r_framedatasize);
4307 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4308 Cvar_SetValue("r_fullbrights", 0);
4309 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4312 void Render_Init(void)
4325 R_LightningBeams_Init();
4335 extern char *ENGINE_EXTENSIONS;
4338 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4339 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4340 gl_version = (const char *)qglGetString(GL_VERSION);
4341 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4345 if (!gl_platformextensions)
4346 gl_platformextensions = "";
4348 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4349 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4350 Con_Printf("GL_VERSION: %s\n", gl_version);
4351 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4352 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4354 VID_CheckExtensions();
4356 // LordHavoc: report supported extensions
4357 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4359 // clear to black (loading plaque will be seen over this)
4360 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4364 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4368 if (r_trippy.integer)
4370 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4372 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4375 p = r_refdef.view.frustum + i;
4380 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4384 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4388 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4392 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4396 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4400 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4404 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4408 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4416 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4420 if (r_trippy.integer)
4422 for (i = 0;i < numplanes;i++)
4429 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4433 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4437 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4465 //==================================================================================
4467 // LordHavoc: this stores temporary data used within the same frame
4469 typedef struct r_framedata_mem_s
4471 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4472 size_t size; // how much usable space
4473 size_t current; // how much space in use
4474 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4475 size_t wantedsize; // how much space was allocated
4476 unsigned char *data; // start of real data (16byte aligned)
4480 static r_framedata_mem_t *r_framedata_mem;
4482 void R_FrameData_Reset(void)
4484 while (r_framedata_mem)
4486 r_framedata_mem_t *next = r_framedata_mem->purge;
4487 Mem_Free(r_framedata_mem);
4488 r_framedata_mem = next;
4492 static void R_FrameData_Resize(void)
4495 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4496 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4497 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4499 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4500 newmem->wantedsize = wantedsize;
4501 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4502 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4503 newmem->current = 0;
4505 newmem->purge = r_framedata_mem;
4506 r_framedata_mem = newmem;
4510 void R_FrameData_NewFrame(void)
4512 R_FrameData_Resize();
4513 if (!r_framedata_mem)
4515 // if we ran out of space on the last frame, free the old memory now
4516 while (r_framedata_mem->purge)
4518 // repeatedly remove the second item in the list, leaving only head
4519 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4520 Mem_Free(r_framedata_mem->purge);
4521 r_framedata_mem->purge = next;
4523 // reset the current mem pointer
4524 r_framedata_mem->current = 0;
4525 r_framedata_mem->mark = 0;
4528 void *R_FrameData_Alloc(size_t size)
4532 // align to 16 byte boundary - the data pointer is already aligned, so we
4533 // only need to ensure the size of every allocation is also aligned
4534 size = (size + 15) & ~15;
4536 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4538 // emergency - we ran out of space, allocate more memory
4539 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4540 R_FrameData_Resize();
4543 data = r_framedata_mem->data + r_framedata_mem->current;
4544 r_framedata_mem->current += size;
4546 // count the usage for stats
4547 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4548 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4550 return (void *)data;
4553 void *R_FrameData_Store(size_t size, void *data)
4555 void *d = R_FrameData_Alloc(size);
4557 memcpy(d, data, size);
4561 void R_FrameData_SetMark(void)
4563 if (!r_framedata_mem)
4565 r_framedata_mem->mark = r_framedata_mem->current;
4568 void R_FrameData_ReturnToMark(void)
4570 if (!r_framedata_mem)
4572 r_framedata_mem->current = r_framedata_mem->mark;
4575 //==================================================================================
4577 // LordHavoc: animcache originally written by Echon, rewritten since then
4580 * Animation cache prevents re-generating mesh data for an animated model
4581 * multiple times in one frame for lighting, shadowing, reflections, etc.
4584 void R_AnimCache_Free(void)
4588 void R_AnimCache_ClearCache(void)
4591 entity_render_t *ent;
4593 for (i = 0;i < r_refdef.scene.numentities;i++)
4595 ent = r_refdef.scene.entities[i];
4596 ent->animcache_vertex3f = NULL;
4597 ent->animcache_normal3f = NULL;
4598 ent->animcache_svector3f = NULL;
4599 ent->animcache_tvector3f = NULL;
4600 ent->animcache_vertexmesh = NULL;
4601 ent->animcache_vertex3fbuffer = NULL;
4602 ent->animcache_vertexmeshbuffer = NULL;
4603 ent->animcache_skeletaltransform3x4 = NULL;
4607 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4611 // check if we need the meshbuffers
4612 if (!vid.useinterleavedarrays)
4615 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4616 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4617 // TODO: upload vertex3f buffer?
4618 if (ent->animcache_vertexmesh)
4620 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4621 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4622 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4623 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4624 for (i = 0;i < numvertices;i++)
4625 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4626 if (ent->animcache_svector3f)
4627 for (i = 0;i < numvertices;i++)
4628 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4629 if (ent->animcache_tvector3f)
4630 for (i = 0;i < numvertices;i++)
4631 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4632 if (ent->animcache_normal3f)
4633 for (i = 0;i < numvertices;i++)
4634 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4635 // TODO: upload vertexmeshbuffer?
4639 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4641 dp_model_t *model = ent->model;
4644 // see if this ent is worth caching
4645 if (!model || !model->Draw || !model->AnimateVertices)
4647 // nothing to cache if it contains no animations and has no skeleton
4648 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4650 // see if it is already cached for gpuskeletal
4651 if (ent->animcache_skeletaltransform3x4)
4653 // see if it is already cached as a mesh
4654 if (ent->animcache_vertex3f)
4656 // check if we need to add normals or tangents
4657 if (ent->animcache_normal3f)
4658 wantnormals = false;
4659 if (ent->animcache_svector3f)
4660 wanttangents = false;
4661 if (!wantnormals && !wanttangents)
4665 // check which kind of cache we need to generate
4666 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4668 // cache the skeleton so the vertex shader can use it
4671 const skeleton_t *skeleton = ent->skeleton;
4672 const frameblend_t *frameblend = ent->frameblend;
4673 float *boneposerelative;
4675 static float bonepose[256][12];
4676 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4677 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4678 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4679 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4680 boneposerelative = ent->animcache_skeletaltransform3x4;
4681 if (skeleton && !skeleton->relativetransforms)
4683 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4686 for (i = 0;i < model->num_bones;i++)
4688 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4689 if (model->data_bones[i].parent >= 0)
4690 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4692 memcpy(bonepose[i], m, sizeof(m));
4694 // create a relative deformation matrix to describe displacement
4695 // from the base mesh, which is used by the actual weighting
4696 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4701 for (i = 0;i < model->num_bones;i++)
4703 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4704 float lerp = frameblend[0].lerp,
4705 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4706 rx = pose7s[3] * lerp,
4707 ry = pose7s[4] * lerp,
4708 rz = pose7s[5] * lerp,
4709 rw = pose7s[6] * lerp,
4710 dx = tx*rw + ty*rz - tz*ry,
4711 dy = -tx*rz + ty*rw + tz*rx,
4712 dz = tx*ry - ty*rx + tz*rw,
4713 dw = -tx*rx - ty*ry - tz*rz,
4714 scale, sx, sy, sz, sw;
4715 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4717 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4718 float lerp = frameblend[blends].lerp,
4719 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4720 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4721 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4730 dx += tx*qw + ty*qz - tz*qy;
4731 dy += -tx*qz + ty*qw + tz*qx;
4732 dz += tx*qy - ty*qx + tz*qw;
4733 dw += -tx*qx - ty*qy - tz*qz;
4735 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4740 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4741 m[1] = 2*(sx*ry - sw*rz);
4742 m[2] = 2*(sx*rz + sw*ry);
4743 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4744 m[4] = 2*(sx*ry + sw*rz);
4745 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4746 m[6] = 2*(sy*rz - sw*rx);
4747 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4748 m[8] = 2*(sx*rz - sw*ry);
4749 m[9] = 2*(sy*rz + sw*rx);
4750 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4751 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4752 if (i == r_skeletal_debugbone.integer)
4753 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4754 m[3] *= r_skeletal_debugtranslatex.value;
4755 m[7] *= r_skeletal_debugtranslatey.value;
4756 m[11] *= r_skeletal_debugtranslatez.value;
4757 if (model->data_bones[i].parent >= 0)
4758 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4760 memcpy(bonepose[i], m, sizeof(m));
4761 // create a relative deformation matrix to describe displacement
4762 // from the base mesh, which is used by the actual weighting
4763 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4767 else if (ent->animcache_vertex3f)
4769 // mesh was already cached but we may need to add normals/tangents
4770 // (this only happens with multiple views, reflections, cameras, etc)
4771 if (wantnormals || wanttangents)
4773 numvertices = model->surfmesh.num_vertices;
4775 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4778 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4779 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4781 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4782 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4783 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4784 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4785 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4790 // generate mesh cache
4791 numvertices = model->surfmesh.num_vertices;
4792 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4794 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4797 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4798 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4800 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4801 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4802 if (wantnormals || wanttangents)
4804 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4805 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4806 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4808 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4809 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4810 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4815 void R_AnimCache_CacheVisibleEntities(void)
4818 qboolean wantnormals = true;
4819 qboolean wanttangents = !r_showsurfaces.integer;
4821 switch(vid.renderpath)
4823 case RENDERPATH_GL20:
4824 case RENDERPATH_D3D9:
4825 case RENDERPATH_D3D10:
4826 case RENDERPATH_D3D11:
4827 case RENDERPATH_GLES2:
4829 case RENDERPATH_GL11:
4830 case RENDERPATH_GL13:
4831 case RENDERPATH_GLES1:
4832 wanttangents = false;
4834 case RENDERPATH_SOFT:
4838 if (r_shownormals.integer)
4839 wanttangents = wantnormals = true;
4841 // TODO: thread this
4842 // NOTE: R_PrepareRTLights() also caches entities
4844 for (i = 0;i < r_refdef.scene.numentities;i++)
4845 if (r_refdef.viewcache.entityvisible[i])
4846 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4849 //==================================================================================
4851 extern cvar_t r_overheadsprites_pushback;
4853 static void R_View_UpdateEntityLighting (void)
4856 entity_render_t *ent;
4857 vec3_t tempdiffusenormal, avg;
4858 vec_t f, fa, fd, fdd;
4859 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4861 for (i = 0;i < r_refdef.scene.numentities;i++)
4863 ent = r_refdef.scene.entities[i];
4865 // skip unseen models
4866 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4870 if (ent->model && ent->model == cl.worldmodel)
4872 // TODO: use modellight for r_ambient settings on world?
4873 VectorSet(ent->modellight_ambient, 0, 0, 0);
4874 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4875 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4879 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4881 // aleady updated by CSQC
4882 // TODO: force modellight on BSP models in this case?
4883 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4887 // fetch the lighting from the worldmodel data
4888 VectorClear(ent->modellight_ambient);
4889 VectorClear(ent->modellight_diffuse);
4890 VectorClear(tempdiffusenormal);
4891 if (ent->flags & RENDER_LIGHT)
4894 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4896 // complete lightning for lit sprites
4897 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4898 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4900 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4901 org[2] = org[2] + r_overheadsprites_pushback.value;
4902 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4905 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4907 if(ent->flags & RENDER_EQUALIZE)
4909 // first fix up ambient lighting...
4910 if(r_equalize_entities_minambient.value > 0)
4912 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4915 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4916 if(fa < r_equalize_entities_minambient.value * fd)
4919 // fa'/fd' = minambient
4920 // fa'+0.25*fd' = fa+0.25*fd
4922 // fa' = fd' * minambient
4923 // fd'*(0.25+minambient) = fa+0.25*fd
4925 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4926 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4928 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4929 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
4930 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4931 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4936 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4938 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4939 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4943 // adjust brightness and saturation to target
4944 avg[0] = avg[1] = avg[2] = fa / f;
4945 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4946 avg[0] = avg[1] = avg[2] = fd / f;
4947 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4953 VectorSet(ent->modellight_ambient, 1, 1, 1);
4956 // move the light direction into modelspace coordinates for lighting code
4957 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4958 if(VectorLength2(ent->modellight_lightdir) == 0)
4959 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4960 VectorNormalize(ent->modellight_lightdir);
4964 #define MAX_LINEOFSIGHTTRACES 64
4966 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4969 vec3_t boxmins, boxmaxs;
4972 dp_model_t *model = r_refdef.scene.worldmodel;
4974 if (!model || !model->brush.TraceLineOfSight)
4977 // expand the box a little
4978 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4979 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4980 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4981 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4982 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4983 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4985 // return true if eye is inside enlarged box
4986 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4990 VectorCopy(eye, start);
4991 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4992 if (model->brush.TraceLineOfSight(model, start, end))
4995 // try various random positions
4996 for (i = 0;i < numsamples;i++)
4998 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4999 if (model->brush.TraceLineOfSight(model, start, end))
5007 static void R_View_UpdateEntityVisible (void)
5012 entity_render_t *ent;
5014 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5015 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5016 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5017 : RENDER_EXTERIORMODEL;
5018 if (!r_drawviewmodel.integer)
5019 renderimask |= RENDER_VIEWMODEL;
5020 if (!r_drawexteriormodel.integer)
5021 renderimask |= RENDER_EXTERIORMODEL;
5022 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5024 // worldmodel can check visibility
5025 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5026 for (i = 0;i < r_refdef.scene.numentities;i++)
5028 ent = r_refdef.scene.entities[i];
5029 if (!(ent->flags & renderimask))
5030 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)))
5031 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))
5032 r_refdef.viewcache.entityvisible[i] = true;
5037 // no worldmodel or it can't check visibility
5038 for (i = 0;i < r_refdef.scene.numentities;i++)
5040 ent = r_refdef.scene.entities[i];
5041 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));
5044 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5045 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5047 for (i = 0;i < r_refdef.scene.numentities;i++)
5049 if (!r_refdef.viewcache.entityvisible[i])
5051 ent = r_refdef.scene.entities[i];
5052 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5054 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5056 continue; // temp entities do pvs only
5057 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5058 ent->last_trace_visibility = realtime;
5059 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5060 r_refdef.viewcache.entityvisible[i] = 0;
5066 /// only used if skyrendermasked, and normally returns false
5067 static int R_DrawBrushModelsSky (void)
5070 entity_render_t *ent;
5073 for (i = 0;i < r_refdef.scene.numentities;i++)
5075 if (!r_refdef.viewcache.entityvisible[i])
5077 ent = r_refdef.scene.entities[i];
5078 if (!ent->model || !ent->model->DrawSky)
5080 ent->model->DrawSky(ent);
5086 static void R_DrawNoModel(entity_render_t *ent);
5087 static void R_DrawModels(void)
5090 entity_render_t *ent;
5092 for (i = 0;i < r_refdef.scene.numentities;i++)
5094 if (!r_refdef.viewcache.entityvisible[i])
5096 ent = r_refdef.scene.entities[i];
5097 r_refdef.stats[r_stat_entities]++;
5099 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5102 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5103 Con_Printf("R_DrawModels\n");
5104 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]);
5105 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);
5106 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);
5109 if (ent->model && ent->model->Draw != NULL)
5110 ent->model->Draw(ent);
5116 static void R_DrawModelsDepth(void)
5119 entity_render_t *ent;
5121 for (i = 0;i < r_refdef.scene.numentities;i++)
5123 if (!r_refdef.viewcache.entityvisible[i])
5125 ent = r_refdef.scene.entities[i];
5126 if (ent->model && ent->model->DrawDepth != NULL)
5127 ent->model->DrawDepth(ent);
5131 static void R_DrawModelsDebug(void)
5134 entity_render_t *ent;
5136 for (i = 0;i < r_refdef.scene.numentities;i++)
5138 if (!r_refdef.viewcache.entityvisible[i])
5140 ent = r_refdef.scene.entities[i];
5141 if (ent->model && ent->model->DrawDebug != NULL)
5142 ent->model->DrawDebug(ent);
5146 static void R_DrawModelsAddWaterPlanes(void)
5149 entity_render_t *ent;
5151 for (i = 0;i < r_refdef.scene.numentities;i++)
5153 if (!r_refdef.viewcache.entityvisible[i])
5155 ent = r_refdef.scene.entities[i];
5156 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5157 ent->model->DrawAddWaterPlanes(ent);
5161 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}};
5163 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5165 if (r_hdr_irisadaptation.integer)
5170 vec3_t diffusenormal;
5172 vec_t brightness = 0.0f;
5177 VectorCopy(r_refdef.view.forward, forward);
5178 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5180 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5181 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5182 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5183 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5184 d = DotProduct(forward, diffusenormal);
5185 brightness += VectorLength(ambient);
5187 brightness += d * VectorLength(diffuse);
5189 brightness *= 1.0f / c;
5190 brightness += 0.00001f; // make sure it's never zero
5191 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5192 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5193 current = r_hdr_irisadaptation_value.value;
5195 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5196 else if (current > goal)
5197 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5198 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5199 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5201 else if (r_hdr_irisadaptation_value.value != 1.0f)
5202 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5205 static void R_View_SetFrustum(const int *scissor)
5208 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5209 vec3_t forward, left, up, origin, v;
5213 // flipped x coordinates (because x points left here)
5214 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5215 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5217 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5218 switch(vid.renderpath)
5220 case RENDERPATH_D3D9:
5221 case RENDERPATH_D3D10:
5222 case RENDERPATH_D3D11:
5223 // non-flipped y coordinates
5224 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5225 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5227 case RENDERPATH_SOFT:
5228 case RENDERPATH_GL11:
5229 case RENDERPATH_GL13:
5230 case RENDERPATH_GL20:
5231 case RENDERPATH_GLES1:
5232 case RENDERPATH_GLES2:
5233 // non-flipped y coordinates
5234 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5235 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5240 // we can't trust r_refdef.view.forward and friends in reflected scenes
5241 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5244 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5245 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5246 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5247 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5248 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5249 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5250 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5251 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5252 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5253 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5254 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5255 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5259 zNear = r_refdef.nearclip;
5260 nudge = 1.0 - 1.0 / (1<<23);
5261 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5262 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5263 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5264 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5265 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5266 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5267 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5268 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5274 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5275 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5276 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5277 r_refdef.view.frustum[0].dist = m[15] - m[12];
5279 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5280 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5281 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5282 r_refdef.view.frustum[1].dist = m[15] + m[12];
5284 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5285 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5286 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5287 r_refdef.view.frustum[2].dist = m[15] - m[13];
5289 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5290 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5291 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5292 r_refdef.view.frustum[3].dist = m[15] + m[13];
5294 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5295 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5296 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5297 r_refdef.view.frustum[4].dist = m[15] - m[14];
5299 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5300 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5301 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5302 r_refdef.view.frustum[5].dist = m[15] + m[14];
5305 if (r_refdef.view.useperspective)
5307 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5308 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]);
5309 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]);
5310 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]);
5311 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]);
5313 // then the normals from the corners relative to origin
5314 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5315 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5316 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5317 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5319 // in a NORMAL view, forward cross left == up
5320 // in a REFLECTED view, forward cross left == down
5321 // so our cross products above need to be adjusted for a left handed coordinate system
5322 CrossProduct(forward, left, v);
5323 if(DotProduct(v, up) < 0)
5325 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5326 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5327 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5328 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5331 // Leaving those out was a mistake, those were in the old code, and they
5332 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5333 // I couldn't reproduce it after adding those normalizations. --blub
5334 VectorNormalize(r_refdef.view.frustum[0].normal);
5335 VectorNormalize(r_refdef.view.frustum[1].normal);
5336 VectorNormalize(r_refdef.view.frustum[2].normal);
5337 VectorNormalize(r_refdef.view.frustum[3].normal);
5339 // make the corners absolute
5340 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5341 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5342 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5343 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5346 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5348 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5349 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5350 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5351 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5352 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5356 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5357 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5358 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5359 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5360 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5361 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5362 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5363 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5364 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5365 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5367 r_refdef.view.numfrustumplanes = 5;
5369 if (r_refdef.view.useclipplane)
5371 r_refdef.view.numfrustumplanes = 6;
5372 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5375 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5376 PlaneClassify(r_refdef.view.frustum + i);
5378 // LordHavoc: note to all quake engine coders, Quake had a special case
5379 // for 90 degrees which assumed a square view (wrong), so I removed it,
5380 // Quake2 has it disabled as well.
