2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
103 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
106 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
107 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
110 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
111 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
112 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."};
113 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
114 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
115 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
116 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."};
117 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
118 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
119 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
120 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
121 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"};
122 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"};
123 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
124 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
126 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
127 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
128 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"};
129 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
130 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
132 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
133 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
134 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
135 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
136 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
137 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
138 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
139 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
141 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)"};
142 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"};
144 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
145 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
146 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
148 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"};
149 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"};
150 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
151 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
152 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"};
153 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)"};
154 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)"};
155 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
157 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)"};
158 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
159 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)"};
160 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
161 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)"};
162 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)"};
163 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
164 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
165 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)"};
166 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)"};
167 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)"};
168 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)"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
174 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)"};
175 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
176 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"};
177 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
178 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
179 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
180 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"};
182 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
183 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
184 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
185 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
187 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
188 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
189 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
190 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
191 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
192 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
193 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
195 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
196 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
197 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
198 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
199 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
200 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
201 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
202 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
203 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
204 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
205 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
207 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"};
209 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"};
211 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
213 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
215 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
216 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"};
218 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."};
220 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)"};
222 extern cvar_t v_glslgamma;
223 extern cvar_t v_glslgamma_2d;
225 extern qboolean v_flipped_state;
227 static struct r_bloomstate_s
232 int bloomwidth, bloomheight;
234 textype_t texturetype;
235 int viewfbo; // used to check if r_viewfbo cvar has changed
237 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
238 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
239 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
241 int screentexturewidth, screentextureheight;
242 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
244 int bloomtexturewidth, bloomtextureheight;
245 rtexture_t *texture_bloom;
247 // arrays for rendering the screen passes
248 float screentexcoord2f[8];
249 float bloomtexcoord2f[8];
250 float offsettexcoord2f[8];
252 r_viewport_t viewport;
256 r_waterstate_t r_waterstate;
258 /// shadow volume bsp struct with automatically growing nodes buffer
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
290 typedef struct r_qwskincache_s
292 char name[MAX_QPATH];
293 skinframe_t *skinframe;
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
310 const float r_d3dscreenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set("gl_fogenable", "0");
351 Cvar_Set("gl_fogdensity", "0.2");
352 Cvar_Set("gl_fogred", "0.3");
353 Cvar_Set("gl_foggreen", "0.3");
354 Cvar_Set("gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 128; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LordHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstring =
617 #include "shader_glsl.h"
620 const char *builtinhlslshaderstring =
621 #include "shader_hlsl.h"
624 char *glslshaderstring = NULL;
625 char *hlslshaderstring = NULL;
627 //=======================================================================================================================================================
629 typedef struct shaderpermutationinfo_s
634 shaderpermutationinfo_t;
636 typedef struct shadermodeinfo_s
638 const char *vertexfilename;
639 const char *geometryfilename;
640 const char *fragmentfilename;
646 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
647 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
649 {"#define USEDIFFUSE\n", " diffuse"},
650 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
651 {"#define USEVIEWTINT\n", " viewtint"},
652 {"#define USECOLORMAPPING\n", " colormapping"},
653 {"#define USESATURATION\n", " saturation"},
654 {"#define USEFOGINSIDE\n", " foginside"},
655 {"#define USEFOGOUTSIDE\n", " fogoutside"},
656 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
657 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
658 {"#define USEGAMMARAMPS\n", " gammaramps"},
659 {"#define USECUBEFILTER\n", " cubefilter"},
660 {"#define USEGLOW\n", " glow"},
661 {"#define USEBLOOM\n", " bloom"},
662 {"#define USESPECULAR\n", " specular"},
663 {"#define USEPOSTPROCESSING\n", " postprocessing"},
664 {"#define USEREFLECTION\n", " reflection"},
665 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
666 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
667 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
668 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
669 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
670 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
671 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
672 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
673 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
674 {"#define USEALPHAKILL\n", " alphakill"},
675 {"#define USEREFLECTCUBE\n", " reflectcube"},
676 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
677 {"#define USEBOUNCEGRID\n", " bouncegrid"},
678 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
679 {"#define USETRIPPY\n", " trippy"},
682 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
683 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
685 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
686 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
687 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
688 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
707 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
708 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
709 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
710 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
716 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
717 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
731 struct r_glsl_permutation_s *hashnext;
733 unsigned int permutation;
735 /// indicates if we have tried compiling this permutation already
737 /// 0 if compilation failed
739 // texture units assigned to each detected uniform
740 int tex_Texture_First;
741 int tex_Texture_Second;
742 int tex_Texture_GammaRamps;
743 int tex_Texture_Normal;
744 int tex_Texture_Color;
745 int tex_Texture_Gloss;
746 int tex_Texture_Glow;
747 int tex_Texture_SecondaryNormal;
748 int tex_Texture_SecondaryColor;
749 int tex_Texture_SecondaryGloss;
750 int tex_Texture_SecondaryGlow;
751 int tex_Texture_Pants;
752 int tex_Texture_Shirt;
753 int tex_Texture_FogHeightTexture;
754 int tex_Texture_FogMask;
755 int tex_Texture_Lightmap;
756 int tex_Texture_Deluxemap;
757 int tex_Texture_Attenuation;
758 int tex_Texture_Cube;
759 int tex_Texture_Refraction;
760 int tex_Texture_Reflection;
761 int tex_Texture_ShadowMap2D;
762 int tex_Texture_CubeProjection;
763 int tex_Texture_ScreenDepth;
764 int tex_Texture_ScreenNormalMap;
765 int tex_Texture_ScreenDiffuse;
766 int tex_Texture_ScreenSpecular;
767 int tex_Texture_ReflectMask;
768 int tex_Texture_ReflectCube;
769 int tex_Texture_BounceGrid;
770 /// locations of detected uniforms in program object, or -1 if not found
771 int loc_Texture_First;
772 int loc_Texture_Second;
773 int loc_Texture_GammaRamps;
774 int loc_Texture_Normal;
775 int loc_Texture_Color;
776 int loc_Texture_Gloss;
777 int loc_Texture_Glow;
778 int loc_Texture_SecondaryNormal;
779 int loc_Texture_SecondaryColor;
780 int loc_Texture_SecondaryGloss;
781 int loc_Texture_SecondaryGlow;
782 int loc_Texture_Pants;
783 int loc_Texture_Shirt;
784 int loc_Texture_FogHeightTexture;
785 int loc_Texture_FogMask;
786 int loc_Texture_Lightmap;
787 int loc_Texture_Deluxemap;
788 int loc_Texture_Attenuation;
789 int loc_Texture_Cube;
790 int loc_Texture_Refraction;
791 int loc_Texture_Reflection;
792 int loc_Texture_ShadowMap2D;
793 int loc_Texture_CubeProjection;
794 int loc_Texture_ScreenDepth;
795 int loc_Texture_ScreenNormalMap;
796 int loc_Texture_ScreenDiffuse;
797 int loc_Texture_ScreenSpecular;
798 int loc_Texture_ReflectMask;
799 int loc_Texture_ReflectCube;
800 int loc_Texture_BounceGrid;
802 int loc_BloomBlur_Parameters;
804 int loc_Color_Ambient;
805 int loc_Color_Diffuse;
806 int loc_Color_Specular;
810 int loc_DeferredColor_Ambient;
811 int loc_DeferredColor_Diffuse;
812 int loc_DeferredColor_Specular;
813 int loc_DeferredMod_Diffuse;
814 int loc_DeferredMod_Specular;
815 int loc_DistortScaleRefractReflect;
818 int loc_FogHeightFade;
820 int loc_FogPlaneViewDist;
821 int loc_FogRangeRecip;
824 int loc_LightPosition;
825 int loc_OffsetMapping_ScaleSteps;
827 int loc_ReflectColor;
828 int loc_ReflectFactor;
829 int loc_ReflectOffset;
830 int loc_RefractColor;
832 int loc_ScreenCenterRefractReflect;
833 int loc_ScreenScaleRefractReflect;
834 int loc_ScreenToDepth;
835 int loc_ShadowMap_Parameters;
836 int loc_ShadowMap_TextureScale;
837 int loc_SpecularPower;
842 int loc_ViewTintColor;
844 int loc_ModelToLight;
846 int loc_BackgroundTexMatrix;
847 int loc_ModelViewProjectionMatrix;
848 int loc_ModelViewMatrix;
849 int loc_PixelToScreenTexCoord;
850 int loc_ModelToReflectCube;
851 int loc_ShadowMapMatrix;
852 int loc_BloomColorSubtract;
853 int loc_NormalmapScrollBlend;
854 int loc_BounceGridMatrix;
855 int loc_BounceGridIntensity;
857 r_glsl_permutation_t;
859 #define SHADERPERMUTATION_HASHSIZE 256
862 // non-degradable "lightweight" shader parameters to keep the permutations simpler
863 // these can NOT degrade! only use for simple stuff
866 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
867 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
868 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
869 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
870 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