5382 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5383 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5384 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5385 //PlaneClassify(&frustum[0]);
5387 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5388 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5389 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5390 //PlaneClassify(&frustum[1]);
5392 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5393 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5394 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5395 //PlaneClassify(&frustum[2]);
5397 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5398 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5399 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5400 //PlaneClassify(&frustum[3]);
5403 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5404 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5405 //PlaneClassify(&frustum[4]);
5408 static void R_View_UpdateWithScissor(const int *myscissor)
5410 R_Main_ResizeViewCache();
5411 R_View_SetFrustum(myscissor);
5412 R_View_WorldVisibility(r_refdef.view.useclipplane);
5413 R_View_UpdateEntityVisible();
5414 R_View_UpdateEntityLighting();
5417 static void R_View_Update(void)
5419 R_Main_ResizeViewCache();
5420 R_View_SetFrustum(NULL);
5421 R_View_WorldVisibility(r_refdef.view.useclipplane);
5422 R_View_UpdateEntityVisible();
5423 R_View_UpdateEntityLighting();
5426 float viewscalefpsadjusted = 1.0f;
5428 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5430 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5431 scale = bound(0.03125f, scale, 1.0f);
5432 *outwidth = (int)ceil(width * scale);
5433 *outheight = (int)ceil(height * scale);
5436 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5438 const float *customclipplane = NULL;
5440 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5441 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5443 // LordHavoc: couldn't figure out how to make this approach the
5444 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5445 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5446 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5447 dist = r_refdef.view.clipplane.dist;
5448 plane[0] = r_refdef.view.clipplane.normal[0];
5449 plane[1] = r_refdef.view.clipplane.normal[1];
5450 plane[2] = r_refdef.view.clipplane.normal[2];
5452 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5455 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5456 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5458 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5459 if (!r_refdef.view.useperspective)
5460 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);
5461 else if (vid.stencil && r_useinfinitefarclip.integer)
5462 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);
5464 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);
5465 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5466 R_SetViewport(&r_refdef.view.viewport);
5467 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5469 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5470 float screenplane[4];
5471 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5472 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5473 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5474 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5475 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5479 void R_EntityMatrix(const matrix4x4_t *matrix)
5481 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5483 gl_modelmatrixchanged = false;
5484 gl_modelmatrix = *matrix;
5485 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5486 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5487 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5488 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5490 switch(vid.renderpath)
5492 case RENDERPATH_D3D9:
5494 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5495 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5498 case RENDERPATH_D3D10:
5499 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5501 case RENDERPATH_D3D11:
5502 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5504 case RENDERPATH_GL11:
5505 case RENDERPATH_GL13:
5506 case RENDERPATH_GLES1:
5507 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5509 case RENDERPATH_SOFT:
5510 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5511 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5513 case RENDERPATH_GL20:
5514 case RENDERPATH_GLES2:
5515 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5516 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5522 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5524 r_viewport_t viewport;
5528 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5529 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);
5530 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5531 R_SetViewport(&viewport);
5532 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5533 GL_Color(1, 1, 1, 1);
5534 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5535 GL_BlendFunc(GL_ONE, GL_ZERO);
5536 GL_ScissorTest(false);
5537 GL_DepthMask(false);
5538 GL_DepthRange(0, 1);
5539 GL_DepthTest(false);
5540 GL_DepthFunc(GL_LEQUAL);
5541 R_EntityMatrix(&identitymatrix);
5542 R_Mesh_ResetTextureState();
5543 GL_PolygonOffset(0, 0);
5544 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5545 switch(vid.renderpath)
5547 case RENDERPATH_GL11:
5548 case RENDERPATH_GL13:
5549 case RENDERPATH_GL20:
5550 case RENDERPATH_GLES1:
5551 case RENDERPATH_GLES2:
5552 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5554 case RENDERPATH_D3D9:
5555 case RENDERPATH_D3D10:
5556 case RENDERPATH_D3D11:
5557 case RENDERPATH_SOFT:
5560 GL_CullFace(GL_NONE);
5565 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5569 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5572 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5576 R_SetupView(true, fbo, depthtexture, colortexture);
5577 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5578 GL_Color(1, 1, 1, 1);
5579 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5580 GL_BlendFunc(GL_ONE, GL_ZERO);
5581 GL_ScissorTest(true);
5583 GL_DepthRange(0, 1);
5585 GL_DepthFunc(GL_LEQUAL);
5586 R_EntityMatrix(&identitymatrix);
5587 R_Mesh_ResetTextureState();
5588 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5589 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5590 switch(vid.renderpath)
5592 case RENDERPATH_GL11:
5593 case RENDERPATH_GL13:
5594 case RENDERPATH_GL20:
5595 case RENDERPATH_GLES1:
5596 case RENDERPATH_GLES2:
5597 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5599 case RENDERPATH_D3D9:
5600 case RENDERPATH_D3D10:
5601 case RENDERPATH_D3D11:
5602 case RENDERPATH_SOFT:
5605 GL_CullFace(r_refdef.view.cullface_back);
5610 R_RenderView_UpdateViewVectors
5613 void R_RenderView_UpdateViewVectors(void)
5615 // break apart the view matrix into vectors for various purposes
5616 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5617 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5618 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5619 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5620 // make an inverted copy of the view matrix for tracking sprites
5621 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5624 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5625 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5627 static void R_Water_StartFrame(void)
5630 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5631 r_waterstate_waterplane_t *p;
5632 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;
5634 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5637 switch(vid.renderpath)
5639 case RENDERPATH_GL20:
5640 case RENDERPATH_D3D9:
5641 case RENDERPATH_D3D10:
5642 case RENDERPATH_D3D11:
5643 case RENDERPATH_SOFT:
5644 case RENDERPATH_GLES2:
5646 case RENDERPATH_GL11:
5647 case RENDERPATH_GL13:
5648 case RENDERPATH_GLES1:
5652 // set waterwidth and waterheight to the water resolution that will be
5653 // used (often less than the screen resolution for faster rendering)
5654 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5656 // calculate desired texture sizes
5657 // can't use water if the card does not support the texture size
5658 if (!r_water.integer || r_showsurfaces.integer)
5659 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5660 else if (vid.support.arb_texture_non_power_of_two)
5662 texturewidth = waterwidth;
5663 textureheight = waterheight;
5664 camerawidth = waterwidth;
5665 cameraheight = waterheight;
5669 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5670 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5671 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5672 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5675 // allocate textures as needed
5676 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))
5678 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5679 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5681 if (p->texture_refraction)
5682 R_FreeTexture(p->texture_refraction);
5683 p->texture_refraction = NULL;
5684 if (p->fbo_refraction)
5685 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5686 p->fbo_refraction = 0;
5687 if (p->texture_reflection)
5688 R_FreeTexture(p->texture_reflection);
5689 p->texture_reflection = NULL;
5690 if (p->fbo_reflection)
5691 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5692 p->fbo_reflection = 0;
5693 if (p->texture_camera)
5694 R_FreeTexture(p->texture_camera);
5695 p->texture_camera = NULL;
5697 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5700 memset(&r_fb.water, 0, sizeof(r_fb.water));
5701 r_fb.water.texturewidth = texturewidth;
5702 r_fb.water.textureheight = textureheight;
5703 r_fb.water.camerawidth = camerawidth;
5704 r_fb.water.cameraheight = cameraheight;
5707 if (r_fb.water.texturewidth)
5709 int scaledwidth, scaledheight;
5711 r_fb.water.enabled = true;
5713 // water resolution is usually reduced
5714 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5715 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5716 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5718 // set up variables that will be used in shader setup
5719 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5720 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5721 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5722 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5725 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5726 r_fb.water.numwaterplanes = 0;
5729 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5731 int planeindex, bestplaneindex, vertexindex;
5732 vec3_t mins, maxs, normal, center, v, n;
5733 vec_t planescore, bestplanescore;
5735 r_waterstate_waterplane_t *p;
5736 texture_t *t = R_GetCurrentTexture(surface->texture);
5738 rsurface.texture = t;
5739 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5740 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5741 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5743 // average the vertex normals, find the surface bounds (after deformvertexes)
5744 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5745 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5746 VectorCopy(n, normal);
5747 VectorCopy(v, mins);
5748 VectorCopy(v, maxs);
5749 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5751 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5752 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5753 VectorAdd(normal, n, normal);
5754 mins[0] = min(mins[0], v[0]);
5755 mins[1] = min(mins[1], v[1]);
5756 mins[2] = min(mins[2], v[2]);
5757 maxs[0] = max(maxs[0], v[0]);
5758 maxs[1] = max(maxs[1], v[1]);
5759 maxs[2] = max(maxs[2], v[2]);
5761 VectorNormalize(normal);
5762 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5764 VectorCopy(normal, plane.normal);
5765 VectorNormalize(plane.normal);
5766 plane.dist = DotProduct(center, plane.normal);
5767 PlaneClassify(&plane);
5768 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5770 // skip backfaces (except if nocullface is set)
5771 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5773 VectorNegate(plane.normal, plane.normal);
5775 PlaneClassify(&plane);
5779 // find a matching plane if there is one
5780 bestplaneindex = -1;
5781 bestplanescore = 1048576.0f;
5782 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5784 if(p->camera_entity == t->camera_entity)
5786 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5787 if (bestplaneindex < 0 || bestplanescore > planescore)
5789 bestplaneindex = planeindex;
5790 bestplanescore = planescore;
5794 planeindex = bestplaneindex;
5795 p = r_fb.water.waterplanes + planeindex;
5797 // if this surface does not fit any known plane rendered this frame, add one
5798 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5800 // store the new plane
5801 planeindex = r_fb.water.numwaterplanes++;
5802 p = r_fb.water.waterplanes + planeindex;
5804 // clear materialflags and pvs
5805 p->materialflags = 0;
5806 p->pvsvalid = false;
5807 p->camera_entity = t->camera_entity;
5808 VectorCopy(mins, p->mins);
5809 VectorCopy(maxs, p->maxs);
5813 // merge mins/maxs when we're adding this surface to the plane
5814 p->mins[0] = min(p->mins[0], mins[0]);
5815 p->mins[1] = min(p->mins[1], mins[1]);
5816 p->mins[2] = min(p->mins[2], mins[2]);
5817 p->maxs[0] = max(p->maxs[0], maxs[0]);
5818 p->maxs[1] = max(p->maxs[1], maxs[1]);
5819 p->maxs[2] = max(p->maxs[2], maxs[2]);
5821 // merge this surface's materialflags into the waterplane
5822 p->materialflags |= t->currentmaterialflags;
5823 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5825 // merge this surface's PVS into the waterplane
5826 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5827 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5829 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5835 extern cvar_t r_drawparticles;
5836 extern cvar_t r_drawdecals;
5838 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5841 r_refdef_view_t originalview;
5842 r_refdef_view_t myview;
5843 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;
5844 r_waterstate_waterplane_t *p;
5846 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;
5849 originalview = r_refdef.view;
5851 // lowquality hack, temporarily shut down some cvars and restore afterwards
5852 qualityreduction = r_water_lowquality.integer;
5853 if (qualityreduction > 0)
5855 if (qualityreduction >= 1)
5857 old_r_shadows = r_shadows.integer;
5858 old_r_worldrtlight = r_shadow_realtime_world.integer;
5859 old_r_dlight = r_shadow_realtime_dlight.integer;
5860 Cvar_SetValueQuick(&r_shadows, 0);
5861 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5862 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5864 if (qualityreduction >= 2)
5866 old_r_dynamic = r_dynamic.integer;
5867 old_r_particles = r_drawparticles.integer;
5868 old_r_decals = r_drawdecals.integer;
5869 Cvar_SetValueQuick(&r_dynamic, 0);
5870 Cvar_SetValueQuick(&r_drawparticles, 0);
5871 Cvar_SetValueQuick(&r_drawdecals, 0);
5875 // make sure enough textures are allocated
5876 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5878 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5880 if (!p->texture_refraction)
5881 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);
5882 if (!p->texture_refraction)
5886 if (r_fb.water.depthtexture == NULL)
5887 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5888 if (p->fbo_refraction == 0)
5889 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5892 else if (p->materialflags & MATERIALFLAG_CAMERA)
5894 if (!p->texture_camera)
5895 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);
5896 if (!p->texture_camera)
5900 if (r_fb.water.depthtexture == NULL)
5901 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5902 if (p->fbo_camera == 0)
5903 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5907 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5909 if (!p->texture_reflection)
5910 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);
5911 if (!p->texture_reflection)
5915 if (r_fb.water.depthtexture == NULL)
5916 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5917 if (p->fbo_reflection == 0)
5918 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5924 r_refdef.view = originalview;
5925 r_refdef.view.showdebug = false;
5926 r_refdef.view.width = r_fb.water.waterwidth;
5927 r_refdef.view.height = r_fb.water.waterheight;
5928 r_refdef.view.useclipplane = true;
5929 myview = r_refdef.view;
5930 r_fb.water.renderingscene = true;
5931 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5933 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5935 r_refdef.view = myview;
5936 if(r_water_scissormode.integer)
5938 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5939 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5940 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5943 // render reflected scene and copy into texture
5944 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5945 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5946 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5947 r_refdef.view.clipplane = p->plane;
5948 // reverse the cullface settings for this render
5949 r_refdef.view.cullface_front = GL_FRONT;
5950 r_refdef.view.cullface_back = GL_BACK;
5951 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5953 r_refdef.view.usecustompvs = true;
5955 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5957 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5960 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5961 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5962 R_ClearScreen(r_refdef.fogenabled);
5963 if(r_water_scissormode.integer & 2)
5964 R_View_UpdateWithScissor(myscissor);
5967 R_AnimCache_CacheVisibleEntities();
5968 if(r_water_scissormode.integer & 1)
5969 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5970 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5972 if (!p->fbo_reflection)
5973 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);
5974 r_fb.water.hideplayer = false;
5977 // render the normal view scene and copy into texture
5978 // (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)
5979 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5981 r_refdef.view = myview;
5982 if(r_water_scissormode.integer)
5984 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5985 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5986 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5989 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5991 r_refdef.view.clipplane = p->plane;
5992 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5993 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5995 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5997 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5998 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5999 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6000 R_RenderView_UpdateViewVectors();
6001 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6003 r_refdef.view.usecustompvs = true;
6004 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);
6008 PlaneClassify(&r_refdef.view.clipplane);
6010 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6011 R_ClearScreen(r_refdef.fogenabled);
6012 if(r_water_scissormode.integer & 2)
6013 R_View_UpdateWithScissor(myscissor);
6016 R_AnimCache_CacheVisibleEntities();
6017 if(r_water_scissormode.integer & 1)
6018 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6019 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6021 if (!p->fbo_refraction)
6022 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);
6023 r_fb.water.hideplayer = false;
6025 else if (p->materialflags & MATERIALFLAG_CAMERA)
6027 r_refdef.view = myview;
6029 r_refdef.view.clipplane = p->plane;
6030 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6031 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6033 r_refdef.view.width = r_fb.water.camerawidth;
6034 r_refdef.view.height = r_fb.water.cameraheight;
6035 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6036 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6037 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6038 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6040 if(p->camera_entity)
6042 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6043 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6046 // note: all of the view is used for displaying... so
6047 // there is no use in scissoring
6049 // reverse the cullface settings for this render
6050 r_refdef.view.cullface_front = GL_FRONT;
6051 r_refdef.view.cullface_back = GL_BACK;
6052 // also reverse the view matrix
6053 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
6054 R_RenderView_UpdateViewVectors();
6055 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6057 r_refdef.view.usecustompvs = true;
6058 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);
6061 // camera needs no clipplane
6062 r_refdef.view.useclipplane = false;
6064 PlaneClassify(&r_refdef.view.clipplane);
6066 r_fb.water.hideplayer = false;
6068 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6069 R_ClearScreen(r_refdef.fogenabled);
6071 R_AnimCache_CacheVisibleEntities();
6072 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6075 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);
6076 r_fb.water.hideplayer = false;
6080 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6081 r_fb.water.renderingscene = false;
6082 r_refdef.view = originalview;
6083 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6084 if (!r_fb.water.depthtexture)
6085 R_ClearScreen(r_refdef.fogenabled);
6087 R_AnimCache_CacheVisibleEntities();
6090 r_refdef.view = originalview;
6091 r_fb.water.renderingscene = false;
6092 Cvar_SetValueQuick(&r_water, 0);
6093 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6095 // lowquality hack, restore cvars
6096 if (qualityreduction > 0)
6098 if (qualityreduction >= 1)
6100 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6101 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6102 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6104 if (qualityreduction >= 2)
6106 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6107 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6108 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6113 static void R_Bloom_StartFrame(void)
6116 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6117 int viewwidth, viewheight;
6118 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6119 textype_t textype = TEXTYPE_COLORBUFFER;
6121 switch (vid.renderpath)
6123 case RENDERPATH_GL20:
6124 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6125 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6127 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6128 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6131 case RENDERPATH_GL11:
6132 case RENDERPATH_GL13:
6133 case RENDERPATH_GLES1:
6134 case RENDERPATH_GLES2:
6135 case RENDERPATH_D3D9:
6136 case RENDERPATH_D3D10:
6137 case RENDERPATH_D3D11:
6138 r_fb.usedepthtextures = false;
6140 case RENDERPATH_SOFT:
6141 r_fb.usedepthtextures = true;
6145 if (r_viewscale_fpsscaling.integer)
6147 double actualframetime;
6148 double targetframetime;
6150 actualframetime = r_refdef.lastdrawscreentime;
6151 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6152 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6153 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6154 if (r_viewscale_fpsscaling_stepsize.value > 0)
6155 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6156 viewscalefpsadjusted += adjust;
6157 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6160 viewscalefpsadjusted = 1.0f;
6162 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6164 switch(vid.renderpath)
6166 case RENDERPATH_GL20:
6167 case RENDERPATH_D3D9:
6168 case RENDERPATH_D3D10:
6169 case RENDERPATH_D3D11:
6170 case RENDERPATH_SOFT:
6171 case RENDERPATH_GLES2:
6173 case RENDERPATH_GL11:
6174 case RENDERPATH_GL13:
6175 case RENDERPATH_GLES1:
6179 // set bloomwidth and bloomheight to the bloom resolution that will be
6180 // used (often less than the screen resolution for faster rendering)
6181 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6182 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6183 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6184 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6185 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6187 // calculate desired texture sizes
6188 if (vid.support.arb_texture_non_power_of_two)
6190 screentexturewidth = vid.width;
6191 screentextureheight = vid.height;
6192 bloomtexturewidth = r_fb.bloomwidth;
6193 bloomtextureheight = r_fb.bloomheight;
6197 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6198 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6199 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6200 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6203 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))
6205 Cvar_SetValueQuick(&r_bloom, 0);
6206 Cvar_SetValueQuick(&r_motionblur, 0);
6207 Cvar_SetValueQuick(&r_damageblur, 0);
6210 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6212 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6214 && r_viewscale.value == 1.0f
6215 && !r_viewscale_fpsscaling.integer)
6216 screentexturewidth = screentextureheight = 0;
6217 if (!r_bloom.integer)
6218 bloomtexturewidth = bloomtextureheight = 0;
6220 // allocate textures as needed
6221 if (r_fb.screentexturewidth != screentexturewidth
6222 || r_fb.screentextureheight != screentextureheight
6223 || r_fb.bloomtexturewidth != bloomtexturewidth
6224 || r_fb.bloomtextureheight != bloomtextureheight
6225 || r_fb.textype != textype
6226 || useviewfbo != (r_fb.fbo != 0))
6228 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6230 if (r_fb.bloomtexture[i])
6231 R_FreeTexture(r_fb.bloomtexture[i]);
6232 r_fb.bloomtexture[i] = NULL;
6234 if (r_fb.bloomfbo[i])
6235 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6236 r_fb.bloomfbo[i] = 0;
6240 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6243 if (r_fb.colortexture)
6244 R_FreeTexture(r_fb.colortexture);
6245 r_fb.colortexture = NULL;
6247 if (r_fb.depthtexture)
6248 R_FreeTexture(r_fb.depthtexture);
6249 r_fb.depthtexture = NULL;
6251 if (r_fb.ghosttexture)
6252 R_FreeTexture(r_fb.ghosttexture);
6253 r_fb.ghosttexture = NULL;
6255 r_fb.screentexturewidth = screentexturewidth;
6256 r_fb.screentextureheight = screentextureheight;
6257 r_fb.bloomtexturewidth = bloomtexturewidth;
6258 r_fb.bloomtextureheight = bloomtextureheight;
6259 r_fb.textype = textype;
6261 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6263 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6264 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);
6265 r_fb.ghosttexture_valid = false;
6266 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);
6269 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6270 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6271 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6275 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6277 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6279 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);
6281 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6286 // bloom texture is a different resolution
6287 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6288 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6289 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6290 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6291 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6293 // set up a texcoord array for the full resolution screen image
6294 // (we have to keep this around to copy back during final render)
6295 r_fb.screentexcoord2f[0] = 0;
6296 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6297 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6298 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6299 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6300 r_fb.screentexcoord2f[5] = 0;
6301 r_fb.screentexcoord2f[6] = 0;
6302 r_fb.screentexcoord2f[7] = 0;
6306 for (i = 1;i < 8;i += 2)
6308 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6312 // set up a texcoord array for the reduced resolution bloom image
6313 // (which will be additive blended over the screen image)
6314 r_fb.bloomtexcoord2f[0] = 0;
6315 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6316 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6317 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6318 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6319 r_fb.bloomtexcoord2f[5] = 0;
6320 r_fb.bloomtexcoord2f[6] = 0;
6321 r_fb.bloomtexcoord2f[7] = 0;
6323 switch(vid.renderpath)
6325 case RENDERPATH_GL11:
6326 case RENDERPATH_GL13:
6327 case RENDERPATH_GL20:
6328 case RENDERPATH_SOFT:
6329 case RENDERPATH_GLES1:
6330 case RENDERPATH_GLES2:
6332 case RENDERPATH_D3D9:
6333 case RENDERPATH_D3D10:
6334 case RENDERPATH_D3D11:
6335 for (i = 0;i < 4;i++)
6337 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6338 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6339 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6340 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6345 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6348 r_refdef.view.clear = true;
6351 static void R_Bloom_MakeTexture(void)
6354 float xoffset, yoffset, r, brighten;
6356 float colorscale = r_bloom_colorscale.value;
6358 r_refdef.stats[r_stat_bloom]++;
6361 // this copy is unnecessary since it happens in R_BlendView already
6364 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);
6365 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6369 // scale down screen texture to the bloom texture size
6371 r_fb.bloomindex = 0;
6372 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6373 R_SetViewport(&r_fb.bloomviewport);
6374 GL_DepthTest(false);
6375 GL_BlendFunc(GL_ONE, GL_ZERO);
6376 GL_Color(colorscale, colorscale, colorscale, 1);
6377 // 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...
6378 switch(vid.renderpath)
6380 case RENDERPATH_GL11:
6381 case RENDERPATH_GL13:
6382 case RENDERPATH_GL20:
6383 case RENDERPATH_GLES1:
6384 case RENDERPATH_GLES2:
6385 case RENDERPATH_SOFT:
6386 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6388 case RENDERPATH_D3D9:
6389 case RENDERPATH_D3D10:
6390 case RENDERPATH_D3D11:
6391 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6394 // TODO: do boxfilter scale-down in shader?
6395 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6396 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6397 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6399 // we now have a properly scaled bloom image
6400 if (!r_fb.bloomfbo[r_fb.bloomindex])
6402 // copy it into the bloom texture
6403 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);
6404 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6407 // multiply bloom image by itself as many times as desired
6408 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6410 intex = r_fb.bloomtexture[r_fb.bloomindex];
6411 r_fb.bloomindex ^= 1;
6412 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6414 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6415 if (!r_fb.bloomfbo[r_fb.bloomindex])
6417 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6418 GL_Color(r,r,r,1); // apply fix factor
6423 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6424 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6425 GL_Color(1,1,1,1); // no fix factor supported here
6427 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6428 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6429 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6430 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6432 if (!r_fb.bloomfbo[r_fb.bloomindex])
6434 // copy the darkened image to a texture
6435 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);
6436 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6440 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6441 brighten = r_bloom_brighten.value;
6442 brighten = sqrt(brighten);
6444 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6446 for (dir = 0;dir < 2;dir++)
6448 intex = r_fb.bloomtexture[r_fb.bloomindex];
6449 r_fb.bloomindex ^= 1;
6450 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6451 // blend on at multiple vertical offsets to achieve a vertical blur
6452 // TODO: do offset blends using GLSL
6453 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6454 GL_BlendFunc(GL_ONE, GL_ZERO);
6455 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6456 for (x = -range;x <= range;x++)
6458 if (!dir){xoffset = 0;yoffset = x;}
6459 else {xoffset = x;yoffset = 0;}
6460 xoffset /= (float)r_fb.bloomtexturewidth;
6461 yoffset /= (float)r_fb.bloomtextureheight;
6462 // compute a texcoord array with the specified x and y offset
6463 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6464 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6465 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6466 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6467 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6468 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6469 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6470 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6471 // this r value looks like a 'dot' particle, fading sharply to
6472 // black at the edges
6473 // (probably not realistic but looks good enough)
6474 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6475 //r = brighten/(range*2+1);
6476 r = brighten / (range * 2 + 1);
6478 r *= (1 - x*x/(float)(range*range));
6479 GL_Color(r, r, r, 1);
6480 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6481 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6482 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6483 GL_BlendFunc(GL_ONE, GL_ONE);
6486 if (!r_fb.bloomfbo[r_fb.bloomindex])
6488 // copy the vertically or horizontally blurred bloom view to a texture
6489 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);
6490 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6495 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6497 unsigned int permutation;
6498 float uservecs[4][4];
6500 R_EntityMatrix(&identitymatrix);
6502 switch (vid.renderpath)
6504 case RENDERPATH_GL20:
6505 case RENDERPATH_D3D9:
6506 case RENDERPATH_D3D10:
6507 case RENDERPATH_D3D11:
6508 case RENDERPATH_SOFT:
6509 case RENDERPATH_GLES2:
6511 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6512 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6513 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6514 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6515 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6517 if (r_fb.colortexture)
6521 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);
6522 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6525 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6527 // declare variables
6528 float blur_factor, blur_mouseaccel, blur_velocity;
6529 static float blur_average;
6530 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6532 // set a goal for the factoring
6533 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6534 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6535 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6536 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6537 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6538 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6540 // from the goal, pick an averaged value between goal and last value
6541 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6542 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6544 // enforce minimum amount of blur
6545 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6547 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6549 // calculate values into a standard alpha
6550 cl.motionbluralpha = 1 - exp(-
6552 (r_motionblur.value * blur_factor / 80)
6554 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6557 max(0.0001, cl.time - cl.oldtime) // fps independent
6560 // randomization for the blur value to combat persistent ghosting
6561 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6562 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6565 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6566 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6568 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6569 GL_Color(1, 1, 1, cl.motionbluralpha);
6570 switch(vid.renderpath)
6572 case RENDERPATH_GL11:
6573 case RENDERPATH_GL13:
6574 case RENDERPATH_GL20:
6575 case RENDERPATH_GLES1:
6576 case RENDERPATH_GLES2:
6577 case RENDERPATH_SOFT:
6578 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6580 case RENDERPATH_D3D9:
6581 case RENDERPATH_D3D10:
6582 case RENDERPATH_D3D11:
6583 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6586 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6587 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6588 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6591 // updates old view angles for next pass
6592 VectorCopy(cl.viewangles, blur_oldangles);
6594 // copy view into the ghost texture
6595 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);
6596 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6597 r_fb.ghosttexture_valid = true;
6602 // no r_fb.colortexture means we're rendering to the real fb
6603 // we may still have to do view tint...
6604 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6606 // apply a color tint to the whole view
6607 R_ResetViewRendering2D(0, NULL, NULL);
6608 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6609 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6610 R_SetupShader_Generic_NoTexture(false, true);
6611 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6612 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6614 break; // no screen processing, no bloom, skip it
6617 if (r_fb.bloomtexture[0])
6619 // make the bloom texture
6620 R_Bloom_MakeTexture();
6623 #if _MSC_VER >= 1400
6624 #define sscanf sscanf_s
6626 memset(uservecs, 0, sizeof(uservecs));
6627 if (r_glsl_postprocess_uservec1_enable.integer)
6628 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6629 if (r_glsl_postprocess_uservec2_enable.integer)
6630 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6631 if (r_glsl_postprocess_uservec3_enable.integer)
6632 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6633 if (r_glsl_postprocess_uservec4_enable.integer)
6634 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6636 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6637 GL_Color(1, 1, 1, 1);
6638 GL_BlendFunc(GL_ONE, GL_ZERO);
6640 switch(vid.renderpath)
6642 case RENDERPATH_GL20:
6643 case RENDERPATH_GLES2:
6644 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6645 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6646 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6647 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6648 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6649 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]);
6650 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6651 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]);
6652 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]);
6653 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]);
6654 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]);
6655 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6656 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6657 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);
6659 case RENDERPATH_D3D9:
6661 // 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...
6662 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6663 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6664 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6665 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6666 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6667 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6668 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6669 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6670 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6671 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6672 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6673 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6674 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6675 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6678 case RENDERPATH_D3D10:
6679 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6681 case RENDERPATH_D3D11:
6682 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6684 case RENDERPATH_SOFT:
6685 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6686 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6687 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6688 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6689 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6690 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6691 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6692 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6693 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6694 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6695 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6696 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6697 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6698 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6703 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6704 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6706 case RENDERPATH_GL11:
6707 case RENDERPATH_GL13:
6708 case RENDERPATH_GLES1:
6709 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6711 // apply a color tint to the whole view
6712 R_ResetViewRendering2D(0, NULL, NULL);
6713 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6714 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6715 R_SetupShader_Generic_NoTexture(false, true);
6716 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6717 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6723 matrix4x4_t r_waterscrollmatrix;
6725 void R_UpdateFog(void)
6728 if (gamemode == GAME_NEHAHRA)
6730 if (gl_fogenable.integer)
6732 r_refdef.oldgl_fogenable = true;
6733 r_refdef.fog_density = gl_fogdensity.value;
6734 r_refdef.fog_red = gl_fogred.value;
6735 r_refdef.fog_green = gl_foggreen.value;
6736 r_refdef.fog_blue = gl_fogblue.value;
6737 r_refdef.fog_alpha = 1;
6738 r_refdef.fog_start = 0;
6739 r_refdef.fog_end = gl_skyclip.value;
6740 r_refdef.fog_height = 1<<30;
6741 r_refdef.fog_fadedepth = 128;
6743 else if (r_refdef.oldgl_fogenable)
6745 r_refdef.oldgl_fogenable = false;
6746 r_refdef.fog_density = 0;
6747 r_refdef.fog_red = 0;
6748 r_refdef.fog_green = 0;
6749 r_refdef.fog_blue = 0;
6750 r_refdef.fog_alpha = 0;
6751 r_refdef.fog_start = 0;
6752 r_refdef.fog_end = 0;
6753 r_refdef.fog_height = 1<<30;
6754 r_refdef.fog_fadedepth = 128;
6759 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6760 r_refdef.fog_start = max(0, r_refdef.fog_start);
6761 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6763 if (r_refdef.fog_density && r_drawfog.integer)
6765 r_refdef.fogenabled = true;
6766 // this is the point where the fog reaches 0.9986 alpha, which we
6767 // consider a good enough cutoff point for the texture
6768 // (0.9986 * 256 == 255.6)
6769 if (r_fog_exp2.integer)
6770 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6772 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6773 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6774 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6775 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6776 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6777 R_BuildFogHeightTexture();
6778 // fog color was already set
6779 // update the fog texture
6780 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)
6781 R_BuildFogTexture();
6782 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6783 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6786 r_refdef.fogenabled = false;
6789 if (r_refdef.fog_density)
6791 r_refdef.fogcolor[0] = r_refdef.fog_red;
6792 r_refdef.fogcolor[1] = r_refdef.fog_green;
6793 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6795 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6796 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6797 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6798 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6802 VectorCopy(r_refdef.fogcolor, fogvec);
6803 // color.rgb *= ContrastBoost * SceneBrightness;
6804 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6805 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6806 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6807 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6812 void R_UpdateVariables(void)
6816 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6818 r_refdef.farclip = r_farclip_base.value;
6819 if (r_refdef.scene.worldmodel)
6820 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6821 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6823 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6824 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6825 r_refdef.polygonfactor = 0;
6826 r_refdef.polygonoffset = 0;
6827 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6828 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6830 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6831 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6832 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6833 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6834 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6835 if (FAKELIGHT_ENABLED)
6837 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6839 else if (r_refdef.scene.worldmodel)
6841 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6843 if (r_showsurfaces.integer)
6845 r_refdef.scene.rtworld = false;
6846 r_refdef.scene.rtworldshadows = false;
6847 r_refdef.scene.rtdlight = false;
6848 r_refdef.scene.rtdlightshadows = false;
6849 r_refdef.lightmapintensity = 0;
6852 r_gpuskeletal = false;
6853 switch(vid.renderpath)
6855 case RENDERPATH_GL20:
6856 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6857 case RENDERPATH_D3D9:
6858 case RENDERPATH_D3D10:
6859 case RENDERPATH_D3D11:
6860 case RENDERPATH_SOFT:
6861 case RENDERPATH_GLES2:
6862 if(v_glslgamma.integer && !vid_gammatables_trivial)
6864 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6866 // build GLSL gamma texture
6867 #define RAMPWIDTH 256
6868 unsigned short ramp[RAMPWIDTH * 3];
6869 unsigned char rampbgr[RAMPWIDTH][4];
6872 r_texture_gammaramps_serial = vid_gammatables_serial;
6874 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6875 for(i = 0; i < RAMPWIDTH; ++i)
6877 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6878 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6879 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6882 if (r_texture_gammaramps)
6884 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6888 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6894 // remove GLSL gamma texture
6897 case RENDERPATH_GL11:
6898 case RENDERPATH_GL13:
6899 case RENDERPATH_GLES1:
6904 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6905 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6911 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6912 if( scenetype != r_currentscenetype ) {
6913 // store the old scenetype
6914 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6915 r_currentscenetype = scenetype;
6916 // move in the new scene
6917 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6926 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6928 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6929 if( scenetype == r_currentscenetype ) {
6930 return &r_refdef.scene;
6932 return &r_scenes_store[ scenetype ];
6936 static int R_SortEntities_Compare(const void *ap, const void *bp)
6938 const entity_render_t *a = *(const entity_render_t **)ap;
6939 const entity_render_t *b = *(const entity_render_t **)bp;
6942 if(a->model < b->model)
6944 if(a->model > b->model)
6948 // TODO possibly calculate the REAL skinnum here first using
6950 if(a->skinnum < b->skinnum)
6952 if(a->skinnum > b->skinnum)
6955 // everything we compared is equal
6958 static void R_SortEntities(void)
6960 // below or equal 2 ents, sorting never gains anything
6961 if(r_refdef.scene.numentities <= 2)
6964 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6972 int dpsoftrast_test;
6973 extern cvar_t r_shadow_bouncegrid;
6974 void R_RenderView(void)
6976 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6978 rtexture_t *depthtexture;
6979 rtexture_t *colortexture;
6981 dpsoftrast_test = r_test.integer;
6983 if (r_timereport_active)
6984 R_TimeReport("start");
6985 r_textureframe++; // used only by R_GetCurrentTexture
6986 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6988 if(R_CompileShader_CheckStaticParms())
6991 if (!r_drawentities.integer)
6992 r_refdef.scene.numentities = 0;
6993 else if (r_sortentities.integer)
6996 R_AnimCache_ClearCache();
6997 R_FrameData_NewFrame();
6999 /* adjust for stereo display */
7000 if(R_Stereo_Active())
7002 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);
7003 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7006 if (r_refdef.view.isoverlay)
7008 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7009 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7010 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7011 R_TimeReport("depthclear");
7013 r_refdef.view.showdebug = false;
7015 r_fb.water.enabled = false;
7016 r_fb.water.numwaterplanes = 0;
7018 R_RenderScene(0, NULL, NULL);
7020 r_refdef.view.matrix = originalmatrix;
7026 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7028 r_refdef.view.matrix = originalmatrix;
7032 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7034 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7035 // in sRGB fallback, behave similar to true sRGB: convert this
7036 // value from linear to sRGB
7037 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7039 R_RenderView_UpdateViewVectors();
7041 R_Shadow_UpdateWorldLightSelection();
7043 R_Bloom_StartFrame();
7045 // apply bloom brightness offset
7046 if(r_fb.bloomtexture[0])
7047 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7049 R_Water_StartFrame();
7051 // now we probably have an fbo to render into
7053 depthtexture = r_fb.depthtexture;
7054 colortexture = r_fb.colortexture;
7057 if (r_timereport_active)
7058 R_TimeReport("viewsetup");
7060 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7062 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7064 R_ClearScreen(r_refdef.fogenabled);
7065 if (r_timereport_active)
7066 R_TimeReport("viewclear");
7068 r_refdef.view.clear = true;
7070 r_refdef.view.showdebug = true;
7073 if (r_timereport_active)
7074 R_TimeReport("visibility");
7076 R_AnimCache_CacheVisibleEntities();
7077 if (r_timereport_active)
7078 R_TimeReport("animcache");
7080 R_Shadow_UpdateBounceGridTexture();
7081 if (r_timereport_active && r_shadow_bouncegrid.integer)
7082 R_TimeReport("bouncegrid");
7084 r_fb.water.numwaterplanes = 0;
7085 if (r_fb.water.enabled)
7086 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7088 R_RenderScene(fbo, depthtexture, colortexture);
7089 r_fb.water.numwaterplanes = 0;
7091 R_BlendView(fbo, depthtexture, colortexture);
7092 if (r_timereport_active)
7093 R_TimeReport("blendview");
7095 GL_Scissor(0, 0, vid.width, vid.height);
7096 GL_ScissorTest(false);
7098 r_refdef.view.matrix = originalmatrix;
7103 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7105 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7107 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7108 if (r_timereport_active)
7109 R_TimeReport("waterworld");
7112 // don't let sound skip if going slow
7113 if (r_refdef.scene.extraupdate)
7116 R_DrawModelsAddWaterPlanes();
7117 if (r_timereport_active)
7118 R_TimeReport("watermodels");
7120 if (r_fb.water.numwaterplanes)
7122 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7123 if (r_timereport_active)
7124 R_TimeReport("waterscenes");
7128 extern cvar_t cl_locs_show;
7129 static void R_DrawLocs(void);
7130 static void R_DrawEntityBBoxes(void);
7131 static void R_DrawModelDecals(void);
7132 extern cvar_t cl_decals_newsystem;
7133 extern qboolean r_shadow_usingdeferredprepass;
7134 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7136 qboolean shadowmapping = false;
7138 if (r_timereport_active)
7139 R_TimeReport("beginscene");
7141 r_refdef.stats[r_stat_renders]++;
7145 // don't let sound skip if going slow
7146 if (r_refdef.scene.extraupdate)
7149 R_MeshQueue_BeginScene();
7153 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);
7155 if (r_timereport_active)
7156 R_TimeReport("skystartframe");
7158 if (cl.csqc_vidvars.drawworld)
7160 // don't let sound skip if going slow
7161 if (r_refdef.scene.extraupdate)
7164 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7166 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7167 if (r_timereport_active)
7168 R_TimeReport("worldsky");
7171 if (R_DrawBrushModelsSky() && r_timereport_active)
7172 R_TimeReport("bmodelsky");
7174 if (skyrendermasked && skyrenderlater)
7176 // we have to force off the water clipping plane while rendering sky
7177 R_SetupView(false, fbo, depthtexture, colortexture);
7179 R_SetupView(true, fbo, depthtexture, colortexture);
7180 if (r_timereport_active)
7181 R_TimeReport("sky");
7185 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7186 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7187 R_Shadow_PrepareModelShadows();
7188 if (r_timereport_active)
7189 R_TimeReport("preparelights");
7191 if (R_Shadow_ShadowMappingEnabled())
7192 shadowmapping = true;
7194 if (r_shadow_usingdeferredprepass)
7195 R_Shadow_DrawPrepass();
7197 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7199 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7200 if (r_timereport_active)
7201 R_TimeReport("worlddepth");
7203 if (r_depthfirst.integer >= 2)
7205 R_DrawModelsDepth();
7206 if (r_timereport_active)
7207 R_TimeReport("modeldepth");
7210 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7212 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7213 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7214 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7215 // don't let sound skip if going slow
7216 if (r_refdef.scene.extraupdate)
7220 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7222 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7223 if (r_timereport_active)
7224 R_TimeReport("world");
7227 // don't let sound skip if going slow
7228 if (r_refdef.scene.extraupdate)
7232 if (r_timereport_active)
7233 R_TimeReport("models");
7235 // don't let sound skip if going slow
7236 if (r_refdef.scene.extraupdate)
7239 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7241 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7242 R_DrawModelShadows(fbo, depthtexture, colortexture);
7243 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7244 // don't let sound skip if going slow
7245 if (r_refdef.scene.extraupdate)
7249 if (!r_shadow_usingdeferredprepass)
7251 R_Shadow_DrawLights();
7252 if (r_timereport_active)
7253 R_TimeReport("rtlights");
7256 // don't let sound skip if going slow
7257 if (r_refdef.scene.extraupdate)
7260 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7262 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7263 R_DrawModelShadows(fbo, depthtexture, colortexture);
7264 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7265 // don't let sound skip if going slow
7266 if (r_refdef.scene.extraupdate)
7270 if (cl.csqc_vidvars.drawworld)
7272 if (cl_decals_newsystem.integer)
7274 R_DrawModelDecals();
7275 if (r_timereport_active)
7276 R_TimeReport("modeldecals");
7281 if (r_timereport_active)
7282 R_TimeReport("decals");
7286 if (r_timereport_active)
7287 R_TimeReport("particles");
7290 if (r_timereport_active)
7291 R_TimeReport("explosions");
7293 R_DrawLightningBeams();
7294 if (r_timereport_active)
7295 R_TimeReport("lightning");
7299 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7301 if (r_refdef.view.showdebug)
7303 if (cl_locs_show.integer)
7306 if (r_timereport_active)
7307 R_TimeReport("showlocs");
7310 if (r_drawportals.integer)
7313 if (r_timereport_active)
7314 R_TimeReport("portals");
7317 if (r_showbboxes.value > 0)
7319 R_DrawEntityBBoxes();
7320 if (r_timereport_active)
7321 R_TimeReport("bboxes");
7325 if (r_transparent.integer)
7327 R_MeshQueue_RenderTransparent();
7328 if (r_timereport_active)
7329 R_TimeReport("drawtrans");
7332 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))
7334 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7335 if (r_timereport_active)
7336 R_TimeReport("worlddebug");
7337 R_DrawModelsDebug();
7338 if (r_timereport_active)
7339 R_TimeReport("modeldebug");
7342 if (cl.csqc_vidvars.drawworld)
7344 R_Shadow_DrawCoronas();
7345 if (r_timereport_active)
7346 R_TimeReport("coronas");
7351 GL_DepthTest(false);
7352 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7353 GL_Color(1, 1, 1, 1);
7354 qglBegin(GL_POLYGON);
7355 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7356 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7357 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7358 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7360 qglBegin(GL_POLYGON);
7361 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]);
7362 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]);
7363 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]);
7364 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]);
7366 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7370 // don't let sound skip if going slow
7371 if (r_refdef.scene.extraupdate)
7375 static const unsigned short bboxelements[36] =
7385 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7388 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7390 RSurf_ActiveWorldEntity();
7392 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7393 GL_DepthMask(false);
7394 GL_DepthRange(0, 1);
7395 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7396 // R_Mesh_ResetTextureState();
7398 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7399 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7400 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7401 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7402 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7403 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7404 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7405 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7406 R_FillColors(color4f, 8, cr, cg, cb, ca);
7407 if (r_refdef.fogenabled)
7409 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7411 f1 = RSurf_FogVertex(v);
7413 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7414 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7415 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7418 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7419 R_Mesh_ResetTextureState();
7420 R_SetupShader_Generic_NoTexture(false, false);
7421 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7424 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7426 prvm_prog_t *prog = SVVM_prog;
7429 prvm_edict_t *edict;
7431 // this function draws bounding boxes of server entities
7435 GL_CullFace(GL_NONE);
7436 R_SetupShader_Generic_NoTexture(false, false);
7438 for (i = 0;i < numsurfaces;i++)
7440 edict = PRVM_EDICT_NUM(surfacelist[i]);
7441 switch ((int)PRVM_serveredictfloat(edict, solid))
7443 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7444 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7445 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7446 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7447 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7448 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7449 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7451 color[3] *= r_showbboxes.value;
7452 color[3] = bound(0, color[3], 1);
7453 GL_DepthTest(!r_showdisabledepthtest.integer);
7454 GL_CullFace(r_refdef.view.cullface_front);
7455 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7459 static void R_DrawEntityBBoxes(void)
7462 prvm_edict_t *edict;
7464 prvm_prog_t *prog = SVVM_prog;
7466 // this function draws bounding boxes of server entities
7470 for (i = 0;i < prog->num_edicts;i++)
7472 edict = PRVM_EDICT_NUM(i);
7473 if (edict->priv.server->free)
7475 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7476 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7478 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7480 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7481 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7485 static const int nomodelelement3i[24] =
7497 static const unsigned short nomodelelement3s[24] =
7509 static const float nomodelvertex3f[6*3] =
7519 static const float nomodelcolor4f[6*4] =
7521 0.0f, 0.0f, 0.5f, 1.0f,
7522 0.0f, 0.0f, 0.5f, 1.0f,
7523 0.0f, 0.5f, 0.0f, 1.0f,
7524 0.0f, 0.5f, 0.0f, 1.0f,
7525 0.5f, 0.0f, 0.0f, 1.0f,
7526 0.5f, 0.0f, 0.0f, 1.0f
7529 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7535 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);
7537 // this is only called once per entity so numsurfaces is always 1, and
7538 // surfacelist is always {0}, so this code does not handle batches
7540 if (rsurface.ent_flags & RENDER_ADDITIVE)
7542 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7543 GL_DepthMask(false);
7545 else if (rsurface.colormod[3] < 1)
7547 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7548 GL_DepthMask(false);
7552 GL_BlendFunc(GL_ONE, GL_ZERO);
7555 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7556 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7557 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7558 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7559 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7560 for (i = 0, c = color4f;i < 6;i++, c += 4)
7562 c[0] *= rsurface.colormod[0];
7563 c[1] *= rsurface.colormod[1];
7564 c[2] *= rsurface.colormod[2];
7565 c[3] *= rsurface.colormod[3];
7567 if (r_refdef.fogenabled)
7569 for (i = 0, c = color4f;i < 6;i++, c += 4)
7571 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7573 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7574 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7575 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7578 // R_Mesh_ResetTextureState();
7579 R_SetupShader_Generic_NoTexture(false, false);
7580 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7581 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7584 void R_DrawNoModel(entity_render_t *ent)
7587 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7588 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7589 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7591 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7594 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7596 vec3_t right1, right2, diff, normal;
7598 VectorSubtract (org2, org1, normal);
7600 // calculate 'right' vector for start
7601 VectorSubtract (r_refdef.view.origin, org1, diff);
7602 CrossProduct (normal, diff, right1);
7603 VectorNormalize (right1);
7605 // calculate 'right' vector for end
7606 VectorSubtract (r_refdef.view.origin, org2, diff);
7607 CrossProduct (normal, diff, right2);
7608 VectorNormalize (right2);
7610 vert[ 0] = org1[0] + width * right1[0];
7611 vert[ 1] = org1[1] + width * right1[1];
7612 vert[ 2] = org1[2] + width * right1[2];
7613 vert[ 3] = org1[0] - width * right1[0];
7614 vert[ 4] = org1[1] - width * right1[1];
7615 vert[ 5] = org1[2] - width * right1[2];
7616 vert[ 6] = org2[0] - width * right2[0];
7617 vert[ 7] = org2[1] - width * right2[1];
7618 vert[ 8] = org2[2] - width * right2[2];
7619 vert[ 9] = org2[0] + width * right2[0];
7620 vert[10] = org2[1] + width * right2[1];
7621 vert[11] = org2[2] + width * right2[2];
7624 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)
7626 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7627 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7628 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7629 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7630 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7631 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7632 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7633 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7634 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7635 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7636 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7637 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7640 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7645 VectorSet(v, x, y, z);
7646 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7647 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7649 if (i == mesh->numvertices)
7651 if (mesh->numvertices < mesh->maxvertices)
7653 VectorCopy(v, vertex3f);
7654 mesh->numvertices++;
7656 return mesh->numvertices;
7662 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7666 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7667 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7668 e = mesh->element3i + mesh->numtriangles * 3;
7669 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7671 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7672 if (mesh->numtriangles < mesh->maxtriangles)
7677 mesh->numtriangles++;
7679 element[1] = element[2];
7683 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7687 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7688 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7689 e = mesh->element3i + mesh->numtriangles * 3;
7690 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7692 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7693 if (mesh->numtriangles < mesh->maxtriangles)
7698 mesh->numtriangles++;
7700 element[1] = element[2];
7704 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7705 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7707 int planenum, planenum2;
7710 mplane_t *plane, *plane2;
7712 double temppoints[2][256*3];
7713 // figure out how large a bounding box we need to properly compute this brush
7715 for (w = 0;w < numplanes;w++)
7716 maxdist = max(maxdist, fabs(planes[w].dist));
7717 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7718 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7719 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7723 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7724 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7726 if (planenum2 == planenum)
7728 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);
7731 if (tempnumpoints < 3)
7733 // generate elements forming a triangle fan for this polygon
7734 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7738 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)
7740 texturelayer_t *layer;
7741 layer = t->currentlayers + t->currentnumlayers++;
7743 layer->depthmask = depthmask;
7744 layer->blendfunc1 = blendfunc1;
7745 layer->blendfunc2 = blendfunc2;
7746 layer->texture = texture;
7747 layer->texmatrix = *matrix;
7748 layer->color[0] = r;
7749 layer->color[1] = g;
7750 layer->color[2] = b;
7751 layer->color[3] = a;
7754 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7756 if(parms[0] == 0 && parms[1] == 0)
7758 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7759 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7764 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7767 index = parms[2] + rsurface.shadertime * parms[3];
7768 index -= floor(index);
7769 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7772 case Q3WAVEFUNC_NONE:
7773 case Q3WAVEFUNC_NOISE:
7774 case Q3WAVEFUNC_COUNT:
7777 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7778 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7779 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7780 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7781 case Q3WAVEFUNC_TRIANGLE:
7783 f = index - floor(index);
7796 f = parms[0] + parms[1] * f;
7797 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7798 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7802 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7808 matrix4x4_t matrix, temp;
7809 switch(tcmod->tcmod)
7813 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7814 matrix = r_waterscrollmatrix;
7816 matrix = identitymatrix;
7818 case Q3TCMOD_ENTITYTRANSLATE:
7819 // this is used in Q3 to allow the gamecode to control texcoord
7820 // scrolling on the entity, which is not supported in darkplaces yet.