871 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
872 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
874 #define SHADERSTATICPARMS_COUNT 7
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
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 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
908 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
909 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
912 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
913 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
915 shaderstaticparms_count = 0;
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
962 if (!filename || !filename[0])
964 if (!strcmp(filename, "glsl/default.glsl"))
966 if (!glslshaderstring)
968 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969 if (glslshaderstring)
970 Con_DPrintf("Loading shaders from file %s...\n", filename);
972 glslshaderstring = (char *)builtinshaderstring;
974 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
978 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
981 if (printfromdisknotice)
982 Con_DPrintf("from disk %s... ", filename);
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
992 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993 char *vertexstring, *geometrystring, *fragmentstring;
994 char permutationname[256];
995 int vertstrings_count = 0;
996 int geomstrings_count = 0;
997 int fragstrings_count = 0;
998 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
999 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1000 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1007 permutationname[0] = 0;
1008 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1012 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1014 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015 if(vid.support.gl20shaders130)
1017 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1025 // the first pretext is which type of shader to compile as
1026 // (later these will all be bound together as a program object)
1027 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1031 // the second pretext is the mode (for example a light source)
1032 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1037 // now add all the permutation pretexts
1038 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1040 if (permutation & (1<<i))
1042 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1049 // keep line numbers correct
1050 vertstrings_list[vertstrings_count++] = "\n";
1051 geomstrings_list[geomstrings_count++] = "\n";
1052 fragstrings_list[fragstrings_count++] = "\n";
1057 R_CompileShader_AddStaticParms(mode, permutation);
1058 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059 vertstrings_count += shaderstaticparms_count;
1060 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061 geomstrings_count += shaderstaticparms_count;
1062 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063 fragstrings_count += shaderstaticparms_count;
1065 // now append the shader text itself
1066 vertstrings_list[vertstrings_count++] = vertexstring;
1067 geomstrings_list[geomstrings_count++] = geometrystring;
1068 fragstrings_list[fragstrings_count++] = fragmentstring;
1070 // if any sources were NULL, clear the respective list
1072 vertstrings_count = 0;
1073 if (!geometrystring)
1074 geomstrings_count = 0;
1075 if (!fragmentstring)
1076 fragstrings_count = 0;
1078 // compile the shader program
1079 if (vertstrings_count + geomstrings_count + fragstrings_count)
1080 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1084 qglUseProgram(p->program);CHECKGLERROR
1085 // look up all the uniform variable names we care about, so we don't
1086 // have to look them up every time we set them
1088 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1089 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1090 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1092 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1093 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1094 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1095 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1100 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1101 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1103 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1107 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1108 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1109 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1112 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1113 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1114 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1115 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1116 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1117 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1118 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1119 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1120 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1121 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1122 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1123 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1124 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1125 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1126 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1127 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1128 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1129 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1130 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1131 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1132 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1133 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1134 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1135 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1136 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1137 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1138 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1139 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1140 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1141 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1142 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1143 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1144 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1145 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1146 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1147 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1148 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1149 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1150 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1151 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1152 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1153 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1154 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1155 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1156 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1157 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1158 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1159 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1160 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1161 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1162 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1163 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1164 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1165 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1166 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1167 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1168 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1169 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1170 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1171 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1172 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1173 // initialize the samplers to refer to the texture units we use
1174 p->tex_Texture_First = -1;
1175 p->tex_Texture_Second = -1;
1176 p->tex_Texture_GammaRamps = -1;
1177 p->tex_Texture_Normal = -1;
1178 p->tex_Texture_Color = -1;
1179 p->tex_Texture_Gloss = -1;
1180 p->tex_Texture_Glow = -1;
1181 p->tex_Texture_SecondaryNormal = -1;
1182 p->tex_Texture_SecondaryColor = -1;
1183 p->tex_Texture_SecondaryGloss = -1;
1184 p->tex_Texture_SecondaryGlow = -1;
1185 p->tex_Texture_Pants = -1;
1186 p->tex_Texture_Shirt = -1;
1187 p->tex_Texture_FogHeightTexture = -1;
1188 p->tex_Texture_FogMask = -1;
1189 p->tex_Texture_Lightmap = -1;
1190 p->tex_Texture_Deluxemap = -1;
1191 p->tex_Texture_Attenuation = -1;
1192 p->tex_Texture_Cube = -1;
1193 p->tex_Texture_Refraction = -1;
1194 p->tex_Texture_Reflection = -1;
1195 p->tex_Texture_ShadowMap2D = -1;
1196 p->tex_Texture_CubeProjection = -1;
1197 p->tex_Texture_ScreenDepth = -1;
1198 p->tex_Texture_ScreenNormalMap = -1;
1199 p->tex_Texture_ScreenDiffuse = -1;
1200 p->tex_Texture_ScreenSpecular = -1;
1201 p->tex_Texture_ReflectMask = -1;
1202 p->tex_Texture_ReflectCube = -1;
1203 p->tex_Texture_BounceGrid = -1;
1205 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1206 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1207 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1208 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1209 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1210 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1211 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1212 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1214 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1215 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1216 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1217 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1218 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1220 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1221 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1222 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1223 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1224 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1225 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1226 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1227 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1228 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1231 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1233 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1234 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1236 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1239 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1243 Mem_Free(vertexstring);
1245 Mem_Free(geometrystring);
1247 Mem_Free(fragmentstring);
1250 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1252 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1253 if (r_glsl_permutation != perm)
1255 r_glsl_permutation = perm;
1256 if (!r_glsl_permutation->program)
1258 if (!r_glsl_permutation->compiled)
1259 R_GLSL_CompilePermutation(perm, mode, permutation);
1260 if (!r_glsl_permutation->program)
1262 // remove features until we find a valid permutation
1264 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1266 // reduce i more quickly whenever it would not remove any bits
1267 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1268 if (!(permutation & j))
1271 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1272 if (!r_glsl_permutation->compiled)
1273 R_GLSL_CompilePermutation(perm, mode, permutation);
1274 if (r_glsl_permutation->program)
1277 if (i >= SHADERPERMUTATION_COUNT)
1279 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1280 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1281 qglUseProgram(0);CHECKGLERROR
1282 return; // no bit left to clear, entire mode is broken
1287 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1289 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1290 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1291 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1298 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1299 extern D3DCAPS9 vid_d3d9caps;
1302 struct r_hlsl_permutation_s;
1303 typedef struct r_hlsl_permutation_s
1305 /// hash lookup data
1306 struct r_hlsl_permutation_s *hashnext;
1308 unsigned int permutation;
1310 /// indicates if we have tried compiling this permutation already
1312 /// NULL if compilation failed
1313 IDirect3DVertexShader9 *vertexshader;
1314 IDirect3DPixelShader9 *pixelshader;
1316 r_hlsl_permutation_t;
1318 typedef enum D3DVSREGISTER_e
1320 D3DVSREGISTER_TexMatrix = 0, // float4x4
1321 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1322 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1323 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1324 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1325 D3DVSREGISTER_ModelToLight = 20, // float4x4
1326 D3DVSREGISTER_EyePosition = 24,
1327 D3DVSREGISTER_FogPlane = 25,
1328 D3DVSREGISTER_LightDir = 26,
1329 D3DVSREGISTER_LightPosition = 27,
1333 typedef enum D3DPSREGISTER_e
1335 D3DPSREGISTER_Alpha = 0,
1336 D3DPSREGISTER_BloomBlur_Parameters = 1,
1337 D3DPSREGISTER_ClientTime = 2,
1338 D3DPSREGISTER_Color_Ambient = 3,
1339 D3DPSREGISTER_Color_Diffuse = 4,
1340 D3DPSREGISTER_Color_Specular = 5,
1341 D3DPSREGISTER_Color_Glow = 6,
1342 D3DPSREGISTER_Color_Pants = 7,
1343 D3DPSREGISTER_Color_Shirt = 8,
1344 D3DPSREGISTER_DeferredColor_Ambient = 9,
1345 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1346 D3DPSREGISTER_DeferredColor_Specular = 11,
1347 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1348 D3DPSREGISTER_DeferredMod_Specular = 13,
1349 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1350 D3DPSREGISTER_EyePosition = 15, // unused
1351 D3DPSREGISTER_FogColor = 16,