7821 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7823 case Q3TCMOD_ROTATE:
7824 f = tcmod->parms[0] * rsurface.shadertime;
7825 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7826 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7827 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7830 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7832 case Q3TCMOD_SCROLL:
7833 // extra care is needed because of precision breakdown with large values of time
7834 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7835 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7836 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7838 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7839 w = (int) tcmod->parms[0];
7840 h = (int) tcmod->parms[1];
7841 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7843 idx = (int) floor(f * w * h);
7844 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7846 case Q3TCMOD_STRETCH:
7847 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7848 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7850 case Q3TCMOD_TRANSFORM:
7851 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7852 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7853 VectorSet(tcmat + 6, 0 , 0 , 1);
7854 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7855 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7857 case Q3TCMOD_TURBULENT:
7858 // this is handled in the RSurf_PrepareVertices function
7859 matrix = identitymatrix;
7863 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7866 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7868 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7869 char name[MAX_QPATH];
7870 skinframe_t *skinframe;
7871 unsigned char pixels[296*194];
7872 strlcpy(cache->name, skinname, sizeof(cache->name));
7873 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7874 if (developer_loading.integer)
7875 Con_Printf("loading %s\n", name);
7876 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7877 if (!skinframe || !skinframe->base)
7880 fs_offset_t filesize;
7882 f = FS_LoadFile(name, tempmempool, true, &filesize);
7885 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7886 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7890 cache->skinframe = skinframe;
7893 texture_t *R_GetCurrentTexture(texture_t *t)
7896 const entity_render_t *ent = rsurface.entity;
7897 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7898 q3shaderinfo_layer_tcmod_t *tcmod;
7900 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7901 return t->currentframe;
7902 t->update_lastrenderframe = r_textureframe;
7903 t->update_lastrenderentity = (void *)ent;
7905 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7906 t->camera_entity = ent->entitynumber;
7908 t->camera_entity = 0;
7910 // switch to an alternate material if this is a q1bsp animated material
7912 texture_t *texture = t;
7913 int s = rsurface.ent_skinnum;
7914 if ((unsigned int)s >= (unsigned int)model->numskins)
7916 if (model->skinscenes)
7918 if (model->skinscenes[s].framecount > 1)
7919 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7921 s = model->skinscenes[s].firstframe;
7924 t = t + s * model->num_surfaces;
7927 // use an alternate animation if the entity's frame is not 0,
7928 // and only if the texture has an alternate animation
7929 if (rsurface.ent_alttextures && t->anim_total[1])
7930 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7932 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7934 texture->currentframe = t;
7937 // update currentskinframe to be a qw skin or animation frame
7938 if (rsurface.ent_qwskin >= 0)
7940 i = rsurface.ent_qwskin;
7941 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7943 r_qwskincache_size = cl.maxclients;
7945 Mem_Free(r_qwskincache);
7946 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7948 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7949 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7950 t->currentskinframe = r_qwskincache[i].skinframe;
7951 if (t->currentskinframe == NULL)
7952 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7954 else if (t->numskinframes >= 2)
7955 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7956 if (t->backgroundnumskinframes >= 2)
7957 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7959 t->currentmaterialflags = t->basematerialflags;
7960 t->currentalpha = rsurface.colormod[3];
7961 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7962 t->currentalpha *= r_wateralpha.value;
7963 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7964 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7965 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7966 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7967 if (!(rsurface.ent_flags & RENDER_LIGHT))
7968 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7969 else if (FAKELIGHT_ENABLED)
7971 // no modellight if using fakelight for the map
7973 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7975 // pick a model lighting mode
7976 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7977 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7979 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7981 if (rsurface.ent_flags & RENDER_ADDITIVE)
7982 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7983 else if (t->currentalpha < 1)
7984 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7985 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7986 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7987 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7988 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7989 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7990 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7991 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7992 if (t->backgroundnumskinframes)
7993 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7994 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7996 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7997 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8000 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8001 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8003 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8004 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8006 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8007 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8009 // there is no tcmod
8010 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8012 t->currenttexmatrix = r_waterscrollmatrix;
8013 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8015 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8017 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8018 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8021 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8022 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8023 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8024 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8026 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8027 if (t->currentskinframe->qpixels)
8028 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8029 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8030 if (!t->basetexture)
8031 t->basetexture = r_texture_notexture;
8032 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8033 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8034 t->nmaptexture = t->currentskinframe->nmap;
8035 if (!t->nmaptexture)
8036 t->nmaptexture = r_texture_blanknormalmap;
8037 t->glosstexture = r_texture_black;
8038 t->glowtexture = t->currentskinframe->glow;
8039 t->fogtexture = t->currentskinframe->fog;
8040 t->reflectmasktexture = t->currentskinframe->reflect;
8041 if (t->backgroundnumskinframes)
8043 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8044 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8045 t->backgroundglosstexture = r_texture_black;
8046 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8047 if (!t->backgroundnmaptexture)
8048 t->backgroundnmaptexture = r_texture_blanknormalmap;
8049 // make sure that if glow is going to be used, both textures are not NULL
8050 if (!t->backgroundglowtexture && t->glowtexture)
8051 t->backgroundglowtexture = r_texture_black;
8052 if (!t->glowtexture && t->backgroundglowtexture)
8053 t->glowtexture = r_texture_black;
8057 t->backgroundbasetexture = r_texture_white;
8058 t->backgroundnmaptexture = r_texture_blanknormalmap;
8059 t->backgroundglosstexture = r_texture_black;
8060 t->backgroundglowtexture = NULL;
8062 t->specularpower = r_shadow_glossexponent.value;
8063 // TODO: store reference values for these in the texture?
8064 t->specularscale = 0;
8065 if (r_shadow_gloss.integer > 0)
8067 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8069 if (r_shadow_glossintensity.value > 0)
8071 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8072 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8073 t->specularscale = r_shadow_glossintensity.value;
8076 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8078 t->glosstexture = r_texture_white;
8079 t->backgroundglosstexture = r_texture_white;
8080 t->specularscale = r_shadow_gloss2intensity.value;
8081 t->specularpower = r_shadow_gloss2exponent.value;
8084 t->specularscale *= t->specularscalemod;
8085 t->specularpower *= t->specularpowermod;
8086 t->rtlightambient = 0;
8088 // lightmaps mode looks bad with dlights using actual texturing, so turn
8089 // off the colormap and glossmap, but leave the normalmap on as it still
8090 // accurately represents the shading involved
8091 if (gl_lightmaps.integer)
8093 t->basetexture = r_texture_grey128;
8094 t->pantstexture = r_texture_black;
8095 t->shirttexture = r_texture_black;
8096 if (gl_lightmaps.integer < 2)
8097 t->nmaptexture = r_texture_blanknormalmap;
8098 t->glosstexture = r_texture_black;
8099 t->glowtexture = NULL;
8100 t->fogtexture = NULL;
8101 t->reflectmasktexture = NULL;
8102 t->backgroundbasetexture = NULL;
8103 if (gl_lightmaps.integer < 2)
8104 t->backgroundnmaptexture = r_texture_blanknormalmap;
8105 t->backgroundglosstexture = r_texture_black;
8106 t->backgroundglowtexture = NULL;
8107 t->specularscale = 0;
8108 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8111 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8112 VectorClear(t->dlightcolor);
8113 t->currentnumlayers = 0;
8114 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8116 int blendfunc1, blendfunc2;
8118 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8120 blendfunc1 = GL_SRC_ALPHA;
8121 blendfunc2 = GL_ONE;
8123 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8125 blendfunc1 = GL_SRC_ALPHA;
8126 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8128 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8130 blendfunc1 = t->customblendfunc[0];
8131 blendfunc2 = t->customblendfunc[1];
8135 blendfunc1 = GL_ONE;
8136 blendfunc2 = GL_ZERO;
8138 // don't colormod evilblend textures
8139 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8140 VectorSet(t->lightmapcolor, 1, 1, 1);
8141 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8142 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8144 // fullbright is not affected by r_refdef.lightmapintensity
8145 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]);
8146 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8147 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]);
8148 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8149 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]);
8153 vec3_t ambientcolor;
8155 // set the color tint used for lights affecting this surface
8156 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8158 // q3bsp has no lightmap updates, so the lightstylevalue that
8159 // would normally be baked into the lightmap must be
8160 // applied to the color
8161 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8162 if (model->type == mod_brushq3)
8163 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8164 colorscale *= r_refdef.lightmapintensity;
8165 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8166 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8167 // basic lit geometry
8168 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]);
8169 // add pants/shirt if needed
8170 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8171 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]);
8172 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8173 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]);
8174 // now add ambient passes if needed
8175 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8177 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]);
8178 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8179 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]);
8180 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8181 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]);
8184 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8185 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]);
8186 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8188 // if this is opaque use alpha blend which will darken the earlier
8191 // if this is an alpha blended material, all the earlier passes
8192 // were darkened by fog already, so we only need to add the fog
8193 // color ontop through the fog mask texture
8195 // if this is an additive blended material, all the earlier passes
8196 // were darkened by fog already, and we should not add fog color
8197 // (because the background was not darkened, there is no fog color
8198 // that was lost behind it).
8199 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]);
8203 return t->currentframe;
8206 rsurfacestate_t rsurface;
8208 void RSurf_ActiveWorldEntity(void)
8210 dp_model_t *model = r_refdef.scene.worldmodel;
8211 //if (rsurface.entity == r_refdef.scene.worldentity)
8213 rsurface.entity = r_refdef.scene.worldentity;
8214 rsurface.skeleton = NULL;
8215 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8216 rsurface.ent_skinnum = 0;
8217 rsurface.ent_qwskin = -1;
8218 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8219 rsurface.shadertime = r_refdef.scene.time;
8220 rsurface.matrix = identitymatrix;
8221 rsurface.inversematrix = identitymatrix;
8222 rsurface.matrixscale = 1;
8223 rsurface.inversematrixscale = 1;
8224 R_EntityMatrix(&identitymatrix);
8225 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8226 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8227 rsurface.fograngerecip = r_refdef.fograngerecip;
8228 rsurface.fogheightfade = r_refdef.fogheightfade;
8229 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8230 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8231 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8232 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8233 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8234 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8235 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8236 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8237 rsurface.colormod[3] = 1;
8238 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);
8239 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8240 rsurface.frameblend[0].lerp = 1;
8241 rsurface.ent_alttextures = false;
8242 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8243 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8244 rsurface.entityskeletaltransform3x4 = NULL;
8245 rsurface.entityskeletalnumtransforms = 0;
8246 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8247 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8248 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8249 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8250 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8251 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8252 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8253 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8254 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8255 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8256 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8257 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8258 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8259 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8260 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8261 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8262 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8263 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8264 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8265 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8266 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8267 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8268 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8269 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8270 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8271 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8272 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8273 rsurface.modelelement3i = model->surfmesh.data_element3i;
8274 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8275 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8276 rsurface.modelelement3s = model->surfmesh.data_element3s;
8277 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8278 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8279 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8280 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8281 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8282 rsurface.modelsurfaces = model->data_surfaces;
8283 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8284 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8285 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8286 rsurface.modelgeneratedvertex = false;
8287 rsurface.batchgeneratedvertex = false;
8288 rsurface.batchfirstvertex = 0;
8289 rsurface.batchnumvertices = 0;
8290 rsurface.batchfirsttriangle = 0;
8291 rsurface.batchnumtriangles = 0;
8292 rsurface.batchvertex3f = NULL;
8293 rsurface.batchvertex3f_vertexbuffer = NULL;
8294 rsurface.batchvertex3f_bufferoffset = 0;
8295 rsurface.batchsvector3f = NULL;
8296 rsurface.batchsvector3f_vertexbuffer = NULL;
8297 rsurface.batchsvector3f_bufferoffset = 0;
8298 rsurface.batchtvector3f = NULL;
8299 rsurface.batchtvector3f_vertexbuffer = NULL;
8300 rsurface.batchtvector3f_bufferoffset = 0;
8301 rsurface.batchnormal3f = NULL;
8302 rsurface.batchnormal3f_vertexbuffer = NULL;
8303 rsurface.batchnormal3f_bufferoffset = 0;
8304 rsurface.batchlightmapcolor4f = NULL;
8305 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8306 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8307 rsurface.batchtexcoordtexture2f = NULL;
8308 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8309 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8310 rsurface.batchtexcoordlightmap2f = NULL;
8311 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8312 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8313 rsurface.batchskeletalindex4ub = NULL;
8314 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8315 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8316 rsurface.batchskeletalweight4ub = NULL;
8317 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8318 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8319 rsurface.batchvertexmesh = NULL;
8320 rsurface.batchvertexmeshbuffer = NULL;
8321 rsurface.batchvertex3fbuffer = NULL;
8322 rsurface.batchelement3i = NULL;
8323 rsurface.batchelement3i_indexbuffer = NULL;
8324 rsurface.batchelement3i_bufferoffset = 0;
8325 rsurface.batchelement3s = NULL;
8326 rsurface.batchelement3s_indexbuffer = NULL;
8327 rsurface.batchelement3s_bufferoffset = 0;
8328 rsurface.passcolor4f = NULL;
8329 rsurface.passcolor4f_vertexbuffer = NULL;
8330 rsurface.passcolor4f_bufferoffset = 0;
8331 rsurface.forcecurrenttextureupdate = false;
8334 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8336 dp_model_t *model = ent->model;
8337 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8339 rsurface.entity = (entity_render_t *)ent;
8340 rsurface.skeleton = ent->skeleton;
8341 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8342 rsurface.ent_skinnum = ent->skinnum;
8343 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;
8344 rsurface.ent_flags = ent->flags;
8345 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8346 rsurface.matrix = ent->matrix;
8347 rsurface.inversematrix = ent->inversematrix;
8348 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8349 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8350 R_EntityMatrix(&rsurface.matrix);
8351 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8352 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8353 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8354 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8355 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8356 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8357 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8358 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8359 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8360 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8361 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8362 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8363 rsurface.colormod[3] = ent->alpha;
8364 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8365 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8366 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8367 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8368 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8369 if (ent->model->brush.submodel && !prepass)
8371 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8372 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8374 // if the animcache code decided it should use the shader path, skip the deform step
8375 rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
8376 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8377 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8379 if (ent->animcache_vertex3f)
8381 r_refdef.stats[r_stat_batch_entitycache_count]++;
8382 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8383 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8384 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8385 rsurface.modelvertex3f = ent->animcache_vertex3f;
8386 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8387 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8388 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8389 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8390 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8391 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8393 else if (wanttangents)
8395 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8396 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8397 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8398 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8399 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8400 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8401 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8402 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8403 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8404 rsurface.modelvertexmesh = NULL;
8405 rsurface.modelvertexmeshbuffer = NULL;
8406 rsurface.modelvertex3fbuffer = NULL;
8408 else if (wantnormals)
8410 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8411 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8412 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8413 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8414 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8415 rsurface.modelsvector3f = NULL;
8416 rsurface.modeltvector3f = NULL;
8417 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8418 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8419 rsurface.modelvertexmesh = NULL;
8420 rsurface.modelvertexmeshbuffer = NULL;
8421 rsurface.modelvertex3fbuffer = NULL;
8425 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8426 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8427 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8428 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8429 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8430 rsurface.modelsvector3f = NULL;
8431 rsurface.modeltvector3f = NULL;
8432 rsurface.modelnormal3f = NULL;
8433 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8434 rsurface.modelvertexmesh = NULL;
8435 rsurface.modelvertexmeshbuffer = NULL;
8436 rsurface.modelvertex3fbuffer = NULL;
8438 rsurface.modelvertex3f_vertexbuffer = 0;
8439 rsurface.modelvertex3f_bufferoffset = 0;
8440 rsurface.modelsvector3f_vertexbuffer = 0;
8441 rsurface.modelsvector3f_bufferoffset = 0;
8442 rsurface.modeltvector3f_vertexbuffer = 0;
8443 rsurface.modeltvector3f_bufferoffset = 0;
8444 rsurface.modelnormal3f_vertexbuffer = 0;
8445 rsurface.modelnormal3f_bufferoffset = 0;
8446 rsurface.modelgeneratedvertex = true;
8450 if (rsurface.entityskeletaltransform3x4)
8452 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8453 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8454 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8455 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8459 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8460 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8461 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8462 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8464 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8465 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8466 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8467 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8468 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8469 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8470 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8471 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8472 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8473 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8474 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8475 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8476 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8477 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8478 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8479 rsurface.modelgeneratedvertex = false;
8481 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8482 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8483 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8484 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8485 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8486 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8487 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8488 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8489 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8490 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8491 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8492 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8493 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8494 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8495 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8496 rsurface.modelelement3i = model->surfmesh.data_element3i;
8497 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8498 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8499 rsurface.modelelement3s = model->surfmesh.data_element3s;
8500 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8501 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8502 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8503 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8504 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8505 rsurface.modelsurfaces = model->data_surfaces;
8506 rsurface.batchgeneratedvertex = false;
8507 rsurface.batchfirstvertex = 0;
8508 rsurface.batchnumvertices = 0;
8509 rsurface.batchfirsttriangle = 0;
8510 rsurface.batchnumtriangles = 0;
8511 rsurface.batchvertex3f = NULL;
8512 rsurface.batchvertex3f_vertexbuffer = NULL;
8513 rsurface.batchvertex3f_bufferoffset = 0;
8514 rsurface.batchsvector3f = NULL;
8515 rsurface.batchsvector3f_vertexbuffer = NULL;
8516 rsurface.batchsvector3f_bufferoffset = 0;
8517 rsurface.batchtvector3f = NULL;
8518 rsurface.batchtvector3f_vertexbuffer = NULL;
8519 rsurface.batchtvector3f_bufferoffset = 0;
8520 rsurface.batchnormal3f = NULL;
8521 rsurface.batchnormal3f_vertexbuffer = NULL;
8522 rsurface.batchnormal3f_bufferoffset = 0;
8523 rsurface.batchlightmapcolor4f = NULL;
8524 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8525 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8526 rsurface.batchtexcoordtexture2f = NULL;
8527 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8528 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8529 rsurface.batchtexcoordlightmap2f = NULL;
8530 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8531 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8532 rsurface.batchskeletalindex4ub = NULL;
8533 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8534 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8535 rsurface.batchskeletalweight4ub = NULL;
8536 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8537 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8538 rsurface.batchvertexmesh = NULL;
8539 rsurface.batchvertexmeshbuffer = NULL;
8540 rsurface.batchvertex3fbuffer = NULL;
8541 rsurface.batchelement3i = NULL;
8542 rsurface.batchelement3i_indexbuffer = NULL;
8543 rsurface.batchelement3i_bufferoffset = 0;
8544 rsurface.batchelement3s = NULL;
8545 rsurface.batchelement3s_indexbuffer = NULL;
8546 rsurface.batchelement3s_bufferoffset = 0;
8547 rsurface.passcolor4f = NULL;
8548 rsurface.passcolor4f_vertexbuffer = NULL;
8549 rsurface.passcolor4f_bufferoffset = 0;
8550 rsurface.forcecurrenttextureupdate = false;
8553 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)
8555 rsurface.entity = r_refdef.scene.worldentity;
8556 rsurface.skeleton = NULL;
8557 rsurface.ent_skinnum = 0;
8558 rsurface.ent_qwskin = -1;
8559 rsurface.ent_flags = entflags;
8560 rsurface.shadertime = r_refdef.scene.time - shadertime;
8561 rsurface.modelnumvertices = numvertices;
8562 rsurface.modelnumtriangles = numtriangles;
8563 rsurface.matrix = *matrix;
8564 rsurface.inversematrix = *inversematrix;
8565 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8566 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8567 R_EntityMatrix(&rsurface.matrix);
8568 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8569 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8570 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8571 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8572 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8573 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8574 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8575 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8576 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8577 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8578 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8579 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8580 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);