1352 D3DPSREGISTER_FogHeightFade = 17,
1353 D3DPSREGISTER_FogPlane = 18,
1354 D3DPSREGISTER_FogPlaneViewDist = 19,
1355 D3DPSREGISTER_FogRangeRecip = 20,
1356 D3DPSREGISTER_LightColor = 21,
1357 D3DPSREGISTER_LightDir = 22, // unused
1358 D3DPSREGISTER_LightPosition = 23,
1359 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1360 D3DPSREGISTER_PixelSize = 25,
1361 D3DPSREGISTER_ReflectColor = 26,
1362 D3DPSREGISTER_ReflectFactor = 27,
1363 D3DPSREGISTER_ReflectOffset = 28,
1364 D3DPSREGISTER_RefractColor = 29,
1365 D3DPSREGISTER_Saturation = 30,
1366 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1367 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1368 D3DPSREGISTER_ScreenToDepth = 33,
1369 D3DPSREGISTER_ShadowMap_Parameters = 34,
1370 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1371 D3DPSREGISTER_SpecularPower = 36,
1372 D3DPSREGISTER_UserVec1 = 37,
1373 D3DPSREGISTER_UserVec2 = 38,
1374 D3DPSREGISTER_UserVec3 = 39,
1375 D3DPSREGISTER_UserVec4 = 40,
1376 D3DPSREGISTER_ViewTintColor = 41,
1377 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1378 D3DPSREGISTER_BloomColorSubtract = 43,
1379 D3DPSREGISTER_ViewToLight = 44, // float4x4
1380 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1381 D3DPSREGISTER_NormalmapScrollBlend = 52,
1386 /// information about each possible shader permutation
1387 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1388 /// currently selected permutation
1389 r_hlsl_permutation_t *r_hlsl_permutation;
1390 /// storage for permutations linked in the hash table
1391 memexpandablearray_t r_hlsl_permutationarray;
1393 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1395 //unsigned int hashdepth = 0;
1396 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1397 r_hlsl_permutation_t *p;
1398 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1400 if (p->mode == mode && p->permutation == permutation)
1402 //if (hashdepth > 10)
1403 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1408 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1410 p->permutation = permutation;
1411 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1412 r_hlsl_permutationhash[mode][hashindex] = p;
1413 //if (hashdepth > 10)
1414 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1418 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1421 if (!filename || !filename[0])
1423 if (!strcmp(filename, "hlsl/default.hlsl"))
1425 if (!hlslshaderstring)
1427 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1428 if (hlslshaderstring)
1429 Con_DPrintf("Loading shaders from file %s...\n", filename);
1431 hlslshaderstring = (char *)builtinhlslshaderstring;
1433 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1434 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1435 return shaderstring;
1437 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1440 if (printfromdisknotice)
1441 Con_DPrintf("from disk %s... ", filename);
1442 return shaderstring;
1444 return shaderstring;
1448 //#include <d3dx9shader.h>
1449 //#include <d3dx9mesh.h>
1451 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1453 DWORD *vsbin = NULL;
1454 DWORD *psbin = NULL;
1455 fs_offset_t vsbinsize;
1456 fs_offset_t psbinsize;
1457 // IDirect3DVertexShader9 *vs = NULL;
1458 // IDirect3DPixelShader9 *ps = NULL;
1459 ID3DXBuffer *vslog = NULL;
1460 ID3DXBuffer *vsbuffer = NULL;
1461 ID3DXConstantTable *vsconstanttable = NULL;
1462 ID3DXBuffer *pslog = NULL;
1463 ID3DXBuffer *psbuffer = NULL;
1464 ID3DXConstantTable *psconstanttable = NULL;
1467 char temp[MAX_INPUTLINE];
1468 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1469 qboolean debugshader = gl_paranoid.integer != 0;
1470 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1471 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1474 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1475 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1477 if ((!vsbin && vertstring) || (!psbin && fragstring))
1479 const char* dllnames_d3dx9 [] =
1503 dllhandle_t d3dx9_dll = NULL;
1504 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1505 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1506 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507 dllfunction_t d3dx9_dllfuncs[] =
1509 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1510 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1511 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1514 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1516 DWORD shaderflags = 0;
1518 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1519 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1520 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1521 if (vertstring && vertstring[0])
1525 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1526 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1527 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1528 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1531 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1534 vsbinsize = vsbuffer->GetBufferSize();
1535 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1536 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1537 vsbuffer->Release();
1541 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1542 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1546 if (fragstring && fragstring[0])
1550 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1551 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1552 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1553 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1556 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1559 psbinsize = psbuffer->GetBufferSize();
1560 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1561 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1562 psbuffer->Release();
1566 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1567 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1571 Sys_UnloadLibrary(&d3dx9_dll);
1574 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1578 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1579 if (FAILED(vsresult))
1580 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1581 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1582 if (FAILED(psresult))
1583 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1585 // free the shader data
1586 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1587 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1590 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1593 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1594 int vertstring_length = 0;
1595 int geomstring_length = 0;
1596 int fragstring_length = 0;
1598 char *vertexstring, *geometrystring, *fragmentstring;
1599 char *vertstring, *geomstring, *fragstring;
1600 char permutationname[256];
1601 char cachename[256];
1602 int vertstrings_count = 0;
1603 int geomstrings_count = 0;
1604 int fragstrings_count = 0;
1605 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1606 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1607 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1612 p->vertexshader = NULL;
1613 p->pixelshader = NULL;
1615 permutationname[0] = 0;
1617 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1618 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1619 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1621 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1622 strlcat(cachename, "hlsl/", sizeof(cachename));
1624 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1625 vertstrings_count = 0;
1626 geomstrings_count = 0;
1627 fragstrings_count = 0;
1628 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1629 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1630 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1632 // the first pretext is which type of shader to compile as
1633 // (later these will all be bound together as a program object)
1634 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1635 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1636 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1638 // the second pretext is the mode (for example a light source)
1639 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1640 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1641 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1642 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1643 strlcat(cachename, modeinfo->name, sizeof(cachename));
1645 // now add all the permutation pretexts
1646 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1648 if (permutation & (1<<i))
1650 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1651 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1652 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1653 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1654 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1658 // keep line numbers correct
1659 vertstrings_list[vertstrings_count++] = "\n";
1660 geomstrings_list[geomstrings_count++] = "\n";
1661 fragstrings_list[fragstrings_count++] = "\n";
1666 R_CompileShader_AddStaticParms(mode, permutation);
1667 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1668 vertstrings_count += shaderstaticparms_count;
1669 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670 geomstrings_count += shaderstaticparms_count;
1671 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672 fragstrings_count += shaderstaticparms_count;
1674 // replace spaces in the cachename with _ characters
1675 for (i = 0;cachename[i];i++)
1676 if (cachename[i] == ' ')
1679 // now append the shader text itself
1680 vertstrings_list[vertstrings_count++] = vertexstring;
1681 geomstrings_list[geomstrings_count++] = geometrystring;
1682 fragstrings_list[fragstrings_count++] = fragmentstring;
1684 // if any sources were NULL, clear the respective list
1686 vertstrings_count = 0;
1687 if (!geometrystring)
1688 geomstrings_count = 0;
1689 if (!fragmentstring)
1690 fragstrings_count = 0;
1692 vertstring_length = 0;
1693 for (i = 0;i < vertstrings_count;i++)
1694 vertstring_length += strlen(vertstrings_list[i]);
1695 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1696 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1697 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1699 geomstring_length = 0;
1700 for (i = 0;i < geomstrings_count;i++)
1701 geomstring_length += strlen(geomstrings_list[i]);
1702 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1703 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1704 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1706 fragstring_length = 0;
1707 for (i = 0;i < fragstrings_count;i++)
1708 fragstring_length += strlen(fragstrings_list[i]);
1709 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1710 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1711 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1713 // try to load the cached shader, or generate one
1714 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1716 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1717 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1719 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1723 Mem_Free(vertstring);
1725 Mem_Free(geomstring);
1727 Mem_Free(fragstring);
1729 Mem_Free(vertexstring);
1731 Mem_Free(geometrystring);
1733 Mem_Free(fragmentstring);
1736 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1737 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1738 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);}
1739 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);}
1740 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);}
1741 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);}
1743 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1744 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1745 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);}
1746 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);}
1747 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);}
1748 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);}
1750 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1752 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1753 if (r_hlsl_permutation != perm)
1755 r_hlsl_permutation = perm;
1756 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1758 if (!r_hlsl_permutation->compiled)
1759 R_HLSL_CompilePermutation(perm, mode, permutation);
1760 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1762 // remove features until we find a valid permutation
1764 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1766 // reduce i more quickly whenever it would not remove any bits
1767 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1768 if (!(permutation & j))
1771 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1772 if (!r_hlsl_permutation->compiled)
1773 R_HLSL_CompilePermutation(perm, mode, permutation);
1774 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1777 if (i >= SHADERPERMUTATION_COUNT)
1779 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1780 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1781 return; // no bit left to clear, entire mode is broken
1785 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1786 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1788 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1789 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1790 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1794 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1796 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1797 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1798 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1799 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1802 void R_GLSL_Restart_f(void)
1804 unsigned int i, limit;
1805 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1806 Mem_Free(glslshaderstring);
1807 glslshaderstring = NULL;
1808 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1809 Mem_Free(hlslshaderstring);
1810 hlslshaderstring = NULL;
1811 switch(vid.renderpath)
1813 case RENDERPATH_D3D9:
1816 r_hlsl_permutation_t *p;
1817 r_hlsl_permutation = NULL;
1818 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1819 for (i = 0;i < limit;i++)
1821 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1823 if (p->vertexshader)
1824 IDirect3DVertexShader9_Release(p->vertexshader);
1826 IDirect3DPixelShader9_Release(p->pixelshader);
1827 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1830 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1834 case RENDERPATH_D3D10:
1835 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1837 case RENDERPATH_D3D11:
1838 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1840 case RENDERPATH_GL20:
1841 case RENDERPATH_GLES2:
1843 r_glsl_permutation_t *p;
1844 r_glsl_permutation = NULL;
1845 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1846 for (i = 0;i < limit;i++)
1848 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1850 GL_Backend_FreeProgram(p->program);
1851 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1854 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1857 case RENDERPATH_GL11:
1858 case RENDERPATH_GL13:
1859 case RENDERPATH_GLES1:
1861 case RENDERPATH_SOFT:
1866 void R_GLSL_DumpShader_f(void)
1871 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1874 FS_Print(file, "/* The engine may define the following macros:\n");
1875 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1876 for (i = 0;i < SHADERMODE_COUNT;i++)
1877 FS_Print(file, glslshadermodeinfo[i].pretext);
1878 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1879 FS_Print(file, shaderpermutationinfo[i].pretext);
1880 FS_Print(file, "*/\n");
1881 FS_Print(file, builtinshaderstring);
1883 Con_Printf("glsl/default.glsl written\n");
1886 Con_Printf("failed to write to glsl/default.glsl\n");
1888 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1891 FS_Print(file, "/* The engine may define the following macros:\n");
1892 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1893 for (i = 0;i < SHADERMODE_COUNT;i++)
1894 FS_Print(file, hlslshadermodeinfo[i].pretext);
1895 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1896 FS_Print(file, shaderpermutationinfo[i].pretext);
1897 FS_Print(file, "*/\n");
1898 FS_Print(file, builtinhlslshaderstring);
1900 Con_Printf("hlsl/default.hlsl written\n");
1903 Con_Printf("failed to write to hlsl/default.hlsl\n");
1906 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1908 unsigned int permutation = 0;
1909 if (r_trippy.integer && !notrippy)
1910 permutation |= SHADERPERMUTATION_TRIPPY;
1911 permutation |= SHADERPERMUTATION_VIEWTINT;
1913 permutation |= SHADERPERMUTATION_DIFFUSE;
1915 permutation |= SHADERPERMUTATION_SPECULAR;
1916 if (texturemode == GL_MODULATE)
1917 permutation |= SHADERPERMUTATION_COLORMAPPING;
1918 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1919 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1920 else if (texturemode == GL_ADD)
1921 permutation |= SHADERPERMUTATION_GLOW;
1922 else if (texturemode == GL_DECAL)
1923 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1925 texturemode = GL_MODULATE;
1926 if (vid.allowalphatocoverage)
1927 GL_AlphaToCoverage(false);
1928 switch (vid.renderpath)
1930 case RENDERPATH_D3D9:
1932 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1933 R_Mesh_TexBind(GL20TU_FIRST , first );
1934 R_Mesh_TexBind(GL20TU_SECOND, second);
1935 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1939 case RENDERPATH_D3D10:
1940 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1942 case RENDERPATH_D3D11:
1943 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945 case RENDERPATH_GL20:
1946 case RENDERPATH_GLES2:
1947 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1948 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1949 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1950 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1951 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_GL13:
1954 case RENDERPATH_GLES1:
1955 R_Mesh_TexBind(0, first );
1956 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1957 R_Mesh_TexBind(1, second);
1959 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1961 case RENDERPATH_GL11:
1962 R_Mesh_TexBind(0, first );
1964 case RENDERPATH_SOFT:
1965 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1966 R_Mesh_TexBind(GL20TU_FIRST , first );
1967 R_Mesh_TexBind(GL20TU_SECOND, second);
1972 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1974 unsigned int permutation = 0;
1975 if (r_trippy.integer && !notrippy)
1976 permutation |= SHADERPERMUTATION_TRIPPY;
1977 if (vid.allowalphatocoverage)
1978 GL_AlphaToCoverage(false);
1979 switch (vid.renderpath)
1981 case RENDERPATH_D3D9:
1983 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1986 case RENDERPATH_D3D10:
1987 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1989 case RENDERPATH_D3D11:
1990 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1992 case RENDERPATH_GL20:
1993 case RENDERPATH_GLES2:
1994 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1996 case RENDERPATH_GL13:
1997 case RENDERPATH_GLES1:
1998 R_Mesh_TexBind(0, 0);
1999 R_Mesh_TexBind(1, 0);
2001 case RENDERPATH_GL11:
2002 R_Mesh_TexBind(0, 0);
2004 case RENDERPATH_SOFT:
2005 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2010 void R_SetupShader_ShowDepth(qboolean notrippy)
2012 int permutation = 0;
2013 if (r_trippy.integer && !notrippy)
2014 permutation |= SHADERPERMUTATION_TRIPPY;
2015 if (vid.allowalphatocoverage)
2016 GL_AlphaToCoverage(false);
2017 switch (vid.renderpath)
2019 case RENDERPATH_D3D9:
2021 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2024 case RENDERPATH_D3D10:
2025 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2027 case RENDERPATH_D3D11:
2028 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2030 case RENDERPATH_GL20:
2031 case RENDERPATH_GLES2:
2032 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2034 case RENDERPATH_GL13:
2035 case RENDERPATH_GLES1:
2037 case RENDERPATH_GL11:
2039 case RENDERPATH_SOFT:
2040 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2045 extern qboolean r_shadow_usingdeferredprepass;
2046 extern cvar_t r_shadow_deferred_8bitrange;
2047 extern rtexture_t *r_shadow_attenuationgradienttexture;
2048 extern rtexture_t *r_shadow_attenuation2dtexture;
2049 extern rtexture_t *r_shadow_attenuation3dtexture;
2050 extern qboolean r_shadow_usingshadowmap2d;
2051 extern qboolean r_shadow_usingshadowmaportho;
2052 extern float r_shadow_shadowmap_texturescale[2];
2053 extern float r_shadow_shadowmap_parameters[4];
2054 extern qboolean r_shadow_shadowmapvsdct;
2055 extern qboolean r_shadow_shadowmapsampler;
2056 extern int r_shadow_shadowmappcf;
2057 extern rtexture_t *r_shadow_shadowmap2dtexture;
2058 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2059 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2060 extern matrix4x4_t r_shadow_shadowmapmatrix;
2061 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2062 extern int r_shadow_prepass_width;
2063 extern int r_shadow_prepass_height;
2064 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2065 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2066 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2067 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2068 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2070 #define BLENDFUNC_ALLOWS_COLORMOD 1
2071 #define BLENDFUNC_ALLOWS_FOG 2
2072 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2073 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2074 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2075 static int R_BlendFuncFlags(int src, int dst)
2079 // a blendfunc allows colormod if:
2080 // a) it can never keep the destination pixel invariant, or
2081 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2082 // this is to prevent unintended side effects from colormod
2084 // a blendfunc allows fog if:
2085 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2086 // this is to prevent unintended side effects from fog
2088 // these checks are the output of fogeval.pl
2090 r |= BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2094 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2096 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2097 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2100 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2101 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2105 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2106 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2107 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2109 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2110 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2116 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)
2118 // select a permutation of the lighting shader appropriate to this
2119 // combination of texture, entity, light source, and fogging, only use the
2120 // minimum features necessary to avoid wasting rendering time in the
2121 // fragment shader on features that are not being used
2122 unsigned int permutation = 0;
2123 unsigned int mode = 0;
2125 static float dummy_colormod[3] = {1, 1, 1};
2126 float *colormod = rsurface.colormod;
2128 matrix4x4_t tempmatrix;
2129 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2130 if (r_trippy.integer && !notrippy)
2131 permutation |= SHADERPERMUTATION_TRIPPY;
2132 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2133 permutation |= SHADERPERMUTATION_ALPHAKILL;
2134 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2135 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2136 if (rsurfacepass == RSURFPASS_BACKGROUND)
2138 // distorted background
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2141 mode = SHADERMODE_WATER;
2142 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2144 // this is the right thing to do for wateralpha
2145 GL_BlendFunc(GL_ONE, GL_ZERO);
2146 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2150 // this is the right thing to do for entity alpha
2151 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2152 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2155 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2157 mode = SHADERMODE_REFRACTION;
2158 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2159 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2163 mode = SHADERMODE_GENERIC;
2164 permutation |= SHADERPERMUTATION_DIFFUSE;
2165 GL_BlendFunc(GL_ONE, GL_ZERO);
2166 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2168 if (vid.allowalphatocoverage)
2169 GL_AlphaToCoverage(false);
2171 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2173 if (r_glsl_offsetmapping.integer)
2175 switch(rsurface.texture->offsetmapping)
2177 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2178 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2179 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2180 case OFFSETMAPPING_OFF: break;
2183 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2184 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2185 // normalmap (deferred prepass), may use alpha test on diffuse
2186 mode = SHADERMODE_DEFERREDGEOMETRY;
2187 GL_BlendFunc(GL_ONE, GL_ZERO);
2188 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2189 if (vid.allowalphatocoverage)
2190 GL_AlphaToCoverage(false);
2192 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2194 if (r_glsl_offsetmapping.integer)
2196 switch(rsurface.texture->offsetmapping)
2198 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2199 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2200 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2201 case OFFSETMAPPING_OFF: break;
2204 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2205 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2207 mode = SHADERMODE_LIGHTSOURCE;
2208 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2209 permutation |= SHADERPERMUTATION_CUBEFILTER;
2210 if (diffusescale > 0)
2211 permutation |= SHADERPERMUTATION_DIFFUSE;
2212 if (specularscale > 0)
2213 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2214 if (r_refdef.fogenabled)
2215 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2216 if (rsurface.texture->colormapping)
2217 permutation |= SHADERPERMUTATION_COLORMAPPING;
2218 if (r_shadow_usingshadowmap2d)
2220 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2221 if(r_shadow_shadowmapvsdct)
2222 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2224 if (r_shadow_shadowmapsampler)
2225 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2226 if (r_shadow_shadowmappcf > 1)
2227 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2228 else if (r_shadow_shadowmappcf)
2229 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2231 if (rsurface.texture->reflectmasktexture)
2232 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2234 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2235 if (vid.allowalphatocoverage)
2236 GL_AlphaToCoverage(false);
2238 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2240 if (r_glsl_offsetmapping.integer)
2242 switch(rsurface.texture->offsetmapping)
2244 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2245 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2246 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2247 case OFFSETMAPPING_OFF: break;
2250 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2251 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2252 // unshaded geometry (fullbright or ambient model lighting)
2253 mode = SHADERMODE_FLATCOLOR;
2254 ambientscale = diffusescale = specularscale = 0;
2255 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2256 permutation |= SHADERPERMUTATION_GLOW;