8581 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8582 rsurface.frameblend[0].lerp = 1;
8583 rsurface.ent_alttextures = false;
8584 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8585 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8586 rsurface.entityskeletaltransform3x4 = NULL;
8587 rsurface.entityskeletalnumtransforms = 0;
8588 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8589 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8590 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8591 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8594 rsurface.modelvertex3f = (float *)vertex3f;
8595 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8596 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8597 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8599 else if (wantnormals)
8601 rsurface.modelvertex3f = (float *)vertex3f;
8602 rsurface.modelsvector3f = NULL;
8603 rsurface.modeltvector3f = NULL;
8604 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8608 rsurface.modelvertex3f = (float *)vertex3f;
8609 rsurface.modelsvector3f = NULL;
8610 rsurface.modeltvector3f = NULL;
8611 rsurface.modelnormal3f = NULL;
8613 rsurface.modelvertexmesh = NULL;
8614 rsurface.modelvertexmeshbuffer = NULL;
8615 rsurface.modelvertex3fbuffer = NULL;
8616 rsurface.modelvertex3f_vertexbuffer = 0;
8617 rsurface.modelvertex3f_bufferoffset = 0;
8618 rsurface.modelsvector3f_vertexbuffer = 0;
8619 rsurface.modelsvector3f_bufferoffset = 0;
8620 rsurface.modeltvector3f_vertexbuffer = 0;
8621 rsurface.modeltvector3f_bufferoffset = 0;
8622 rsurface.modelnormal3f_vertexbuffer = 0;
8623 rsurface.modelnormal3f_bufferoffset = 0;
8624 rsurface.modelgeneratedvertex = true;
8625 rsurface.modellightmapcolor4f = (float *)color4f;
8626 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8627 rsurface.modellightmapcolor4f_bufferoffset = 0;
8628 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8629 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8630 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8631 rsurface.modeltexcoordlightmap2f = NULL;
8632 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8633 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8634 rsurface.modelskeletalindex4ub = NULL;
8635 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8636 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8637 rsurface.modelskeletalweight4ub = NULL;
8638 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8639 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8640 rsurface.modelelement3i = (int *)element3i;
8641 rsurface.modelelement3i_indexbuffer = NULL;
8642 rsurface.modelelement3i_bufferoffset = 0;
8643 rsurface.modelelement3s = (unsigned short *)element3s;
8644 rsurface.modelelement3s_indexbuffer = NULL;
8645 rsurface.modelelement3s_bufferoffset = 0;
8646 rsurface.modellightmapoffsets = NULL;
8647 rsurface.modelsurfaces = NULL;
8648 rsurface.batchgeneratedvertex = false;
8649 rsurface.batchfirstvertex = 0;
8650 rsurface.batchnumvertices = 0;
8651 rsurface.batchfirsttriangle = 0;
8652 rsurface.batchnumtriangles = 0;
8653 rsurface.batchvertex3f = NULL;
8654 rsurface.batchvertex3f_vertexbuffer = NULL;
8655 rsurface.batchvertex3f_bufferoffset = 0;
8656 rsurface.batchsvector3f = NULL;
8657 rsurface.batchsvector3f_vertexbuffer = NULL;
8658 rsurface.batchsvector3f_bufferoffset = 0;
8659 rsurface.batchtvector3f = NULL;
8660 rsurface.batchtvector3f_vertexbuffer = NULL;
8661 rsurface.batchtvector3f_bufferoffset = 0;
8662 rsurface.batchnormal3f = NULL;
8663 rsurface.batchnormal3f_vertexbuffer = NULL;
8664 rsurface.batchnormal3f_bufferoffset = 0;
8665 rsurface.batchlightmapcolor4f = NULL;
8666 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8667 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8668 rsurface.batchtexcoordtexture2f = NULL;
8669 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8670 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8671 rsurface.batchtexcoordlightmap2f = NULL;
8672 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8673 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8674 rsurface.batchskeletalindex4ub = NULL;
8675 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8676 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8677 rsurface.batchskeletalweight4ub = NULL;
8678 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8679 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8680 rsurface.batchvertexmesh = NULL;
8681 rsurface.batchvertexmeshbuffer = NULL;
8682 rsurface.batchvertex3fbuffer = NULL;
8683 rsurface.batchelement3i = NULL;
8684 rsurface.batchelement3i_indexbuffer = NULL;
8685 rsurface.batchelement3i_bufferoffset = 0;
8686 rsurface.batchelement3s = NULL;
8687 rsurface.batchelement3s_indexbuffer = NULL;
8688 rsurface.batchelement3s_bufferoffset = 0;
8689 rsurface.passcolor4f = NULL;
8690 rsurface.passcolor4f_vertexbuffer = NULL;
8691 rsurface.passcolor4f_bufferoffset = 0;
8692 rsurface.forcecurrenttextureupdate = true;
8694 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8696 if ((wantnormals || wanttangents) && !normal3f)
8698 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8699 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8701 if (wanttangents && !svector3f)
8703 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8704 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8705 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8710 float RSurf_FogPoint(const float *v)
8712 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8713 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8714 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8715 float FogHeightFade = r_refdef.fogheightfade;
8717 unsigned int fogmasktableindex;
8718 if (r_refdef.fogplaneviewabove)
8719 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8721 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8722 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8723 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8726 float RSurf_FogVertex(const float *v)
8728 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8729 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8730 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8731 float FogHeightFade = rsurface.fogheightfade;
8733 unsigned int fogmasktableindex;
8734 if (r_refdef.fogplaneviewabove)
8735 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8737 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8738 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8739 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8742 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8745 for (i = 0;i < numelements;i++)
8746 outelement3i[i] = inelement3i[i] + adjust;
8749 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8750 extern cvar_t gl_vbo;
8751 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8759 int surfacefirsttriangle;
8760 int surfacenumtriangles;
8761 int surfacefirstvertex;
8762 int surfaceendvertex;
8763 int surfacenumvertices;
8764 int batchnumsurfaces = texturenumsurfaces;
8765 int batchnumvertices;
8766 int batchnumtriangles;
8770 qboolean dynamicvertex;
8774 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8777 q3shaderinfo_deform_t *deform;
8778 const msurface_t *surface, *firstsurface;
8779 r_vertexmesh_t *vertexmesh;
8780 if (!texturenumsurfaces)
8782 // find vertex range of this surface batch
8784 firstsurface = texturesurfacelist[0];
8785 firsttriangle = firstsurface->num_firsttriangle;
8786 batchnumvertices = 0;
8787 batchnumtriangles = 0;
8788 firstvertex = endvertex = firstsurface->num_firstvertex;
8789 for (i = 0;i < texturenumsurfaces;i++)
8791 surface = texturesurfacelist[i];
8792 if (surface != firstsurface + i)
8794 surfacefirstvertex = surface->num_firstvertex;
8795 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8796 surfacenumvertices = surface->num_vertices;
8797 surfacenumtriangles = surface->num_triangles;
8798 if (firstvertex > surfacefirstvertex)
8799 firstvertex = surfacefirstvertex;
8800 if (endvertex < surfaceendvertex)
8801 endvertex = surfaceendvertex;
8802 batchnumvertices += surfacenumvertices;
8803 batchnumtriangles += surfacenumtriangles;
8806 r_refdef.stats[r_stat_batch_batches]++;
8808 r_refdef.stats[r_stat_batch_withgaps]++;
8809 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8810 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8811 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8813 // we now know the vertex range used, and if there are any gaps in it
8814 rsurface.batchfirstvertex = firstvertex;
8815 rsurface.batchnumvertices = endvertex - firstvertex;
8816 rsurface.batchfirsttriangle = firsttriangle;
8817 rsurface.batchnumtriangles = batchnumtriangles;
8819 // this variable holds flags for which properties have been updated that
8820 // may require regenerating vertexmesh array...
8823 // check if any dynamic vertex processing must occur
8824 dynamicvertex = false;
8826 // a cvar to force the dynamic vertex path to be taken, for debugging
8827 if (r_batch_debugdynamicvertexpath.integer)
8831 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8832 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8833 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8834 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8836 dynamicvertex = true;
8839 // if there is a chance of animated vertex colors, it's a dynamic batch
8840 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8844 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
8845 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
8846 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
8847 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
8849 dynamicvertex = true;
8850 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8853 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8855 switch (deform->deform)
8858 case Q3DEFORM_PROJECTIONSHADOW:
8859 case Q3DEFORM_TEXT0:
8860 case Q3DEFORM_TEXT1:
8861 case Q3DEFORM_TEXT2:
8862 case Q3DEFORM_TEXT3:
8863 case Q3DEFORM_TEXT4:
8864 case Q3DEFORM_TEXT5:
8865 case Q3DEFORM_TEXT6:
8866 case Q3DEFORM_TEXT7:
8869 case Q3DEFORM_AUTOSPRITE:
8872 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
8873 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
8874 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
8875 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
8877 dynamicvertex = true;
8878 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8879 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8881 case Q3DEFORM_AUTOSPRITE2:
8884 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
8885 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
8886 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
8887 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
8889 dynamicvertex = true;
8890 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8891 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8893 case Q3DEFORM_NORMAL:
8896 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
8897 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
8898 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
8899 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
8901 dynamicvertex = true;
8902 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8903 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8906 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8907 break; // if wavefunc is a nop, ignore this transform
8910 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
8911 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
8912 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
8913 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
8915 dynamicvertex = true;
8916 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8917 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8919 case Q3DEFORM_BULGE:
8922 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
8923 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
8924 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
8925 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
8927 dynamicvertex = true;
8928 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8929 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8932 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8933 break; // if wavefunc is a nop, ignore this transform
8936 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
8937 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
8938 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
8939 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
8941 dynamicvertex = true;
8942 batchneed |= BATCHNEED_ARRAY_VERTEX;
8943 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8947 switch(rsurface.texture->tcgen.tcgen)
8950 case Q3TCGEN_TEXTURE:
8952 case Q3TCGEN_LIGHTMAP:
8955 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
8956 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
8957 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
8958 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
8960 dynamicvertex = true;
8961 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8962 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8964 case Q3TCGEN_VECTOR:
8967 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
8968 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
8969 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
8970 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
8972 dynamicvertex = true;
8973 batchneed |= BATCHNEED_ARRAY_VERTEX;
8974 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8976 case Q3TCGEN_ENVIRONMENT:
8979 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
8980 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
8981 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
8982 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
8984 dynamicvertex = true;
8985 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
8986 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8989 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8993 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
8994 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
8995 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
8996 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
8998 dynamicvertex = true;
8999 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9000 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9003 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9007 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9008 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9009 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9010 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9012 dynamicvertex = true;
9013 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9016 // when the model data has no vertex buffer (dynamic mesh), we need to
9018 if (vid.useinterleavedarrays && !rsurface.modelvertexmeshbuffer)
9019 batchneed |= BATCHNEED_NOGAPS;
9021 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9022 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9023 // we ensure this by treating the vertex batch as dynamic...
9024 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9028 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9029 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9030 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9031 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9033 dynamicvertex = true;
9038 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9039 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9040 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9041 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9042 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9043 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9044 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9045 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9048 // if needsupdate, we have to do a dynamic vertex batch for sure
9049 if (needsupdate & batchneed)
9053 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9054 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9055 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9056 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9058 dynamicvertex = true;
9061 // see if we need to build vertexmesh from arrays
9062 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9066 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9067 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9068 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9069 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9071 dynamicvertex = true;
9074 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9075 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9076 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9078 rsurface.batchvertex3f = rsurface.modelvertex3f;
9079 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9080 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9081 rsurface.batchsvector3f = rsurface.modelsvector3f;
9082 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9083 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9084 rsurface.batchtvector3f = rsurface.modeltvector3f;
9085 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9086 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9087 rsurface.batchnormal3f = rsurface.modelnormal3f;
9088 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9089 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9090 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9091 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9092 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9093 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9094 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9095 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9096 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9097 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9098 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9099 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9100 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9101 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9102 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9103 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9104 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9105 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
9106 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9107 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
9108 rsurface.batchelement3i = rsurface.modelelement3i;
9109 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9110 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9111 rsurface.batchelement3s = rsurface.modelelement3s;
9112 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9113 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9114 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9115 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9117 // if any dynamic vertex processing has to occur in software, we copy the
9118 // entire surface list together before processing to rebase the vertices
9119 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9121 // if any gaps exist and we do not have a static vertex buffer, we have to
9122 // copy the surface list together to avoid wasting upload bandwidth on the
9123 // vertices in the gaps.
9125 // if gaps exist and we have a static vertex buffer, we can choose whether
9126 // to combine the index buffer ranges into one dynamic index buffer or
9127 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9129 // in many cases the batch is reduced to one draw call.
9131 rsurface.batchmultidraw = false;
9132 rsurface.batchmultidrawnumsurfaces = 0;
9133 rsurface.batchmultidrawsurfacelist = NULL;
9137 // static vertex data, just set pointers...
9138 rsurface.batchgeneratedvertex = false;
9139 // if there are gaps, we want to build a combined index buffer,
9140 // otherwise use the original static buffer with an appropriate offset
9143 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9144 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9145 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9146 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9147 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9149 rsurface.batchmultidraw = true;
9150 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9151 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9154 // build a new triangle elements array for this batch
9155 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9156 rsurface.batchfirsttriangle = 0;
9158 for (i = 0;i < texturenumsurfaces;i++)
9160 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9161 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9162 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9163 numtriangles += surfacenumtriangles;
9165 rsurface.batchelement3i_indexbuffer = NULL;
9166 rsurface.batchelement3i_bufferoffset = 0;
9167 rsurface.batchelement3s = NULL;
9168 rsurface.batchelement3s_indexbuffer = NULL;
9169 rsurface.batchelement3s_bufferoffset = 0;
9170 if (endvertex <= 65536)
9172 // make a 16bit (unsigned short) index array if possible
9173 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9174 for (i = 0;i < numtriangles*3;i++)
9175 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9180 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9181 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9182 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9183 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9188 // something needs software processing, do it for real...
9189 // we only directly handle separate array data in this case and then
9190 // generate interleaved data if needed...
9191 rsurface.batchgeneratedvertex = true;
9192 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9193 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9194 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9195 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9197 // now copy the vertex data into a combined array and make an index array
9198 // (this is what Quake3 does all the time)
9199 // we also apply any skeletal animation here that would have been done in
9200 // the vertex shader, because most of the dynamic vertex animation cases
9201 // need actual vertex positions and normals
9202 //if (dynamicvertex)
9204 rsurface.batchvertex3fbuffer = NULL;
9205 rsurface.batchvertexmesh = NULL;
9206 rsurface.batchvertexmeshbuffer = NULL;
9207 rsurface.batchvertex3f = NULL;
9208 rsurface.batchvertex3f_vertexbuffer = NULL;
9209 rsurface.batchvertex3f_bufferoffset = 0;
9210 rsurface.batchsvector3f = NULL;
9211 rsurface.batchsvector3f_vertexbuffer = NULL;
9212 rsurface.batchsvector3f_bufferoffset = 0;
9213 rsurface.batchtvector3f = NULL;
9214 rsurface.batchtvector3f_vertexbuffer = NULL;
9215 rsurface.batchtvector3f_bufferoffset = 0;
9216 rsurface.batchnormal3f = NULL;
9217 rsurface.batchnormal3f_vertexbuffer = NULL;
9218 rsurface.batchnormal3f_bufferoffset = 0;
9219 rsurface.batchlightmapcolor4f = NULL;
9220 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9221 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9222 rsurface.batchtexcoordtexture2f = NULL;
9223 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9224 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9225 rsurface.batchtexcoordlightmap2f = NULL;
9226 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9227 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9228 rsurface.batchskeletalindex4ub = NULL;
9229 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9230 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9231 rsurface.batchskeletalweight4ub = NULL;
9232 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9233 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9234 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9235 rsurface.batchelement3i_indexbuffer = NULL;
9236 rsurface.batchelement3i_bufferoffset = 0;
9237 rsurface.batchelement3s = NULL;
9238 rsurface.batchelement3s_indexbuffer = NULL;
9239 rsurface.batchelement3s_bufferoffset = 0;
9240 // we'll only be setting up certain arrays as needed
9241 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9242 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9243 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9244 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9245 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9246 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9247 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9249 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9250 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9252 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9253 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9254 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9255 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9256 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9257 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9258 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9260 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9261 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9265 for (i = 0;i < texturenumsurfaces;i++)
9267 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9268 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9269 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9270 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9271 // copy only the data requested
9272 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9273 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9274 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9276 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9278 if (rsurface.batchvertex3f)
9279 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9281 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9283 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9285 if (rsurface.modelnormal3f)
9286 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9288 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9290 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9292 if (rsurface.modelsvector3f)
9294 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9295 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9299 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9300 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9303 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9305 if (rsurface.modellightmapcolor4f)
9306 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9308 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9310 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9312 if (rsurface.modeltexcoordtexture2f)
9313 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9315 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9317 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9319 if (rsurface.modeltexcoordlightmap2f)
9320 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9322 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9324 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9326 if (rsurface.modelskeletalindex4ub)
9328 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9329 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9333 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9334 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9335 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9336 for (j = 0;j < surfacenumvertices;j++)
9341 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9342 numvertices += surfacenumvertices;
9343 numtriangles += surfacenumtriangles;
9346 // generate a 16bit index array as well if possible
9347 // (in general, dynamic batches fit)
9348 if (numvertices <= 65536)
9350 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9351 for (i = 0;i < numtriangles*3;i++)
9352 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9355 // since we've copied everything, the batch now starts at 0
9356 rsurface.batchfirstvertex = 0;
9357 rsurface.batchnumvertices = batchnumvertices;
9358 rsurface.batchfirsttriangle = 0;
9359 rsurface.batchnumtriangles = batchnumtriangles;
9362 // apply skeletal animation that would have been done in the vertex shader
9363 if (rsurface.batchskeletaltransform3x4)
9365 const unsigned char *si;
9366 const unsigned char *sw;
9368 const float *b = rsurface.batchskeletaltransform3x4;
9369 float *vp, *vs, *vt, *vn;
9371 float m[3][4], n[3][4];
9372 float tp[3], ts[3], tt[3], tn[3];
9373 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9374 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9375 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9376 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9377 si = rsurface.batchskeletalindex4ub;
9378 sw = rsurface.batchskeletalweight4ub;
9379 vp = rsurface.batchvertex3f;
9380 vs = rsurface.batchsvector3f;
9381 vt = rsurface.batchtvector3f;
9382 vn = rsurface.batchnormal3f;
9383 memset(m[0], 0, sizeof(m));
9384 memset(n[0], 0, sizeof(n));
9385 for (i = 0;i < batchnumvertices;i++)
9387 t[0] = b + si[0]*12;
9390 // common case - only one matrix
9404 else if (sw[2] + sw[3])
9407 t[1] = b + si[1]*12;
9408 t[2] = b + si[2]*12;
9409 t[3] = b + si[3]*12;
9410 w[0] = sw[0] * (1.0f / 255.0f);
9411 w[1] = sw[1] * (1.0f / 255.0f);
9412 w[2] = sw[2] * (1.0f / 255.0f);
9413 w[3] = sw[3] * (1.0f / 255.0f);
9414 // blend the matrices
9415 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9416 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9417 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9418 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9419 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9420 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9421 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9422 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9423 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9424 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9425 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9426 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9431 t[1] = b + si[1]*12;
9432 w[0] = sw[0] * (1.0f / 255.0f);
9433 w[1] = sw[1] * (1.0f / 255.0f);
9434 // blend the matrices
9435 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9436 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9437 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9438 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9439 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9440 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9441 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9442 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9443 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9444 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9445 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9446 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9450 // modify the vertex
9452 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9453 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9454 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9458 // the normal transformation matrix is a set of cross products...
9459 CrossProduct(m[1], m[2], n[0]);
9460 CrossProduct(m[2], m[0], n[1]);
9461 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9463 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9464 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9465 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9466 VectorNormalize(vn);
9471 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9472 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9473 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9474 VectorNormalize(vs);
9477 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9478 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9479 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9480 VectorNormalize(vt);
9485 rsurface.batchskeletaltransform3x4 = NULL;
9486 rsurface.batchskeletalnumtransforms = 0;
9489 // q1bsp surfaces rendered in vertex color mode have to have colors
9490 // calculated based on lightstyles
9491 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9493 // generate color arrays for the surfaces in this list
9498 const unsigned char *lm;
9499 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9500 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9501 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9503 for (i = 0;i < texturenumsurfaces;i++)
9505 surface = texturesurfacelist[i];
9506 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9507 surfacenumvertices = surface->num_vertices;
9508 if (surface->lightmapinfo->samples)
9510 for (j = 0;j < surfacenumvertices;j++)
9512 lm = surface->lightmapinfo->samples + offsets[j];
9513 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9514 VectorScale(lm, scale, c);
9515 if (surface->lightmapinfo->styles[1] != 255)
9517 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9519 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9520 VectorMA(c, scale, lm, c);
9521 if (surface->lightmapinfo->styles[2] != 255)
9524 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9525 VectorMA(c, scale, lm, c);
9526 if (surface->lightmapinfo->styles[3] != 255)
9529 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9530 VectorMA(c, scale, lm, c);
9537 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);
9543 for (j = 0;j < surfacenumvertices;j++)
9545 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9552 // if vertices are deformed (sprite flares and things in maps, possibly
9553 // water waves, bulges and other deformations), modify the copied vertices
9555 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9557 switch (deform->deform)
9560 case Q3DEFORM_PROJECTIONSHADOW:
9561 case Q3DEFORM_TEXT0:
9562 case Q3DEFORM_TEXT1:
9563 case Q3DEFORM_TEXT2:
9564 case Q3DEFORM_TEXT3:
9565 case Q3DEFORM_TEXT4:
9566 case Q3DEFORM_TEXT5:
9567 case Q3DEFORM_TEXT6:
9568 case Q3DEFORM_TEXT7:
9571 case Q3DEFORM_AUTOSPRITE:
9572 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9573 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9574 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9575 VectorNormalize(newforward);
9576 VectorNormalize(newright);
9577 VectorNormalize(newup);
9578 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9579 // rsurface.batchvertex3f_vertexbuffer = NULL;
9580 // rsurface.batchvertex3f_bufferoffset = 0;
9581 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9582 // rsurface.batchsvector3f_vertexbuffer = NULL;
9583 // rsurface.batchsvector3f_bufferoffset = 0;
9584 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9585 // rsurface.batchtvector3f_vertexbuffer = NULL;
9586 // rsurface.batchtvector3f_bufferoffset = 0;
9587 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9588 // rsurface.batchnormal3f_vertexbuffer = NULL;
9589 // rsurface.batchnormal3f_bufferoffset = 0;
9590 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9591 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9592 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9593 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9594 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);
9595 // a single autosprite surface can contain multiple sprites...
9596 for (j = 0;j < batchnumvertices - 3;j += 4)
9598 VectorClear(center);
9599 for (i = 0;i < 4;i++)
9600 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9601 VectorScale(center, 0.25f, center);
9602 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9603 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9604 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9605 for (i = 0;i < 4;i++)
9607 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9608 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9611 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9612 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9613 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);
9615 case Q3DEFORM_AUTOSPRITE2:
9616 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9617 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9618 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9619 VectorNormalize(newforward);
9620 VectorNormalize(newright);
9621 VectorNormalize(newup);
9622 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9623 // rsurface.batchvertex3f_vertexbuffer = NULL;
9624 // rsurface.batchvertex3f_bufferoffset = 0;
9626 const float *v1, *v2;
9636 memset(shortest, 0, sizeof(shortest));
9637 // a single autosprite surface can contain multiple sprites...
9638 for (j = 0;j < batchnumvertices - 3;j += 4)
9640 VectorClear(center);
9641 for (i = 0;i < 4;i++)
9642 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9643 VectorScale(center, 0.25f, center);
9644 // find the two shortest edges, then use them to define the
9645 // axis vectors for rotating around the central axis
9646 for (i = 0;i < 6;i++)
9648 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9649 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9650 l = VectorDistance2(v1, v2);
9651 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9653 l += (1.0f / 1024.0f);
9654 if (shortest[0].length2 > l || i == 0)
9656 shortest[1] = shortest[0];
9657 shortest[0].length2 = l;
9658 shortest[0].v1 = v1;
9659 shortest[0].v2 = v2;
9661 else if (shortest[1].length2 > l || i == 1)
9663 shortest[1].length2 = l;
9664 shortest[1].v1 = v1;
9665 shortest[1].v2 = v2;
9668 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9669 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9670 // this calculates the right vector from the shortest edge
9671 // and the up vector from the edge midpoints
9672 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9673 VectorNormalize(right);
9674 VectorSubtract(end, start, up);
9675 VectorNormalize(up);
9676 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9677 VectorSubtract(rsurface.localvieworigin, center, forward);
9678 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9679 VectorNegate(forward, forward);
9680 VectorReflect(forward, 0, up, forward);
9681 VectorNormalize(forward);
9682 CrossProduct(up, forward, newright);
9683 VectorNormalize(newright);
9684 // rotate the quad around the up axis vector, this is made
9685 // especially easy by the fact we know the quad is flat,
9686 // so we only have to subtract the center position and
9687 // measure distance along the right vector, and then
9688 // multiply that by the newright vector and add back the
9690 // we also need to subtract the old position to undo the
9691 // displacement from the center, which we do with a
9692 // DotProduct, the subtraction/addition of center is also
9693 // optimized into DotProducts here
9694 l = DotProduct(right, center);
9695 for (i = 0;i < 4;i++)
9697 v1 = rsurface.batchvertex3f + 3*(j+i);
9698 f = DotProduct(right, v1) - l;
9699 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9703 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9705 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9706 // rsurface.batchnormal3f_vertexbuffer = NULL;
9707 // rsurface.batchnormal3f_bufferoffset = 0;
9708 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9710 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9712 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9713 // rsurface.batchsvector3f_vertexbuffer = NULL;
9714 // rsurface.batchsvector3f_bufferoffset = 0;
9715 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9716 // rsurface.batchtvector3f_vertexbuffer = NULL;
9717 // rsurface.batchtvector3f_bufferoffset = 0;
9718 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);
9721 case Q3DEFORM_NORMAL:
9722 // deform the normals to make reflections wavey
9723 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9724 rsurface.batchnormal3f_vertexbuffer = NULL;
9725 rsurface.batchnormal3f_bufferoffset = 0;
9726 for (j = 0;j < batchnumvertices;j++)
9729 float *normal = rsurface.batchnormal3f + 3*j;
9730 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9731 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9732 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9733 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9734 VectorNormalize(normal);
9736 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9738 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9739 // rsurface.batchsvector3f_vertexbuffer = NULL;
9740 // rsurface.batchsvector3f_bufferoffset = 0;
9741 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9742 // rsurface.batchtvector3f_vertexbuffer = NULL;
9743 // rsurface.batchtvector3f_bufferoffset = 0;
9744 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);
9748 // deform vertex array to make wavey water and flags and such
9749 waveparms[0] = deform->waveparms[0];
9750 waveparms[1] = deform->waveparms[1];
9751 waveparms[2] = deform->waveparms[2];
9752 waveparms[3] = deform->waveparms[3];
9753 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9754 break; // if wavefunc is a nop, don't make a dynamic vertex array
9755 // this is how a divisor of vertex influence on deformation
9756 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9757 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9758 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9759 // rsurface.batchvertex3f_vertexbuffer = NULL;
9760 // rsurface.batchvertex3f_bufferoffset = 0;
9761 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9762 // rsurface.batchnormal3f_vertexbuffer = NULL;
9763 // rsurface.batchnormal3f_bufferoffset = 0;
9764 for (j = 0;j < batchnumvertices;j++)
9766 // if the wavefunc depends on time, evaluate it per-vertex
9769 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9770 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9772 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9774 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9775 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9776 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9778 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9779 // rsurface.batchsvector3f_vertexbuffer = NULL;
9780 // rsurface.batchsvector3f_bufferoffset = 0;
9781 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9782 // rsurface.batchtvector3f_vertexbuffer = NULL;
9783 // rsurface.batchtvector3f_bufferoffset = 0;
9784 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);
9787 case Q3DEFORM_BULGE:
9788 // deform vertex array to make the surface have moving bulges
9789 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9790 // rsurface.batchvertex3f_vertexbuffer = NULL;
9791 // rsurface.batchvertex3f_bufferoffset = 0;
9792 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9793 // rsurface.batchnormal3f_vertexbuffer = NULL;
9794 // rsurface.batchnormal3f_bufferoffset = 0;
9795 for (j = 0;j < batchnumvertices;j++)
9797 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9798 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9800 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9801 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9802 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9804 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9805 // rsurface.batchsvector3f_vertexbuffer = NULL;
9806 // rsurface.batchsvector3f_bufferoffset = 0;
9807 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9808 // rsurface.batchtvector3f_vertexbuffer = NULL;
9809 // rsurface.batchtvector3f_bufferoffset = 0;
9810 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);
9814 // deform vertex array
9815 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9816 break; // if wavefunc is a nop, don't make a dynamic vertex array
9817 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9818 VectorScale(deform->parms, scale, waveparms);
9819 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9820 // rsurface.batchvertex3f_vertexbuffer = NULL;
9821 // rsurface.batchvertex3f_bufferoffset = 0;
9822 for (j = 0;j < batchnumvertices;j++)
9823 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9828 // generate texcoords based on the chosen texcoord source
9829 switch(rsurface.texture->tcgen.tcgen)
9832 case Q3TCGEN_TEXTURE:
9834 case Q3TCGEN_LIGHTMAP:
9835 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9836 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9837 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9838 if (rsurface.batchtexcoordlightmap2f)
9839 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9841 case Q3TCGEN_VECTOR:
9842 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9843 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9844 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9845 for (j = 0;j < batchnumvertices;j++)
9847 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9848 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9851 case Q3TCGEN_ENVIRONMENT:
9852 // make environment reflections using a spheremap
9853 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9854 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9855 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9856 for (j = 0;j < batchnumvertices;j++)
9858 // identical to Q3A's method, but executed in worldspace so
9859 // carried models can be shiny too
9861 float viewer[3], d, reflected[3], worldreflected[3];
9863 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9864 // VectorNormalize(viewer);
9866 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9868 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9869 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9870 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9871 // note: this is proportinal to viewer, so we can normalize later
9873 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9874 VectorNormalize(worldreflected);
9876 // note: this sphere map only uses world x and z!
9877 // so positive and negative y will LOOK THE SAME.
9878 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9879 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9883 // the only tcmod that needs software vertex processing is turbulent, so
9884 // check for it here and apply the changes if needed
9885 // and we only support that as the first one
9886 // (handling a mixture of turbulent and other tcmods would be problematic
9887 // without punting it entirely to a software path)
9888 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9890 amplitude = rsurface.texture->tcmods[0].parms[1];
9891 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9892 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9893 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9894 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9895 for (j = 0;j < batchnumvertices;j++)
9897 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);
9898 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9902 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9904 // convert the modified arrays to vertex structs
9905 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9906 // rsurface.batchvertexmeshbuffer = NULL;
9907 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9908 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9909 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9910 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9911 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9912 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9913 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9915 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9917 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9918 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9921 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9922 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9923 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9924 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9925 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9926 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9927 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9928 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9929 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9930 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
9932 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9934 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
9935 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
9941 void RSurf_DrawBatch(void)
9943 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9944 // through the pipeline, killing it earlier in the pipeline would have
9945 // per-surface overhead rather than per-batch overhead, so it's best to
9946 // reject it here, before it hits glDraw.
9947 if (rsurface.batchnumtriangles == 0)
9950 // batch debugging code
9951 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9957 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9958 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9961 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9963 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9965 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9966 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);
9973 if (rsurface.batchmultidraw)
9975 // issue multiple draws rather than copying index data
9976 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
9977 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
9978 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
9979 for (i = 0;i < numsurfaces;)
9981 // combine consecutive surfaces as one draw
9982 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
9983 if (surfacelist[j] != surfacelist[k] + 1)
9985 firstvertex = surfacelist[i]->num_firstvertex;
9986 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
9987 firsttriangle = surfacelist[i]->num_firsttriangle;
9988 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
9989 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);
9995 // there is only one consecutive run of index data (may have been combined)
9996 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);
10000 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10002 // pick the closest matching water plane
10003 int planeindex, vertexindex, bestplaneindex = -1;
10007 r_waterstate_waterplane_t *p;
10008 qboolean prepared = false;
10010 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10012 if(p->camera_entity != rsurface.texture->camera_entity)
10017 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10019 if(rsurface.batchnumvertices == 0)
10022 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10024 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10025 d += fabs(PlaneDiff(vert, &p->plane));
10027 if (bestd > d || bestplaneindex < 0)
10030 bestplaneindex = planeindex;
10033 return bestplaneindex;
10034 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10035 // this situation though, as it might be better to render single larger
10036 // batches with useless stuff (backface culled for example) than to
10037 // render multiple smaller batches
10040 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10043 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10044 rsurface.passcolor4f_vertexbuffer = 0;
10045 rsurface.passcolor4f_bufferoffset = 0;
10046 for (i = 0;i < rsurface.batchnumvertices;i++)
10047 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10050 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10057 if (rsurface.passcolor4f)
10059 // generate color arrays
10060 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10061 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10062 rsurface.passcolor4f_vertexbuffer = 0;
10063 rsurface.passcolor4f_bufferoffset = 0;
10064 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)
10066 f = RSurf_FogVertex(v);
10075 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10076 rsurface.passcolor4f_vertexbuffer = 0;
10077 rsurface.passcolor4f_bufferoffset = 0;
10078 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10080 f = RSurf_FogVertex(v);
10089 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10096 if (!rsurface.passcolor4f)
10098 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10099 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10100 rsurface.passcolor4f_vertexbuffer = 0;
10101 rsurface.passcolor4f_bufferoffset = 0;
10102 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)
10104 f = RSurf_FogVertex(v);
10105 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10106 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10107 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10112 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10117 if (!rsurface.passcolor4f)
10119 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10120 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10121 rsurface.passcolor4f_vertexbuffer = 0;
10122 rsurface.passcolor4f_bufferoffset = 0;
10123 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10132 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10137 if (!rsurface.passcolor4f)
10139 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10140 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10141 rsurface.passcolor4f_vertexbuffer = 0;
10142 rsurface.passcolor4f_bufferoffset = 0;
10143 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10145 c2[0] = c[0] + r_refdef.scene.ambient;
10146 c2[1] = c[1] + r_refdef.scene.ambient;
10147 c2[2] = c[2] + r_refdef.scene.ambient;
10152 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10155 rsurface.passcolor4f = NULL;
10156 rsurface.passcolor4f_vertexbuffer = 0;
10157 rsurface.passcolor4f_bufferoffset = 0;
10158 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10159 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10160 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10161 GL_Color(r, g, b, a);
10162 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10166 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10168 // TODO: optimize applyfog && applycolor case
10169 // just apply fog if necessary, and tint the fog color array if necessary
10170 rsurface.passcolor4f = NULL;
10171 rsurface.passcolor4f_vertexbuffer = 0;
10172 rsurface.passcolor4f_bufferoffset = 0;
10173 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10174 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10175 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10176 GL_Color(r, g, b, a);
10180 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10183 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10184 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10185 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10186 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10187 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10188 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10189 GL_Color(r, g, b, a);
10193 static void RSurf_DrawBatch_GL11_ClampColor(void)
10198 if (!rsurface.passcolor4f)
10200 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10202 c2[0] = bound(0.0f, c1[0], 1.0f);
10203 c2[1] = bound(0.0f, c1[1], 1.0f);
10204 c2[2] = bound(0.0f, c1[2], 1.0f);
10205 c2[3] = bound(0.0f, c1[3], 1.0f);
10209 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10219 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10220 rsurface.passcolor4f_vertexbuffer = 0;
10221 rsurface.passcolor4f_bufferoffset = 0;
10222 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)
10224 f = -DotProduct(r_refdef.view.forward, n);
10226 f = f * 0.85 + 0.15; // work around so stuff won't get black
10227 f *= r_refdef.lightmapintensity;
10228 Vector4Set(c, f, f, f, 1);
10232 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10234 RSurf_DrawBatch_GL11_ApplyFakeLight();
10235 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10236 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10237 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10238 GL_Color(r, g, b, a);
10242 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10250 vec3_t ambientcolor;
10251 vec3_t diffusecolor;
10255 VectorCopy(rsurface.modellight_lightdir, lightdir);
10256 f = 0.5f * r_refdef.lightmapintensity;
10257 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10258 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10259 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10260 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10261 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10262 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10264 if (VectorLength2(diffusecolor) > 0)
10266 // q3-style directional shading
10267 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10268 rsurface.passcolor4f_vertexbuffer = 0;
10269 rsurface.passcolor4f_bufferoffset = 0;
10270 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)
10272 if ((f = DotProduct(n, lightdir)) > 0)
10273 VectorMA(ambientcolor, f, diffusecolor, c);
10275 VectorCopy(ambientcolor, c);
10282 *applycolor = false;
10286 *r = ambientcolor[0];
10287 *g = ambientcolor[1];
10288 *b = ambientcolor[2];
10289 rsurface.passcolor4f = NULL;
10290 rsurface.passcolor4f_vertexbuffer = 0;
10291 rsurface.passcolor4f_bufferoffset = 0;
10295 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10297 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10298 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10299 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10300 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10301 GL_Color(r, g, b, a);
10305 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10313 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10314 rsurface.passcolor4f_vertexbuffer = 0;
10315 rsurface.passcolor4f_bufferoffset = 0;
10317 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10319 f = 1 - RSurf_FogVertex(v);
10327 void RSurf_SetupDepthAndCulling(void)
10329 // submodels are biased to avoid z-fighting with world surfaces that they
10330 // may be exactly overlapping (avoids z-fighting artifacts on certain
10331 // doors and things in Quake maps)
10332 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10333 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10334 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10335 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10338 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10340 // transparent sky would be ridiculous
10341 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10343 R_SetupShader_Generic_NoTexture(false, false);
10344 skyrenderlater = true;
10345 RSurf_SetupDepthAndCulling();
10346 GL_DepthMask(true);
10347 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10348 // skymasking on them, and Quake3 never did sky masking (unlike
10349 // software Quake and software Quake2), so disable the sky masking
10350 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10351 // and skymasking also looks very bad when noclipping outside the
10352 // level, so don't use it then either.
10353 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10355 R_Mesh_ResetTextureState();
10356 if (skyrendermasked)
10358 R_SetupShader_DepthOrShadow(false, false, false);
10359 // depth-only (masking)
10360 GL_ColorMask(0,0,0,0);
10361 // just to make sure that braindead drivers don't draw
10362 // anything despite that colormask...