2257 if (r_refdef.fogenabled)
2258 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2259 if (rsurface.texture->colormapping)
2260 permutation |= SHADERPERMUTATION_COLORMAPPING;
2261 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2263 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2264 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2266 if (r_shadow_shadowmapsampler)
2267 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2268 if (r_shadow_shadowmappcf > 1)
2269 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2270 else if (r_shadow_shadowmappcf)
2271 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2273 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2274 permutation |= SHADERPERMUTATION_REFLECTION;
2275 if (rsurface.texture->reflectmasktexture)
2276 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2277 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2278 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2279 // when using alphatocoverage, we don't need alphakill
2280 if (vid.allowalphatocoverage)
2282 if (r_transparent_alphatocoverage.integer)
2284 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2285 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2288 GL_AlphaToCoverage(false);
2291 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2293 if (r_glsl_offsetmapping.integer)
2295 switch(rsurface.texture->offsetmapping)
2297 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2298 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2299 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300 case OFFSETMAPPING_OFF: break;
2303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2304 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2305 // directional model lighting
2306 mode = SHADERMODE_LIGHTDIRECTION;
2307 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2308 permutation |= SHADERPERMUTATION_GLOW;
2309 permutation |= SHADERPERMUTATION_DIFFUSE;
2310 if (specularscale > 0)
2311 permutation |= SHADERPERMUTATION_SPECULAR;
2312 if (r_refdef.fogenabled)
2313 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2314 if (rsurface.texture->colormapping)
2315 permutation |= SHADERPERMUTATION_COLORMAPPING;
2316 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2318 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2319 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2321 if (r_shadow_shadowmapsampler)
2322 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2323 if (r_shadow_shadowmappcf > 1)
2324 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2325 else if (r_shadow_shadowmappcf)
2326 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2328 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2329 permutation |= SHADERPERMUTATION_REFLECTION;
2330 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2331 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2332 if (rsurface.texture->reflectmasktexture)
2333 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2334 if (r_shadow_bouncegridtexture)
2336 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2337 if (r_shadow_bouncegriddirectional)
2338 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2340 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2341 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2342 // when using alphatocoverage, we don't need alphakill
2343 if (vid.allowalphatocoverage)
2345 if (r_transparent_alphatocoverage.integer)
2347 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2348 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2351 GL_AlphaToCoverage(false);
2354 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2356 if (r_glsl_offsetmapping.integer)
2358 switch(rsurface.texture->offsetmapping)
2360 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2361 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2362 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2363 case OFFSETMAPPING_OFF: break;
2366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2368 // ambient model lighting
2369 mode = SHADERMODE_LIGHTDIRECTION;
2370 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2371 permutation |= SHADERPERMUTATION_GLOW;
2372 if (r_refdef.fogenabled)
2373 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2374 if (rsurface.texture->colormapping)
2375 permutation |= SHADERPERMUTATION_COLORMAPPING;
2376 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2378 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2379 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2381 if (r_shadow_shadowmapsampler)
2382 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2383 if (r_shadow_shadowmappcf > 1)
2384 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2385 else if (r_shadow_shadowmappcf)
2386 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2389 permutation |= SHADERPERMUTATION_REFLECTION;
2390 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2391 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2392 if (rsurface.texture->reflectmasktexture)
2393 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2394 if (r_shadow_bouncegridtexture)
2396 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2397 if (r_shadow_bouncegriddirectional)
2398 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2400 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2401 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2402 // when using alphatocoverage, we don't need alphakill
2403 if (vid.allowalphatocoverage)
2405 if (r_transparent_alphatocoverage.integer)
2407 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2408 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2411 GL_AlphaToCoverage(false);
2416 if (r_glsl_offsetmapping.integer)
2418 switch(rsurface.texture->offsetmapping)
2420 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2421 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2422 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2423 case OFFSETMAPPING_OFF: break;
2426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2429 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2430 permutation |= SHADERPERMUTATION_GLOW;
2431 if (r_refdef.fogenabled)
2432 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2433 if (rsurface.texture->colormapping)
2434 permutation |= SHADERPERMUTATION_COLORMAPPING;
2435 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2437 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2438 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2440 if (r_shadow_shadowmapsampler)
2441 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2442 if (r_shadow_shadowmappcf > 1)
2443 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2444 else if (r_shadow_shadowmappcf)
2445 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2447 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2448 permutation |= SHADERPERMUTATION_REFLECTION;
2449 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2450 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2451 if (rsurface.texture->reflectmasktexture)
2452 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2453 if (FAKELIGHT_ENABLED)
2455 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2456 mode = SHADERMODE_FAKELIGHT;
2457 permutation |= SHADERPERMUTATION_DIFFUSE;
2458 if (specularscale > 0)
2459 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2461 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2463 // deluxemapping (light direction texture)
2464 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2465 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2467 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2468 permutation |= SHADERPERMUTATION_DIFFUSE;
2469 if (specularscale > 0)
2470 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2472 else if (r_glsl_deluxemapping.integer >= 2)
2474 // fake deluxemapping (uniform light direction in tangentspace)
2475 if (rsurface.uselightmaptexture)
2476 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2478 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2479 permutation |= SHADERPERMUTATION_DIFFUSE;
2480 if (specularscale > 0)
2481 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2483 else if (rsurface.uselightmaptexture)
2485 // ordinary lightmapping (q1bsp, q3bsp)
2486 mode = SHADERMODE_LIGHTMAP;
2490 // ordinary vertex coloring (q3bsp)
2491 mode = SHADERMODE_VERTEXCOLOR;
2493 if (r_shadow_bouncegridtexture)
2495 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2496 if (r_shadow_bouncegriddirectional)
2497 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2499 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2500 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501 // when using alphatocoverage, we don't need alphakill
2502 if (vid.allowalphatocoverage)
2504 if (r_transparent_alphatocoverage.integer)
2506 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2507 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2510 GL_AlphaToCoverage(false);
2513 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2514 colormod = dummy_colormod;
2515 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2516 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2517 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2518 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2519 switch(vid.renderpath)
2521 case RENDERPATH_D3D9:
2523 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2524 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2525 R_SetupShader_SetPermutationHLSL(mode, permutation);
2526 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2527 if (mode == SHADERMODE_LIGHTSOURCE)
2529 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2530 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2534 if (mode == SHADERMODE_LIGHTDIRECTION)
2536 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2539 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2541 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2542 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2543 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2545 if (mode == SHADERMODE_LIGHTSOURCE)
2547 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2548 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2549 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2553 // additive passes are only darkened by fog, not tinted
2554 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2555 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2559 if (mode == SHADERMODE_FLATCOLOR)
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2563 else if (mode == SHADERMODE_LIGHTDIRECTION)
2565 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]);
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2567 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);
2568 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2569 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2570 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2577 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);
2578 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2579 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2581 // additive passes are only darkened by fog, not tinted
2582 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2583 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2585 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2586 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);
2587 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2588 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2589 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2592 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2593 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2594 if (mode == SHADERMODE_WATER)
2595 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2597 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2598 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2600 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2601 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2602 if (rsurface.texture->pantstexture)
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2605 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2606 if (rsurface.texture->shirttexture)
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2609 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2610 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2611 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2612 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2614 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2615 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2616 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2617 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2620 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2621 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2623 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2624 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2625 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2626 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2627 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2628 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2629 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2630 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2631 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2632 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2633 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2634 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2635 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2636 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2637 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2638 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2639 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2640 if (rsurfacepass == RSURFPASS_BACKGROUND)