10363 GL_BlendFunc(GL_ZERO, GL_ONE);
10364 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10365 if (rsurface.batchvertex3fbuffer)
10366 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10368 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10372 R_SetupShader_Generic_NoTexture(false, false);
10374 GL_BlendFunc(GL_ONE, GL_ZERO);
10375 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10376 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10377 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10380 if (skyrendermasked)
10381 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10383 R_Mesh_ResetTextureState();
10384 GL_Color(1, 1, 1, 1);
10387 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10388 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10389 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10391 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10395 // render screenspace normalmap to texture
10396 GL_DepthMask(true);
10397 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10402 // bind lightmap texture
10404 // water/refraction/reflection/camera surfaces have to be handled specially
10405 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10407 int start, end, startplaneindex;
10408 for (start = 0;start < texturenumsurfaces;start = end)
10410 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10411 if(startplaneindex < 0)
10413 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10414 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10418 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10420 // now that we have a batch using the same planeindex, render it
10421 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10423 // render water or distortion background
10424 GL_DepthMask(true);
10425 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);
10427 // blend surface on top
10428 GL_DepthMask(false);
10429 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10432 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10434 // render surface with reflection texture as input
10435 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10436 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);
10443 // render surface batch normally
10444 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10445 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);
10449 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10451 // OpenGL 1.3 path - anything not completely ancient
10452 qboolean applycolor;
10455 const texturelayer_t *layer;
10456 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);
10457 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10459 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10462 int layertexrgbscale;
10463 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10465 if (layerindex == 0)
10466 GL_AlphaTest(true);
10469 GL_AlphaTest(false);
10470 GL_DepthFunc(GL_EQUAL);
10473 GL_DepthMask(layer->depthmask && writedepth);
10474 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10475 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10477 layertexrgbscale = 4;
10478 VectorScale(layer->color, 0.25f, layercolor);
10480 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10482 layertexrgbscale = 2;
10483 VectorScale(layer->color, 0.5f, layercolor);
10487 layertexrgbscale = 1;
10488 VectorScale(layer->color, 1.0f, layercolor);
10490 layercolor[3] = layer->color[3];
10491 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10492 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10493 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10494 switch (layer->type)
10496 case TEXTURELAYERTYPE_LITTEXTURE:
10497 // single-pass lightmapped texture with 2x rgbscale
10498 R_Mesh_TexBind(0, r_texture_white);
10499 R_Mesh_TexMatrix(0, NULL);
10500 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10501 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10502 R_Mesh_TexBind(1, layer->texture);
10503 R_Mesh_TexMatrix(1, &layer->texmatrix);
10504 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10505 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10506 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10507 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10508 else if (FAKELIGHT_ENABLED)
10509 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10510 else if (rsurface.uselightmaptexture)
10511 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10513 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10515 case TEXTURELAYERTYPE_TEXTURE:
10516 // singletexture unlit texture with transparency support
10517 R_Mesh_TexBind(0, layer->texture);
10518 R_Mesh_TexMatrix(0, &layer->texmatrix);
10519 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10520 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10521 R_Mesh_TexBind(1, 0);
10522 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10523 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10525 case TEXTURELAYERTYPE_FOG:
10526 // singletexture fogging
10527 if (layer->texture)
10529 R_Mesh_TexBind(0, layer->texture);
10530 R_Mesh_TexMatrix(0, &layer->texmatrix);
10531 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10532 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10536 R_Mesh_TexBind(0, 0);
10537 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10539 R_Mesh_TexBind(1, 0);
10540 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10541 // generate a color array for the fog pass
10542 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10543 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10547 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10550 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10552 GL_DepthFunc(GL_LEQUAL);
10553 GL_AlphaTest(false);
10557 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10559 // OpenGL 1.1 - crusty old voodoo path
10562 const texturelayer_t *layer;
10563 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);
10564 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10566 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10570 if (layerindex == 0)
10571 GL_AlphaTest(true);
10574 GL_AlphaTest(false);
10575 GL_DepthFunc(GL_EQUAL);
10578 GL_DepthMask(layer->depthmask && writedepth);
10579 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10580 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10581 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10582 switch (layer->type)
10584 case TEXTURELAYERTYPE_LITTEXTURE:
10585 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10587 // two-pass lit texture with 2x rgbscale
10588 // first the lightmap pass
10589 R_Mesh_TexBind(0, r_texture_white);
10590 R_Mesh_TexMatrix(0, NULL);
10591 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10592 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10594 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10595 else if (FAKELIGHT_ENABLED)
10596 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10597 else if (rsurface.uselightmaptexture)
10598 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10600 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10601 // then apply the texture to it
10602 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10603 R_Mesh_TexBind(0, layer->texture);
10604 R_Mesh_TexMatrix(0, &layer->texmatrix);
10605 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10606 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10607 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);
10611 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10612 R_Mesh_TexBind(0, layer->texture);
10613 R_Mesh_TexMatrix(0, &layer->texmatrix);
10614 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10615 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10616 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10617 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);
10618 else if (FAKELIGHT_ENABLED)
10619 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);
10621 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);
10624 case TEXTURELAYERTYPE_TEXTURE:
10625 // singletexture unlit texture with transparency support
10626 R_Mesh_TexBind(0, layer->texture);
10627 R_Mesh_TexMatrix(0, &layer->texmatrix);
10628 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10629 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10630 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);
10632 case TEXTURELAYERTYPE_FOG:
10633 // singletexture fogging
10634 if (layer->texture)
10636 R_Mesh_TexBind(0, layer->texture);
10637 R_Mesh_TexMatrix(0, &layer->texmatrix);
10638 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10639 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10643 R_Mesh_TexBind(0, 0);
10644 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10646 // generate a color array for the fog pass
10647 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10648 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10652 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10655 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10657 GL_DepthFunc(GL_LEQUAL);
10658 GL_AlphaTest(false);
10662 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10666 r_vertexgeneric_t *batchvertex;
10669 // R_Mesh_ResetTextureState();
10670 R_SetupShader_Generic_NoTexture(false, false);
10672 if(rsurface.texture && rsurface.texture->currentskinframe)
10674 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10675 c[3] *= rsurface.texture->currentalpha;
10685 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10687 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10688 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10689 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10692 // brighten it up (as texture value 127 means "unlit")
10693 c[0] *= 2 * r_refdef.view.colorscale;
10694 c[1] *= 2 * r_refdef.view.colorscale;
10695 c[2] *= 2 * r_refdef.view.colorscale;
10697 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10698 c[3] *= r_wateralpha.value;
10700 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10702 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10703 GL_DepthMask(false);
10705 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10707 GL_BlendFunc(GL_ONE, GL_ONE);
10708 GL_DepthMask(false);
10710 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10712 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10713 GL_DepthMask(false);
10715 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10717 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10718 GL_DepthMask(false);
10722 GL_BlendFunc(GL_ONE, GL_ZERO);
10723 GL_DepthMask(writedepth);
10726 if (r_showsurfaces.integer == 3)
10728 rsurface.passcolor4f = NULL;
10730 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10732 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10734 rsurface.passcolor4f = NULL;
10735 rsurface.passcolor4f_vertexbuffer = 0;
10736 rsurface.passcolor4f_bufferoffset = 0;
10738 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10740 qboolean applycolor = true;
10743 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10745 r_refdef.lightmapintensity = 1;
10746 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10747 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10749 else if (FAKELIGHT_ENABLED)
10751 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10753 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10754 RSurf_DrawBatch_GL11_ApplyFakeLight();
10755 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10759 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10761 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10762 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10763 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10766 if(!rsurface.passcolor4f)
10767 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10769 RSurf_DrawBatch_GL11_ApplyAmbient();
10770 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10771 if(r_refdef.fogenabled)
10772 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10773 RSurf_DrawBatch_GL11_ClampColor();
10775 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10776 R_SetupShader_Generic_NoTexture(false, false);
10779 else if (!r_refdef.view.showdebug)
10781 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10782 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10783 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10785 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10786 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10788 R_Mesh_PrepareVertices_Generic_Unlock();
10791 else if (r_showsurfaces.integer == 4)
10793 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10794 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10795 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10797 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10798 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10799 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10801 R_Mesh_PrepareVertices_Generic_Unlock();
10804 else if (r_showsurfaces.integer == 2)
10807 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10808 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10809 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10811 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10812 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10813 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10814 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10815 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10816 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10817 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10819 R_Mesh_PrepareVertices_Generic_Unlock();
10820 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10824 int texturesurfaceindex;
10826 const msurface_t *surface;
10827 float surfacecolor4f[4];
10828 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10829 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10831 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10833 surface = texturesurfacelist[texturesurfaceindex];
10834 k = (int)(((size_t)surface) / sizeof(msurface_t));
10835 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10836 for (j = 0;j < surface->num_vertices;j++)
10838 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10839 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10843 R_Mesh_PrepareVertices_Generic_Unlock();
10848 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10851 RSurf_SetupDepthAndCulling();
10852 if (r_showsurfaces.integer)
10854 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10857 switch (vid.renderpath)
10859 case RENDERPATH_GL20:
10860 case RENDERPATH_D3D9:
10861 case RENDERPATH_D3D10:
10862 case RENDERPATH_D3D11:
10863 case RENDERPATH_SOFT:
10864 case RENDERPATH_GLES2:
10865 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10867 case RENDERPATH_GL13:
10868 case RENDERPATH_GLES1:
10869 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10871 case RENDERPATH_GL11:
10872 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10878 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10881 RSurf_SetupDepthAndCulling();
10882 if (r_showsurfaces.integer)
10884 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10887 switch (vid.renderpath)
10889 case RENDERPATH_GL20:
10890 case RENDERPATH_D3D9:
10891 case RENDERPATH_D3D10:
10892 case RENDERPATH_D3D11:
10893 case RENDERPATH_SOFT:
10894 case RENDERPATH_GLES2:
10895 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10897 case RENDERPATH_GL13:
10898 case RENDERPATH_GLES1:
10899 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10901 case RENDERPATH_GL11:
10902 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10908 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10911 int texturenumsurfaces, endsurface;
10912 texture_t *texture;
10913 const msurface_t *surface;
10914 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10916 // if the model is static it doesn't matter what value we give for
10917 // wantnormals and wanttangents, so this logic uses only rules applicable
10918 // to a model, knowing that they are meaningless otherwise
10919 if (ent == r_refdef.scene.worldentity)
10920 RSurf_ActiveWorldEntity();
10921 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10922 RSurf_ActiveModelEntity(ent, false, false, false);
10925 switch (vid.renderpath)
10927 case RENDERPATH_GL20:
10928 case RENDERPATH_D3D9:
10929 case RENDERPATH_D3D10:
10930 case RENDERPATH_D3D11:
10931 case RENDERPATH_SOFT:
10932 case RENDERPATH_GLES2:
10933 RSurf_ActiveModelEntity(ent, true, true, false);
10935 case RENDERPATH_GL11:
10936 case RENDERPATH_GL13:
10937 case RENDERPATH_GLES1:
10938 RSurf_ActiveModelEntity(ent, true, false, false);
10943 if (r_transparentdepthmasking.integer)
10945 qboolean setup = false;
10946 for (i = 0;i < numsurfaces;i = j)
10949 surface = rsurface.modelsurfaces + surfacelist[i];
10950 texture = surface->texture;
10951 rsurface.texture = R_GetCurrentTexture(texture);
10952 rsurface.lightmaptexture = NULL;
10953 rsurface.deluxemaptexture = NULL;
10954 rsurface.uselightmaptexture = false;
10955 // scan ahead until we find a different texture
10956 endsurface = min(i + 1024, numsurfaces);
10957 texturenumsurfaces = 0;
10958 texturesurfacelist[texturenumsurfaces++] = surface;
10959 for (;j < endsurface;j++)
10961 surface = rsurface.modelsurfaces + surfacelist[j];
10962 if (texture != surface->texture)
10964 texturesurfacelist[texturenumsurfaces++] = surface;
10966 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10968 // render the range of surfaces as depth
10972 GL_ColorMask(0,0,0,0);
10974 GL_DepthTest(true);
10975 GL_BlendFunc(GL_ONE, GL_ZERO);
10976 GL_DepthMask(true);
10977 // R_Mesh_ResetTextureState();
10979 RSurf_SetupDepthAndCulling();
10980 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10981 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
10982 if (rsurface.batchvertex3fbuffer)
10983 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10985 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10989 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10992 for (i = 0;i < numsurfaces;i = j)
10995 surface = rsurface.modelsurfaces + surfacelist[i];
10996 texture = surface->texture;
10997 rsurface.texture = R_GetCurrentTexture(texture);
10998 // scan ahead until we find a different texture
10999 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11000 texturenumsurfaces = 0;
11001 texturesurfacelist[texturenumsurfaces++] = surface;
11002 if(FAKELIGHT_ENABLED)
11004 rsurface.lightmaptexture = NULL;
11005 rsurface.deluxemaptexture = NULL;
11006 rsurface.uselightmaptexture = false;
11007 for (;j < endsurface;j++)
11009 surface = rsurface.modelsurfaces + surfacelist[j];
11010 if (texture != surface->texture)
11012 texturesurfacelist[texturenumsurfaces++] = surface;
11017 rsurface.lightmaptexture = surface->lightmaptexture;
11018 rsurface.deluxemaptexture = surface->deluxemaptexture;
11019 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11020 for (;j < endsurface;j++)
11022 surface = rsurface.modelsurfaces + surfacelist[j];
11023 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11025 texturesurfacelist[texturenumsurfaces++] = surface;
11028 // render the range of surfaces
11029 if (ent == r_refdef.scene.worldentity)
11030 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11032 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11034 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11037 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11039 // transparent surfaces get pushed off into the transparent queue
11040 int surfacelistindex;
11041 const msurface_t *surface;
11042 vec3_t tempcenter, center;
11043 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11045 surface = texturesurfacelist[surfacelistindex];
11046 if (r_transparent_sortsurfacesbynearest.integer)
11048 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11049 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11050 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11054 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11055 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11056 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11058 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11059 if (rsurface.entity->transparent_offset) // transparent offset
11061 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11062 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11063 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11065 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);
11069 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11071 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11073 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11075 RSurf_SetupDepthAndCulling();
11076 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11077 if (rsurface.batchvertex3fbuffer)
11078 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
11080 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
11081 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11085 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11089 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11092 if (!rsurface.texture->currentnumlayers)
11094 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11095 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11097 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11099 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11100 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11101 else if (!rsurface.texture->currentnumlayers)
11103 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11105 // in the deferred case, transparent surfaces were queued during prepass
11106 if (!r_shadow_usingdeferredprepass)
11107 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11111 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11112 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11117 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11120 texture_t *texture;
11121 R_FrameData_SetMark();
11122 // break the surface list down into batches by texture and use of lightmapping
11123 for (i = 0;i < numsurfaces;i = j)
11126 // texture is the base texture pointer, rsurface.texture is the
11127 // current frame/skin the texture is directing us to use (for example
11128 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11129 // use skin 1 instead)
11130 texture = surfacelist[i]->texture;
11131 rsurface.texture = R_GetCurrentTexture(texture);
11132 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11134 // if this texture is not the kind we want, skip ahead to the next one
11135 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11139 if(FAKELIGHT_ENABLED || depthonly || prepass)
11141 rsurface.lightmaptexture = NULL;
11142 rsurface.deluxemaptexture = NULL;
11143 rsurface.uselightmaptexture = false;
11144 // simply scan ahead until we find a different texture or lightmap state
11145 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11150 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11151 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11152 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11153 // simply scan ahead until we find a different texture or lightmap state
11154 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11157 // render the range of surfaces
11158 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11160 R_FrameData_ReturnToMark();
11163 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11167 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11170 if (!rsurface.texture->currentnumlayers)
11172 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11173 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11175 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11177 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11178 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11179 else if (!rsurface.texture->currentnumlayers)
11181 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11183 // in the deferred case, transparent surfaces were queued during prepass
11184 if (!r_shadow_usingdeferredprepass)
11185 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11189 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11190 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11195 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11198 texture_t *texture;
11199 R_FrameData_SetMark();
11200 // break the surface list down into batches by texture and use of lightmapping
11201 for (i = 0;i < numsurfaces;i = j)
11204 // texture is the base texture pointer, rsurface.texture is the
11205 // current frame/skin the texture is directing us to use (for example
11206 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11207 // use skin 1 instead)
11208 texture = surfacelist[i]->texture;
11209 rsurface.texture = R_GetCurrentTexture(texture);
11210 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11212 // if this texture is not the kind we want, skip ahead to the next one
11213 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11217 if(FAKELIGHT_ENABLED || depthonly || prepass)
11219 rsurface.lightmaptexture = NULL;
11220 rsurface.deluxemaptexture = NULL;
11221 rsurface.uselightmaptexture = false;
11222 // simply scan ahead until we find a different texture or lightmap state
11223 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11228 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11229 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11230 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11231 // simply scan ahead until we find a different texture or lightmap state
11232 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11235 // render the range of surfaces
11236 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11238 R_FrameData_ReturnToMark();
11241 float locboxvertex3f[6*4*3] =
11243 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11244 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11245 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11246 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11247 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11248 1,0,0, 0,0,0, 0,1,0, 1,1,0
11251 unsigned short locboxelements[6*2*3] =
11256 12,13,14, 12,14,15,
11257 16,17,18, 16,18,19,
11261 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11264 cl_locnode_t *loc = (cl_locnode_t *)ent;
11266 float vertex3f[6*4*3];
11268 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11269 GL_DepthMask(false);
11270 GL_DepthRange(0, 1);
11271 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11272 GL_DepthTest(true);
11273 GL_CullFace(GL_NONE);
11274 R_EntityMatrix(&identitymatrix);
11276 // R_Mesh_ResetTextureState();
11278 i = surfacelist[0];
11279 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11280 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11281 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11282 surfacelist[0] < 0 ? 0.5f : 0.125f);
11284 if (VectorCompare(loc->mins, loc->maxs))
11286 VectorSet(size, 2, 2, 2);
11287 VectorMA(loc->mins, -0.5f, size, mins);
11291 VectorCopy(loc->mins, mins);
11292 VectorSubtract(loc->maxs, loc->mins, size);
11295 for (i = 0;i < 6*4*3;)
11296 for (j = 0;j < 3;j++, i++)
11297 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11299 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11300 R_SetupShader_Generic_NoTexture(false, false);
11301 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11304 void R_DrawLocs(void)
11307 cl_locnode_t *loc, *nearestloc;
11309 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11310 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11312 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11313 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11317 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11319 if (decalsystem->decals)
11320 Mem_Free(decalsystem->decals);
11321 memset(decalsystem, 0, sizeof(*decalsystem));
11324 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)
11327 tridecal_t *decals;
11330 // expand or initialize the system
11331 if (decalsystem->maxdecals <= decalsystem->numdecals)
11333 decalsystem_t old = *decalsystem;
11334 qboolean useshortelements;
11335 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11336 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11337 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)));
11338 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11339 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11340 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11341 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11342 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11343 if (decalsystem->numdecals)
11344 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11346 Mem_Free(old.decals);
11347 for (i = 0;i < decalsystem->maxdecals*3;i++)
11348 decalsystem->element3i[i] = i;
11349 if (useshortelements)
11350 for (i = 0;i < decalsystem->maxdecals*3;i++)
11351 decalsystem->element3s[i] = i;
11354 // grab a decal and search for another free slot for the next one
11355 decals = decalsystem->decals;
11356 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11357 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11359 decalsystem->freedecal = i;
11360 if (decalsystem->numdecals <= i)
11361 decalsystem->numdecals = i + 1;
11363 // initialize the decal
11365 decal->triangleindex = triangleindex;
11366 decal->surfaceindex = surfaceindex;
11367 decal->decalsequence = decalsequence;
11368 decal->color4f[0][0] = c0[0];
11369 decal->color4f[0][1] = c0[1];
11370 decal->color4f[0][2] = c0[2];
11371 decal->color4f[0][3] = 1;
11372 decal->color4f[1][0] = c1[0];
11373 decal->color4f[1][1] = c1[1];
11374 decal->color4f[1][2] = c1[2];
11375 decal->color4f[1][3] = 1;
11376 decal->color4f[2][0] = c2[0];
11377 decal->color4f[2][1] = c2[1];
11378 decal->color4f[2][2] = c2[2];
11379 decal->color4f[2][3] = 1;
11380 decal->vertex3f[0][0] = v0[0];
11381 decal->vertex3f[0][1] = v0[1];
11382 decal->vertex3f[0][2] = v0[2];
11383 decal->vertex3f[1][0] = v1[0];
11384 decal->vertex3f[1][1] = v1[1];
11385 decal->vertex3f[1][2] = v1[2];
11386 decal->vertex3f[2][0] = v2[0];
11387 decal->vertex3f[2][1] = v2[1];
11388 decal->vertex3f[2][2] = v2[2];
11389 decal->texcoord2f[0][0] = t0[0];
11390 decal->texcoord2f[0][1] = t0[1];
11391 decal->texcoord2f[1][0] = t1[0];
11392 decal->texcoord2f[1][1] = t1[1];
11393 decal->texcoord2f[2][0] = t2[0];
11394 decal->texcoord2f[2][1] = t2[1];
11395 TriangleNormal(v0, v1, v2, decal->plane);
11396 VectorNormalize(decal->plane);
11397 decal->plane[3] = DotProduct(v0, decal->plane);
11400 extern cvar_t cl_decals_bias;
11401 extern cvar_t cl_decals_models;
11402 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11403 // baseparms, parms, temps
11404 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)
11409 const float *vertex3f;
11410 const float *normal3f;
11412 float points[2][9][3];
11419 e = rsurface.modelelement3i + 3*triangleindex;
11421 vertex3f = rsurface.modelvertex3f;
11422 normal3f = rsurface.modelnormal3f;
11426 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11428 index = 3*e[cornerindex];
11429 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11434 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11436 index = 3*e[cornerindex];
11437 VectorCopy(vertex3f + index, v[cornerindex]);
11442 //TriangleNormal(v[0], v[1], v[2], normal);
11443 //if (DotProduct(normal, localnormal) < 0.0f)
11445 // clip by each of the box planes formed from the projection matrix
11446 // if anything survives, we emit the decal
11447 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]);
11450 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]);
11453 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]);
11456 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]);
11459 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]);
11462 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]);
11465 // some part of the triangle survived, so we have to accept it...