2642 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2643 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2644 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2648 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2650 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2651 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2652 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2653 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2654 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2656 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2657 if (rsurface.rtlight)
2659 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2660 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2665 case RENDERPATH_D3D10:
2666 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2668 case RENDERPATH_D3D11:
2669 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2671 case RENDERPATH_GL20:
2672 case RENDERPATH_GLES2:
2673 if (!vid.useinterleavedarrays)
2675 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2676 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2677 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2678 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2679 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2680 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2681 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2682 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2686 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2687 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2689 R_SetupShader_SetPermutationGLSL(mode, permutation);
2690 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2691 if (mode == SHADERMODE_LIGHTSOURCE)
2693 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2695 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2696 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2697 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2698 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);
2700 // additive passes are only darkened by fog, not tinted
2701 if (r_glsl_permutation->loc_FogColor >= 0)
2702 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2703 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2707 if (mode == SHADERMODE_FLATCOLOR)
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2711 else if (mode == SHADERMODE_LIGHTDIRECTION)
2713 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]);
2714 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]);
2715 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);
2716 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2717 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2718 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]);
2719 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]);
2723 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]);
2724 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]);
2725 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);
2726 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2727 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2729 // additive passes are only darkened by fog, not tinted
2730 if (r_glsl_permutation->loc_FogColor >= 0)
2732 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2733 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2737 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);
2738 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2739 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2740 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]);
2741 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]);
2742 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2743 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2744 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2745 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]);
2747 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2748 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2749 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2750 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]);
2751 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]);
2753 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2754 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2755 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2756 if (r_glsl_permutation->loc_Color_Pants >= 0)
2758 if (rsurface.texture->pantstexture)
2759 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2761 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2763 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2765 if (rsurface.texture->shirttexture)
2766 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2768 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2770 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]);
2771 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2772 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2773 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2774 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2775 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2776 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2777 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2778 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2780 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]);
2781 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2782 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);}
2783 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2785 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2786 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2787 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2788 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2789 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2790 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2791 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2793 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2794 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2795 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2796 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2797 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2798 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2799 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);
2800 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2801 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2802 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2803 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2804 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2805 if (rsurfacepass == RSURFPASS_BACKGROUND)
2807 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);
2808 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);
2809 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);
2813 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);
2815 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2816 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2817 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2818 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2819 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2821 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2822 if (rsurface.rtlight)
2824 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2825 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2828 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2831 case RENDERPATH_GL11:
2832 case RENDERPATH_GL13:
2833 case RENDERPATH_GLES1:
2835 case RENDERPATH_SOFT:
2836 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2837 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2838 R_SetupShader_SetPermutationSoft(mode, permutation);
2839 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2840 if (mode == SHADERMODE_LIGHTSOURCE)
2842 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2849 // additive passes are only darkened by fog, not tinted
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2851 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2855 if (mode == SHADERMODE_FLATCOLOR)
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2859 else if (mode == SHADERMODE_LIGHTDIRECTION)
2861 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]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2863 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);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2866 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]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2873 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);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2877 // additive passes are only darkened by fog, not tinted
2878 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2882 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);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2884 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2885 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]);
2886 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]);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2888 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2889 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2890 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2892 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2893 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2894 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2895 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2896 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]);
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2899 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2901 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2903 if (rsurface.texture->pantstexture)
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2908 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2910 if (rsurface.texture->shirttexture)
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2913 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2915 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2918 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2919 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2920 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2921 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2922 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2923 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2925 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2928 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2929 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2930 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2931 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2935 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2936 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2937 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2938 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2939 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2940 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2941 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2942 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2943 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2944 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2945 if (rsurfacepass == RSURFPASS_BACKGROUND)
2947 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2948 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2949 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2956 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2957 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2958 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2959 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2961 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2962 if (rsurface.rtlight)
2964 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2965 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2974 // select a permutation of the lighting shader appropriate to this
2975 // combination of texture, entity, light source, and fogging, only use the
2976 // minimum features necessary to avoid wasting rendering time in the
2977 // fragment shader on features that are not being used
2978 unsigned int permutation = 0;
2979 unsigned int mode = 0;
2980 const float *lightcolorbase = rtlight->currentcolor;
2981 float ambientscale = rtlight->ambientscale;
2982 float diffusescale = rtlight->diffusescale;
2983 float specularscale = rtlight->specularscale;
2984 // this is the location of the light in view space
2985 vec3_t viewlightorigin;
2986 // this transforms from view space (camera) to light space (cubemap)
2987 matrix4x4_t viewtolight;
2988 matrix4x4_t lighttoview;
2989 float viewtolight16f[16];
2990 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2992 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2993 if (rtlight->currentcubemap != r_texture_whitecube)
2994 permutation |= SHADERPERMUTATION_CUBEFILTER;
2995 if (diffusescale > 0)
2996 permutation |= SHADERPERMUTATION_DIFFUSE;
2997 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2998 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2999 if (r_shadow_usingshadowmap2d)
3001 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3002 if (r_shadow_shadowmapvsdct)
3003 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3005 if (r_shadow_shadowmapsampler)
3006 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3007 if (r_shadow_shadowmappcf > 1)
3008 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3009 else if (r_shadow_shadowmappcf)
3010 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3012 if (vid.allowalphatocoverage)
3013 GL_AlphaToCoverage(false);
3014 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018 switch(vid.renderpath)
3020 case RENDERPATH_D3D9:
3022 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3027 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3028 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
3031 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3034 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3035 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3036 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3037 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3038 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3039 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3042 case RENDERPATH_D3D10:
3043 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045 case RENDERPATH_D3D11:
3046 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3048 case RENDERPATH_GL20:
3049 case RENDERPATH_GLES2:
3050 R_SetupShader_SetPermutationGLSL(mode, permutation);
3051 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3052 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3053 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3054 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3055 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3056 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]);
3057 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]);
3058 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));
3059 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]);
3060 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3062 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3063 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3064 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3065 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3066 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3067 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3069 case RENDERPATH_GL11:
3070 case RENDERPATH_GL13:
3071 case RENDERPATH_GLES1:
3073 case RENDERPATH_SOFT:
3074 R_SetupShader_SetPermutationGLSL(mode, permutation);
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3076 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3077 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3078 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3081 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]);
3082 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));
3083 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3084 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3086 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3087 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3088 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3089 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3090 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3091 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3096 #define SKINFRAME_HASH 1024
3100 int loadsequence; // incremented each level change
3101 memexpandablearray_t array;
3102 skinframe_t *hash[SKINFRAME_HASH];
3105 r_skinframe_t r_skinframe;
3107 void R_SkinFrame_PrepareForPurge(void)
3109 r_skinframe.loadsequence++;
3110 // wrap it without hitting zero
3111 if (r_skinframe.loadsequence >= 200)
3112 r_skinframe.loadsequence = 1;
3115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3119 // mark the skinframe as used for the purging code
3120 skinframe->loadsequence = r_skinframe.loadsequence;
3123 void R_SkinFrame_Purge(void)
3127 for (i = 0;i < SKINFRAME_HASH;i++)
3129 for (s = r_skinframe.hash[i];s;s = s->next)
3131 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3133 if (s->merged == s->base)
3135 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3136 R_PurgeTexture(s->stain );s->stain = NULL;
3137 R_PurgeTexture(s->merged);s->merged = NULL;
3138 R_PurgeTexture(s->base );s->base = NULL;
3139 R_PurgeTexture(s->pants );s->pants = NULL;
3140 R_PurgeTexture(s->shirt );s->shirt = NULL;
3141 R_PurgeTexture(s->nmap );s->nmap = NULL;
3142 R_PurgeTexture(s->gloss );s->gloss = NULL;
3143 R_PurgeTexture(s->glow );s->glow = NULL;
3144 R_PurgeTexture(s->fog );s->fog = NULL;
3145 R_PurgeTexture(s->reflect);s->reflect = NULL;
3146 s->loadsequence = 0;
3152 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3154 char basename[MAX_QPATH];
3156 Image_StripImageExtension(name, basename, sizeof(basename));
3158 if( last == NULL ) {
3160 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3161 item = r_skinframe.hash[hashindex];
3166 // linearly search through the hash bucket
3167 for( ; item ; item = item->next ) {
3168 if( !strcmp( item->basename, basename ) ) {
3175 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3179 char basename[MAX_QPATH];
3181 Image_StripImageExtension(name, basename, sizeof(basename));
3183 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3184 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3185 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3189 rtexture_t *dyntexture;
3190 // check whether its a dynamic texture
3191 dyntexture = CL_GetDynTexture( basename );
3192 if (!add && !dyntexture)
3194 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3195 memset(item, 0, sizeof(*item));
3196 strlcpy(item->basename, basename, sizeof(item->basename));
3197 item->base = dyntexture; // either NULL or dyntexture handle
3198 item->textureflags = textureflags;
3199 item->comparewidth = comparewidth;
3200 item->compareheight = compareheight;
3201 item->comparecrc = comparecrc;
3202 item->next = r_skinframe.hash[hashindex];
3203 r_skinframe.hash[hashindex] = item;
3205 else if( item->base == NULL )
3207 rtexture_t *dyntexture;
3208 // check whether its a dynamic texture
3209 // 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]
3210 dyntexture = CL_GetDynTexture( basename );
3211 item->base = dyntexture; // either NULL or dyntexture handle
3214 R_SkinFrame_MarkUsed(item);
3218 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3220 unsigned long long avgcolor[5], wsum; \
3228 for(pix = 0; pix < cnt; ++pix) \
3231 for(comp = 0; comp < 3; ++comp) \
3233 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3236 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3238 for(comp = 0; comp < 3; ++comp) \
3239 avgcolor[comp] += getpixel * w; \
3242 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3243 avgcolor[4] += getpixel; \
3245 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3247 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3248 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3249 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3250 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3253 extern cvar_t gl_picmip;
3254 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3257 unsigned char *pixels;
3258 unsigned char *bumppixels;
3259 unsigned char *basepixels = NULL;
3260 int basepixels_width = 0;
3261 int basepixels_height = 0;
3262 skinframe_t *skinframe;
3263 rtexture_t *ddsbase = NULL;
3264 qboolean ddshasalpha = false;
3265 float ddsavgcolor[4];
3266 char basename[MAX_QPATH];
3267 int miplevel = R_PicmipForFlags(textureflags);
3268 int savemiplevel = miplevel;
3271 if (cls.state == ca_dedicated)
3274 // return an existing skinframe if already loaded
3275 // if loading of the first image fails, don't make a new skinframe as it
3276 // would cause all future lookups of this to be missing
3277 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3278 if (skinframe && skinframe->base)
3281 Image_StripImageExtension(name, basename, sizeof(basename));
3283 // check for DDS texture file first
3284 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3286 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3287 if (basepixels == NULL)
3291 // FIXME handle miplevel
3293 if (developer_loading.integer)
3294 Con_Printf("loading skin \"%s\"\n", name);
3296 // we've got some pixels to store, so really allocate this new texture now
3298 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3299 skinframe->stain = NULL;
3300 skinframe->merged = NULL;
3301 skinframe->base = NULL;
3302 skinframe->pants = NULL;
3303 skinframe->shirt = NULL;
3304 skinframe->nmap = NULL;
3305 skinframe->gloss = NULL;
3306 skinframe->glow = NULL;
3307 skinframe->fog = NULL;
3308 skinframe->reflect = NULL;
3309 skinframe->hasalpha = false;
3313 skinframe->base = ddsbase;
3314 skinframe->hasalpha = ddshasalpha;
3315 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3316 if (r_loadfog && skinframe->hasalpha)
3317 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3318 //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]);
3322 basepixels_width = image_width;
3323 basepixels_height = image_height;
3324 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);
3325 if (textureflags & TEXF_ALPHA)
3327 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3329 if (basepixels[j] < 255)
3331 skinframe->hasalpha = true;
3335 if (r_loadfog && skinframe->hasalpha)
3337 // has transparent pixels
3338 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3339 for (j = 0;j < image_width * image_height * 4;j += 4)
3344 pixels[j+3] = basepixels[j+3];
3346 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3350 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3351 //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]);
3352 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3353 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3354 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3355 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3360 mymiplevel = savemiplevel;
3361 if (r_loadnormalmap)
3362 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3363 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3365 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3366 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3367 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3368 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3371 // _norm is the name used by tenebrae and has been adopted as standard
3372 if (r_loadnormalmap && skinframe->nmap == NULL)
3374 mymiplevel = savemiplevel;
3375 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3377 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3381 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3383 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3384 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3385 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3387 Mem_Free(bumppixels);
3389 else if (r_shadow_bumpscale_basetexture.value > 0)
3391 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3392 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3393 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3397 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3400 // _luma is supported only for tenebrae compatibility
3401 // _glow is the preferred name
3402 mymiplevel = savemiplevel;
3403 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3405 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3406 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3407 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3408 Mem_Free(pixels);pixels = NULL;
3411 mymiplevel = savemiplevel;
3412 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3414 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3415 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3416 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3421 mymiplevel = savemiplevel;
3422 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3424 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3425 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3426 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3431 mymiplevel = savemiplevel;
3432 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3434 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3435 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3436 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3441 mymiplevel = savemiplevel;
3442 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3444 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3445 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3446 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3452 Mem_Free(basepixels);
3457 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3458 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3461 unsigned char *temp1, *temp2;
3462 skinframe_t *skinframe;
3464 if (cls.state == ca_dedicated)
3467 // if already loaded just return it, otherwise make a new skinframe
3468 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3469 if (skinframe && skinframe->base)
3472 skinframe->stain = NULL;
3473 skinframe->merged = NULL;
3474 skinframe->base = NULL;
3475 skinframe->pants = NULL;
3476 skinframe->shirt = NULL;
3477 skinframe->nmap = NULL;
3478 skinframe->gloss = NULL;
3479 skinframe->glow = NULL;
3480 skinframe->fog = NULL;
3481 skinframe->reflect = NULL;
3482 skinframe->hasalpha = false;
3484 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3488 if (developer_loading.integer)
3489 Con_Printf("loading 32bit skin \"%s\"\n", name);
3491 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3493 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3494 temp2 = temp1 + width * height * 4;
3495 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3496 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3499 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3500 if (textureflags & TEXF_ALPHA)
3502 for (i = 3;i < width * height * 4;i += 4)
3504 if (skindata[i] < 255)
3506 skinframe->hasalpha = true;
3510 if (r_loadfog && skinframe->hasalpha)
3512 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3513 memcpy(fogpixels, skindata, width * height * 4);
3514 for (i = 0;i < width * height * 4;i += 4)
3515 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3516 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3517 Mem_Free(fogpixels);
3521 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3522 //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]);