11468 // dynamic always uses the original triangle
11470 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11472 index = 3*e[cornerindex];
11473 VectorCopy(vertex3f + index, v[cornerindex]);
11476 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11478 // convert vertex positions to texcoords
11479 Matrix4x4_Transform(projection, v[cornerindex], temp);
11480 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11481 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11482 // calculate distance fade from the projection origin
11483 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11484 f = bound(0.0f, f, 1.0f);
11485 c[cornerindex][0] = r * f;
11486 c[cornerindex][1] = g * f;
11487 c[cornerindex][2] = b * f;
11488 c[cornerindex][3] = 1.0f;
11489 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11492 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);
11494 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11495 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);
11497 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)
11499 matrix4x4_t projection;
11500 decalsystem_t *decalsystem;
11503 const msurface_t *surface;
11504 const msurface_t *surfaces;
11505 const int *surfacelist;
11506 const texture_t *texture;
11508 int numsurfacelist;
11509 int surfacelistindex;
11512 float localorigin[3];
11513 float localnormal[3];
11514 float localmins[3];
11515 float localmaxs[3];
11518 float planes[6][4];
11521 int bih_triangles_count;
11522 int bih_triangles[256];
11523 int bih_surfaces[256];
11525 decalsystem = &ent->decalsystem;
11526 model = ent->model;
11527 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11529 R_DecalSystem_Reset(&ent->decalsystem);
11533 if (!model->brush.data_leafs && !cl_decals_models.integer)
11535 if (decalsystem->model)
11536 R_DecalSystem_Reset(decalsystem);
11540 if (decalsystem->model != model)
11541 R_DecalSystem_Reset(decalsystem);
11542 decalsystem->model = model;
11544 RSurf_ActiveModelEntity(ent, true, false, false);
11546 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11547 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11548 VectorNormalize(localnormal);
11549 localsize = worldsize*rsurface.inversematrixscale;
11550 localmins[0] = localorigin[0] - localsize;
11551 localmins[1] = localorigin[1] - localsize;
11552 localmins[2] = localorigin[2] - localsize;
11553 localmaxs[0] = localorigin[0] + localsize;
11554 localmaxs[1] = localorigin[1] + localsize;
11555 localmaxs[2] = localorigin[2] + localsize;
11557 //VectorCopy(localnormal, planes[4]);
11558 //VectorVectors(planes[4], planes[2], planes[0]);
11559 AnglesFromVectors(angles, localnormal, NULL, false);
11560 AngleVectors(angles, planes[0], planes[2], planes[4]);
11561 VectorNegate(planes[0], planes[1]);
11562 VectorNegate(planes[2], planes[3]);
11563 VectorNegate(planes[4], planes[5]);
11564 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11565 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11566 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11567 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11568 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11569 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11574 matrix4x4_t forwardprojection;
11575 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11576 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11581 float projectionvector[4][3];
11582 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11583 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11584 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11585 projectionvector[0][0] = planes[0][0] * ilocalsize;
11586 projectionvector[0][1] = planes[1][0] * ilocalsize;
11587 projectionvector[0][2] = planes[2][0] * ilocalsize;
11588 projectionvector[1][0] = planes[0][1] * ilocalsize;
11589 projectionvector[1][1] = planes[1][1] * ilocalsize;
11590 projectionvector[1][2] = planes[2][1] * ilocalsize;
11591 projectionvector[2][0] = planes[0][2] * ilocalsize;
11592 projectionvector[2][1] = planes[1][2] * ilocalsize;
11593 projectionvector[2][2] = planes[2][2] * ilocalsize;
11594 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11595 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11596 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11597 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11601 dynamic = model->surfmesh.isanimated;
11602 numsurfacelist = model->nummodelsurfaces;
11603 surfacelist = model->sortedmodelsurfaces;
11604 surfaces = model->data_surfaces;
11607 bih_triangles_count = -1;
11610 if(model->render_bih.numleafs)
11611 bih = &model->render_bih;
11612 else if(model->collision_bih.numleafs)
11613 bih = &model->collision_bih;
11616 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11617 if(bih_triangles_count == 0)
11619 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11621 if(bih_triangles_count > 0)
11623 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11625 surfaceindex = bih_surfaces[triangleindex];
11626 surface = surfaces + surfaceindex;
11627 texture = surface->texture;
11628 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11630 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11632 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11637 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11639 surfaceindex = surfacelist[surfacelistindex];
11640 surface = surfaces + surfaceindex;
11641 // check cull box first because it rejects more than any other check
11642 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11644 // skip transparent surfaces
11645 texture = surface->texture;
11646 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11648 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11650 numtriangles = surface->num_triangles;
11651 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11652 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11657 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11658 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)
11660 int renderentityindex;
11661 float worldmins[3];
11662 float worldmaxs[3];
11663 entity_render_t *ent;
11665 if (!cl_decals_newsystem.integer)
11668 worldmins[0] = worldorigin[0] - worldsize;
11669 worldmins[1] = worldorigin[1] - worldsize;
11670 worldmins[2] = worldorigin[2] - worldsize;
11671 worldmaxs[0] = worldorigin[0] + worldsize;
11672 worldmaxs[1] = worldorigin[1] + worldsize;
11673 worldmaxs[2] = worldorigin[2] + worldsize;
11675 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11677 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11679 ent = r_refdef.scene.entities[renderentityindex];
11680 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11683 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11687 typedef struct r_decalsystem_splatqueue_s
11689 vec3_t worldorigin;
11690 vec3_t worldnormal;
11696 r_decalsystem_splatqueue_t;
11698 int r_decalsystem_numqueued = 0;
11699 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11701 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)
11703 r_decalsystem_splatqueue_t *queue;
11705 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11708 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11709 VectorCopy(worldorigin, queue->worldorigin);
11710 VectorCopy(worldnormal, queue->worldnormal);
11711 Vector4Set(queue->color, r, g, b, a);
11712 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11713 queue->worldsize = worldsize;
11714 queue->decalsequence = cl.decalsequence++;
11717 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11720 r_decalsystem_splatqueue_t *queue;
11722 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11723 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);
11724 r_decalsystem_numqueued = 0;
11727 extern cvar_t cl_decals_max;
11728 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11731 decalsystem_t *decalsystem = &ent->decalsystem;
11738 if (!decalsystem->numdecals)
11741 if (r_showsurfaces.integer)
11744 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11746 R_DecalSystem_Reset(decalsystem);
11750 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11751 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11753 if (decalsystem->lastupdatetime)
11754 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11757 decalsystem->lastupdatetime = r_refdef.scene.time;
11758 numdecals = decalsystem->numdecals;
11760 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11762 if (decal->color4f[0][3])
11764 decal->lived += frametime;
11765 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11767 memset(decal, 0, sizeof(*decal));
11768 if (decalsystem->freedecal > i)
11769 decalsystem->freedecal = i;
11773 decal = decalsystem->decals;
11774 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11777 // collapse the array by shuffling the tail decals into the gaps
11780 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11781 decalsystem->freedecal++;
11782 if (decalsystem->freedecal == numdecals)
11784 decal[decalsystem->freedecal] = decal[--numdecals];
11787 decalsystem->numdecals = numdecals;
11789 if (numdecals <= 0)
11791 // if there are no decals left, reset decalsystem
11792 R_DecalSystem_Reset(decalsystem);
11796 extern skinframe_t *decalskinframe;
11797 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11800 decalsystem_t *decalsystem = &ent->decalsystem;
11809 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11812 numdecals = decalsystem->numdecals;
11816 if (r_showsurfaces.integer)
11819 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11821 R_DecalSystem_Reset(decalsystem);
11825 // if the model is static it doesn't matter what value we give for
11826 // wantnormals and wanttangents, so this logic uses only rules applicable
11827 // to a model, knowing that they are meaningless otherwise
11828 if (ent == r_refdef.scene.worldentity)
11829 RSurf_ActiveWorldEntity();
11831 RSurf_ActiveModelEntity(ent, false, false, false);
11833 decalsystem->lastupdatetime = r_refdef.scene.time;
11835 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11837 // update vertex positions for animated models
11838 v3f = decalsystem->vertex3f;
11839 c4f = decalsystem->color4f;
11840 t2f = decalsystem->texcoord2f;
11841 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11843 if (!decal->color4f[0][3])
11846 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11850 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11853 // update color values for fading decals
11854 if (decal->lived >= cl_decals_time.value)
11855 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11859 c4f[ 0] = decal->color4f[0][0] * alpha;
11860 c4f[ 1] = decal->color4f[0][1] * alpha;
11861 c4f[ 2] = decal->color4f[0][2] * alpha;
11863 c4f[ 4] = decal->color4f[1][0] * alpha;
11864 c4f[ 5] = decal->color4f[1][1] * alpha;
11865 c4f[ 6] = decal->color4f[1][2] * alpha;
11867 c4f[ 8] = decal->color4f[2][0] * alpha;
11868 c4f[ 9] = decal->color4f[2][1] * alpha;
11869 c4f[10] = decal->color4f[2][2] * alpha;
11872 t2f[0] = decal->texcoord2f[0][0];
11873 t2f[1] = decal->texcoord2f[0][1];
11874 t2f[2] = decal->texcoord2f[1][0];
11875 t2f[3] = decal->texcoord2f[1][1];
11876 t2f[4] = decal->texcoord2f[2][0];
11877 t2f[5] = decal->texcoord2f[2][1];
11879 // update vertex positions for animated models
11880 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11882 e = rsurface.modelelement3i + 3*decal->triangleindex;
11883 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11884 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11885 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11889 VectorCopy(decal->vertex3f[0], v3f);
11890 VectorCopy(decal->vertex3f[1], v3f + 3);
11891 VectorCopy(decal->vertex3f[2], v3f + 6);
11894 if (r_refdef.fogenabled)
11896 alpha = RSurf_FogVertex(v3f);
11897 VectorScale(c4f, alpha, c4f);
11898 alpha = RSurf_FogVertex(v3f + 3);
11899 VectorScale(c4f + 4, alpha, c4f + 4);
11900 alpha = RSurf_FogVertex(v3f + 6);
11901 VectorScale(c4f + 8, alpha, c4f + 8);
11912 r_refdef.stats[r_stat_drawndecals] += numtris;
11914 // now render the decals all at once
11915 // (this assumes they all use one particle font texture!)
11916 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);
11917 // R_Mesh_ResetTextureState();
11918 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11919 GL_DepthMask(false);
11920 GL_DepthRange(0, 1);
11921 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11922 GL_DepthTest(true);
11923 GL_CullFace(GL_NONE);
11924 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11925 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11926 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11930 static void R_DrawModelDecals(void)
11934 // fade faster when there are too many decals
11935 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11936 for (i = 0;i < r_refdef.scene.numentities;i++)
11937 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11939 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11940 for (i = 0;i < r_refdef.scene.numentities;i++)
11941 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11942 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11944 R_DecalSystem_ApplySplatEntitiesQueue();
11946 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11947 for (i = 0;i < r_refdef.scene.numentities;i++)
11948 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11950 r_refdef.stats[r_stat_totaldecals] += numdecals;
11952 if (r_showsurfaces.integer)
11955 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11957 for (i = 0;i < r_refdef.scene.numentities;i++)
11959 if (!r_refdef.viewcache.entityvisible[i])
11961 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11962 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11966 extern cvar_t mod_collision_bih;
11967 static void R_DrawDebugModel(void)
11969 entity_render_t *ent = rsurface.entity;
11970 int i, j, k, l, flagsmask;
11971 const msurface_t *surface;
11972 dp_model_t *model = ent->model;
11975 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11978 if (r_showoverdraw.value > 0)
11980 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11981 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11982 R_SetupShader_Generic_NoTexture(false, false);
11983 GL_DepthTest(false);
11984 GL_DepthMask(false);
11985 GL_DepthRange(0, 1);
11986 GL_BlendFunc(GL_ONE, GL_ONE);
11987 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11989 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11991 rsurface.texture = R_GetCurrentTexture(surface->texture);
11992 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11994 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11995 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11996 if (!rsurface.texture->currentlayers->depthmask)
11997 GL_Color(c, 0, 0, 1.0f);
11998 else if (ent == r_refdef.scene.worldentity)
11999 GL_Color(c, c, c, 1.0f);
12001 GL_Color(0, c, 0, 1.0f);
12002 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12006 rsurface.texture = NULL;
12009 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12011 // R_Mesh_ResetTextureState();
12012 R_SetupShader_Generic_NoTexture(false, false);
12013 GL_DepthRange(0, 1);
12014 GL_DepthTest(!r_showdisabledepthtest.integer);
12015 GL_DepthMask(false);
12016 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12018 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12022 qboolean cullbox = false;
12023 const q3mbrush_t *brush;
12024 const bih_t *bih = &model->collision_bih;
12025 const bih_leaf_t *bihleaf;
12026 float vertex3f[3][3];
12027 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12028 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12030 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12032 switch (bihleaf->type)
12035 brush = model->brush.data_brushes + bihleaf->itemindex;
12036 if (brush->colbrushf && brush->colbrushf->numtriangles)
12038 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);
12039 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12040 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12043 case BIH_COLLISIONTRIANGLE:
12044 triangleindex = bihleaf->itemindex;
12045 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12046 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12047 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12048 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);
12049 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12050 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12052 case BIH_RENDERTRIANGLE:
12053 triangleindex = bihleaf->itemindex;
12054 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12055 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12056 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12057 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);
12058 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12059 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12065 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12068 if (r_showtris.integer && qglPolygonMode)
12070 if (r_showdisabledepthtest.integer)
12072 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12073 GL_DepthMask(false);
12077 GL_BlendFunc(GL_ONE, GL_ZERO);
12078 GL_DepthMask(true);
12080 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12081 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12083 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12085 rsurface.texture = R_GetCurrentTexture(surface->texture);
12086 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12088 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12089 if (!rsurface.texture->currentlayers->depthmask)
12090 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12091 else if (ent == r_refdef.scene.worldentity)
12092 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12094 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12095 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12099 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12100 rsurface.texture = NULL;
12103 if (r_shownormals.value != 0 && qglBegin)
12105 if (r_showdisabledepthtest.integer)
12107 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12108 GL_DepthMask(false);
12112 GL_BlendFunc(GL_ONE, GL_ZERO);
12113 GL_DepthMask(true);
12115 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12117 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12119 rsurface.texture = R_GetCurrentTexture(surface->texture);
12120 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12122 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12123 qglBegin(GL_LINES);
12124 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12126 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12128 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12129 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12130 qglVertex3f(v[0], v[1], v[2]);
12131 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12132 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12133 qglVertex3f(v[0], v[1], v[2]);
12136 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12138 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12140 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12141 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12142 qglVertex3f(v[0], v[1], v[2]);
12143 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12144 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12145 qglVertex3f(v[0], v[1], v[2]);
12148 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12150 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12152 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12153 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12154 qglVertex3f(v[0], v[1], v[2]);
12155 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12156 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12157 qglVertex3f(v[0], v[1], v[2]);
12160 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12162 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12164 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12165 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12166 qglVertex3f(v[0], v[1], v[2]);
12167 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12168 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12169 qglVertex3f(v[0], v[1], v[2]);
12176 rsurface.texture = NULL;
12181 int r_maxsurfacelist = 0;
12182 const msurface_t **r_surfacelist = NULL;
12183 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12185 int i, j, endj, flagsmask;
12186 dp_model_t *model = r_refdef.scene.worldmodel;
12187 msurface_t *surfaces;
12188 unsigned char *update;
12189 int numsurfacelist = 0;
12193 if (r_maxsurfacelist < model->num_surfaces)
12195 r_maxsurfacelist = model->num_surfaces;
12197 Mem_Free((msurface_t**)r_surfacelist);
12198 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12201 RSurf_ActiveWorldEntity();
12203 surfaces = model->data_surfaces;
12204 update = model->brushq1.lightmapupdateflags;
12206 // update light styles on this submodel
12207 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12209 model_brush_lightstyleinfo_t *style;
12210 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12212 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12214 int *list = style->surfacelist;
12215 style->value = r_refdef.scene.lightstylevalue[style->style];
12216 for (j = 0;j < style->numsurfaces;j++)
12217 update[list[j]] = true;
12222 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12226 R_DrawDebugModel();
12227 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12231 rsurface.lightmaptexture = NULL;
12232 rsurface.deluxemaptexture = NULL;
12233 rsurface.uselightmaptexture = false;
12234 rsurface.texture = NULL;
12235 rsurface.rtlight = NULL;
12236 numsurfacelist = 0;
12237 // add visible surfaces to draw list
12238 for (i = 0;i < model->nummodelsurfaces;i++)
12240 j = model->sortedmodelsurfaces[i];
12241 if (r_refdef.viewcache.world_surfacevisible[j])
12242 r_surfacelist[numsurfacelist++] = surfaces + j;
12244 // update lightmaps if needed
12245 if (model->brushq1.firstrender)
12247 model->brushq1.firstrender = false;
12248 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12250 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12254 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12255 if (r_refdef.viewcache.world_surfacevisible[j])
12257 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12259 // don't do anything if there were no surfaces
12260 if (!numsurfacelist)
12262 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12265 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12267 // add to stats if desired
12268 if (r_speeds.integer && !skysurfaces && !depthonly)
12270 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12271 for (j = 0;j < numsurfacelist;j++)
12272 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12275 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12278 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12280 int i, j, endj, flagsmask;
12281 dp_model_t *model = ent->model;
12282 msurface_t *surfaces;
12283 unsigned char *update;
12284 int numsurfacelist = 0;
12288 if (r_maxsurfacelist < model->num_surfaces)
12290 r_maxsurfacelist = model->num_surfaces;
12292 Mem_Free((msurface_t **)r_surfacelist);
12293 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12296 // if the model is static it doesn't matter what value we give for
12297 // wantnormals and wanttangents, so this logic uses only rules applicable
12298 // to a model, knowing that they are meaningless otherwise
12299 if (ent == r_refdef.scene.worldentity)
12300 RSurf_ActiveWorldEntity();
12301 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12302 RSurf_ActiveModelEntity(ent, false, false, false);
12304 RSurf_ActiveModelEntity(ent, true, true, true);
12305 else if (depthonly)
12307 switch (vid.renderpath)
12309 case RENDERPATH_GL20:
12310 case RENDERPATH_D3D9:
12311 case RENDERPATH_D3D10:
12312 case RENDERPATH_D3D11:
12313 case RENDERPATH_SOFT:
12314 case RENDERPATH_GLES2:
12315 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12317 case RENDERPATH_GL11:
12318 case RENDERPATH_GL13:
12319 case RENDERPATH_GLES1:
12320 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12326 switch (vid.renderpath)
12328 case RENDERPATH_GL20:
12329 case RENDERPATH_D3D9:
12330 case RENDERPATH_D3D10:
12331 case RENDERPATH_D3D11:
12332 case RENDERPATH_SOFT:
12333 case RENDERPATH_GLES2:
12334 RSurf_ActiveModelEntity(ent, true, true, false);
12336 case RENDERPATH_GL11:
12337 case RENDERPATH_GL13:
12338 case RENDERPATH_GLES1:
12339 RSurf_ActiveModelEntity(ent, true, false, false);
12344 surfaces = model->data_surfaces;
12345 update = model->brushq1.lightmapupdateflags;
12347 // update light styles
12348 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12350 model_brush_lightstyleinfo_t *style;
12351 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12353 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12355 int *list = style->surfacelist;
12356 style->value = r_refdef.scene.lightstylevalue[style->style];
12357 for (j = 0;j < style->numsurfaces;j++)
12358 update[list[j]] = true;
12363 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12367 R_DrawDebugModel();
12368 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12372 rsurface.lightmaptexture = NULL;
12373 rsurface.deluxemaptexture = NULL;
12374 rsurface.uselightmaptexture = false;
12375 rsurface.texture = NULL;
12376 rsurface.rtlight = NULL;
12377 numsurfacelist = 0;
12378 // add visible surfaces to draw list
12379 for (i = 0;i < model->nummodelsurfaces;i++)
12380 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12381 // don't do anything if there were no surfaces
12382 if (!numsurfacelist)
12384 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12387 // update lightmaps if needed
12391 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12396 R_BuildLightMap(ent, surfaces + j);
12401 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12403 // add to stats if desired
12404 if (r_speeds.integer && !skysurfaces && !depthonly)
12406 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12407 for (j = 0;j < numsurfacelist;j++)
12408 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12411 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12414 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12416 static texture_t texture;
12417 static msurface_t surface;
12418 const msurface_t *surfacelist = &surface;
12420 // fake enough texture and surface state to render this geometry
12422 texture.update_lastrenderframe = -1; // regenerate this texture
12423 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12424 texture.currentskinframe = skinframe;
12425 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12426 texture.offsetmapping = OFFSETMAPPING_OFF;
12427 texture.offsetscale = 1;
12428 texture.specularscalemod = 1;
12429 texture.specularpowermod = 1;
12430 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12431 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12432 // JUST GREP FOR "specularscalemod = 1".
12434 surface.texture = &texture;
12435 surface.num_triangles = numtriangles;
12436 surface.num_firsttriangle = firsttriangle;
12437 surface.num_vertices = numvertices;
12438 surface.num_firstvertex = firstvertex;
12441 rsurface.texture = R_GetCurrentTexture(surface.texture);
12442 rsurface.lightmaptexture = NULL;
12443 rsurface.deluxemaptexture = NULL;
12444 rsurface.uselightmaptexture = false;
12445 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12448 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)
12450 static msurface_t surface;
12451 const msurface_t *surfacelist = &surface;
12453 // fake enough texture and surface state to render this geometry
12454 surface.texture = texture;
12455 surface.num_triangles = numtriangles;
12456 surface.num_firsttriangle = firsttriangle;
12457 surface.num_vertices = numvertices;
12458 surface.num_firstvertex = firstvertex;
12461 rsurface.texture = R_GetCurrentTexture(surface.texture);
12462 rsurface.lightmaptexture = NULL;
12463 rsurface.deluxemaptexture = NULL;
12464 rsurface.uselightmaptexture = false;
12465 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);