3527 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3531 skinframe_t *skinframe;
3533 if (cls.state == ca_dedicated)
3536 // if already loaded just return it, otherwise make a new skinframe
3537 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3538 if (skinframe && skinframe->base)
3541 skinframe->stain = NULL;
3542 skinframe->merged = NULL;
3543 skinframe->base = NULL;
3544 skinframe->pants = NULL;
3545 skinframe->shirt = NULL;
3546 skinframe->nmap = NULL;
3547 skinframe->gloss = NULL;
3548 skinframe->glow = NULL;
3549 skinframe->fog = NULL;
3550 skinframe->reflect = NULL;
3551 skinframe->hasalpha = false;
3553 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3557 if (developer_loading.integer)
3558 Con_Printf("loading quake skin \"%s\"\n", name);
3560 // 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)
3561 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3562 memcpy(skinframe->qpixels, skindata, width*height);
3563 skinframe->qwidth = width;
3564 skinframe->qheight = height;
3567 for (i = 0;i < width * height;i++)
3568 featuresmask |= palette_featureflags[skindata[i]];
3570 skinframe->hasalpha = false;
3571 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3572 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3573 skinframe->qgeneratemerged = true;
3574 skinframe->qgeneratebase = skinframe->qhascolormapping;
3575 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3577 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3578 //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]);
3583 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3587 unsigned char *skindata;
3589 if (!skinframe->qpixels)
3592 if (!skinframe->qhascolormapping)
3593 colormapped = false;
3597 if (!skinframe->qgeneratebase)
3602 if (!skinframe->qgeneratemerged)
3606 width = skinframe->qwidth;
3607 height = skinframe->qheight;
3608 skindata = skinframe->qpixels;
3610 if (skinframe->qgeneratenmap)
3612 unsigned char *temp1, *temp2;
3613 skinframe->qgeneratenmap = false;
3614 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3615 temp2 = temp1 + width * height * 4;
3616 // use either a custom palette or the quake palette
3617 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3618 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3619 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3623 if (skinframe->qgenerateglow)
3625 skinframe->qgenerateglow = false;
3626 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3631 skinframe->qgeneratebase = false;
3632 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3633 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3634 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3638 skinframe->qgeneratemerged = false;
3639 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);
3642 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3644 Mem_Free(skinframe->qpixels);
3645 skinframe->qpixels = NULL;
3649 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)
3652 skinframe_t *skinframe;
3654 if (cls.state == ca_dedicated)
3657 // if already loaded just return it, otherwise make a new skinframe
3658 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3659 if (skinframe && skinframe->base)
3662 skinframe->stain = NULL;
3663 skinframe->merged = NULL;
3664 skinframe->base = NULL;
3665 skinframe->pants = NULL;
3666 skinframe->shirt = NULL;
3667 skinframe->nmap = NULL;
3668 skinframe->gloss = NULL;
3669 skinframe->glow = NULL;
3670 skinframe->fog = NULL;
3671 skinframe->reflect = NULL;
3672 skinframe->hasalpha = false;
3674 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3678 if (developer_loading.integer)
3679 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3681 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3682 if (textureflags & TEXF_ALPHA)
3684 for (i = 0;i < width * height;i++)
3686 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3688 skinframe->hasalpha = true;
3692 if (r_loadfog && skinframe->hasalpha)
3693 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3696 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3697 //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]);
3702 skinframe_t *R_SkinFrame_LoadMissing(void)
3704 skinframe_t *skinframe;
3706 if (cls.state == ca_dedicated)
3709 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3710 skinframe->stain = NULL;
3711 skinframe->merged = NULL;
3712 skinframe->base = NULL;
3713 skinframe->pants = NULL;
3714 skinframe->shirt = NULL;
3715 skinframe->nmap = NULL;
3716 skinframe->gloss = NULL;
3717 skinframe->glow = NULL;
3718 skinframe->fog = NULL;
3719 skinframe->reflect = NULL;
3720 skinframe->hasalpha = false;
3722 skinframe->avgcolor[0] = rand() / RAND_MAX;
3723 skinframe->avgcolor[1] = rand() / RAND_MAX;
3724 skinframe->avgcolor[2] = rand() / RAND_MAX;
3725 skinframe->avgcolor[3] = 1;
3730 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3731 typedef struct suffixinfo_s
3734 qboolean flipx, flipy, flipdiagonal;
3737 static suffixinfo_t suffix[3][6] =
3740 {"px", false, false, false},
3741 {"nx", false, false, false},
3742 {"py", false, false, false},
3743 {"ny", false, false, false},
3744 {"pz", false, false, false},
3745 {"nz", false, false, false}
3748 {"posx", false, false, false},
3749 {"negx", false, false, false},
3750 {"posy", false, false, false},
3751 {"negy", false, false, false},
3752 {"posz", false, false, false},
3753 {"negz", false, false, false}
3756 {"rt", true, false, true},
3757 {"lf", false, true, true},
3758 {"ft", true, true, false},
3759 {"bk", false, false, false},
3760 {"up", true, false, true},
3761 {"dn", true, false, true}
3765 static int componentorder[4] = {0, 1, 2, 3};
3767 rtexture_t *R_LoadCubemap(const char *basename)
3769 int i, j, cubemapsize;
3770 unsigned char *cubemappixels, *image_buffer;
3771 rtexture_t *cubemaptexture;
3773 // must start 0 so the first loadimagepixels has no requested width/height
3775 cubemappixels = NULL;
3776 cubemaptexture = NULL;
3777 // keep trying different suffix groups (posx, px, rt) until one loads
3778 for (j = 0;j < 3 && !cubemappixels;j++)
3780 // load the 6 images in the suffix group
3781 for (i = 0;i < 6;i++)
3783 // generate an image name based on the base and and suffix
3784 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3786 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3788 // an image loaded, make sure width and height are equal
3789 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3791 // if this is the first image to load successfully, allocate the cubemap memory
3792 if (!cubemappixels && image_width >= 1)
3794 cubemapsize = image_width;
3795 // note this clears to black, so unavailable sides are black
3796 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3798 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3800 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);
3803 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3805 Mem_Free(image_buffer);
3809 // if a cubemap loaded, upload it
3812 if (developer_loading.integer)
3813 Con_Printf("loading cubemap \"%s\"\n", basename);
3815 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);
3816 Mem_Free(cubemappixels);
3820 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3821 if (developer_loading.integer)
3823 Con_Printf("(tried tried images ");
3824 for (j = 0;j < 3;j++)
3825 for (i = 0;i < 6;i++)
3826 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3827 Con_Print(" and was unable to find any of them).\n");
3830 return cubemaptexture;
3833 rtexture_t *R_GetCubemap(const char *basename)
3836 for (i = 0;i < r_texture_numcubemaps;i++)
3837 if (r_texture_cubemaps[i] != NULL)
3838 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3839 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3840 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3841 return r_texture_whitecube;
3842 r_texture_numcubemaps++;
3843 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3844 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3845 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3846 return r_texture_cubemaps[i]->texture;
3849 void R_FreeCubemap(const char *basename)
3853 for (i = 0;i < r_texture_numcubemaps;i++)
3855 if (r_texture_cubemaps[i] != NULL)
3857 if (r_texture_cubemaps[i]->texture)
3859 if (developer_loading.integer)
3860 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3861 R_FreeTexture(r_texture_cubemaps[i]->texture);
3862 Mem_Free(r_texture_cubemaps[i]);
3863 r_texture_cubemaps[i] = NULL;
3869 void R_FreeCubemaps(void)
3872 for (i = 0;i < r_texture_numcubemaps;i++)
3874 if (developer_loading.integer)
3875 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3876 if (r_texture_cubemaps[i] != NULL)
3878 if (r_texture_cubemaps[i]->texture)
3879 R_FreeTexture(r_texture_cubemaps[i]->texture);
3880 Mem_Free(r_texture_cubemaps[i]);
3883 r_texture_numcubemaps = 0;
3886 void R_Main_FreeViewCache(void)
3888 if (r_refdef.viewcache.entityvisible)
3889 Mem_Free(r_refdef.viewcache.entityvisible);
3890 if (r_refdef.viewcache.world_pvsbits)
3891 Mem_Free(r_refdef.viewcache.world_pvsbits);
3892 if (r_refdef.viewcache.world_leafvisible)
3893 Mem_Free(r_refdef.viewcache.world_leafvisible);
3894 if (r_refdef.viewcache.world_surfacevisible)
3895 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3896 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3899 void R_Main_ResizeViewCache(void)
3901 int numentities = r_refdef.scene.numentities;
3902 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3903 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3904 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3905 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3906 if (r_refdef.viewcache.maxentities < numentities)
3908 r_refdef.viewcache.maxentities = numentities;
3909 if (r_refdef.viewcache.entityvisible)
3910 Mem_Free(r_refdef.viewcache.entityvisible);
3911 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3913 if (r_refdef.viewcache.world_numclusters != numclusters)
3915 r_refdef.viewcache.world_numclusters = numclusters;
3916 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3917 if (r_refdef.viewcache.world_pvsbits)
3918 Mem_Free(r_refdef.viewcache.world_pvsbits);
3919 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3921 if (r_refdef.viewcache.world_numleafs != numleafs)
3923 r_refdef.viewcache.world_numleafs = numleafs;
3924 if (r_refdef.viewcache.world_leafvisible)
3925 Mem_Free(r_refdef.viewcache.world_leafvisible);
3926 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3928 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3930 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3931 if (r_refdef.viewcache.world_surfacevisible)
3932 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3933 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3937 extern rtexture_t *loadingscreentexture;
3938 void gl_main_start(void)
3940 loadingscreentexture = NULL;
3941 r_texture_blanknormalmap = NULL;
3942 r_texture_white = NULL;
3943 r_texture_grey128 = NULL;
3944 r_texture_black = NULL;
3945 r_texture_whitecube = NULL;
3946 r_texture_normalizationcube = NULL;
3947 r_texture_fogattenuation = NULL;
3948 r_texture_fogheighttexture = NULL;
3949 r_texture_gammaramps = NULL;
3950 r_texture_numcubemaps = 0;
3952 r_loaddds = r_texture_dds_load.integer != 0;
3953 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3955 switch(vid.renderpath)
3957 case RENDERPATH_GL20:
3958 case RENDERPATH_D3D9:
3959 case RENDERPATH_D3D10:
3960 case RENDERPATH_D3D11:
3961 case RENDERPATH_SOFT:
3962 case RENDERPATH_GLES2:
3963 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3964 Cvar_SetValueQuick(&gl_combine, 1);
3965 Cvar_SetValueQuick(&r_glsl, 1);
3966 r_loadnormalmap = true;
3970 case RENDERPATH_GL13:
3971 case RENDERPATH_GLES1:
3972 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3973 Cvar_SetValueQuick(&gl_combine, 1);
3974 Cvar_SetValueQuick(&r_glsl, 0);
3975 r_loadnormalmap = false;
3976 r_loadgloss = false;
3979 case RENDERPATH_GL11:
3980 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3981 Cvar_SetValueQuick(&gl_combine, 0);
3982 Cvar_SetValueQuick(&r_glsl, 0);
3983 r_loadnormalmap = false;
3984 r_loadgloss = false;
3990 R_FrameData_Reset();
3994 memset(r_queries, 0, sizeof(r_queries));
3996 r_qwskincache = NULL;
3997 r_qwskincache_size = 0;
3999 // due to caching of texture_t references, the collision cache must be reset
4000 Collision_Cache_Reset(true);
4002 // set up r_skinframe loading system for textures
4003 memset(&r_skinframe, 0, sizeof(r_skinframe));
4004 r_skinframe.loadsequence = 1;
4005 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4007 r_main_texturepool = R_AllocTexturePool();
4008 R_BuildBlankTextures();
4010 if (vid.support.arb_texture_cube_map)
4013 R_BuildNormalizationCube();
4015 r_texture_fogattenuation = NULL;
4016 r_texture_fogheighttexture = NULL;
4017 r_texture_gammaramps = NULL;
4018 //r_texture_fogintensity = NULL;
4019 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4020 memset(&r_waterstate, 0, sizeof(r_waterstate));
4021 r_glsl_permutation = NULL;
4022 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4023 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4024 glslshaderstring = NULL;
4026 r_hlsl_permutation = NULL;
4027 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4028 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4030 hlslshaderstring = NULL;
4031 memset(&r_svbsp, 0, sizeof (r_svbsp));
4033 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4034 r_texture_numcubemaps = 0;
4036 r_refdef.fogmasktable_density = 0;
4039 void gl_main_shutdown(void)
4042 R_FrameData_Reset();
4044 R_Main_FreeViewCache();
4046 switch(vid.renderpath)
4048 case RENDERPATH_GL11:
4049 case RENDERPATH_GL13:
4050 case RENDERPATH_GL20:
4051 case RENDERPATH_GLES1:
4052 case RENDERPATH_GLES2:
4054 qglDeleteQueriesARB(r_maxqueries, r_queries);
4056 case RENDERPATH_D3D9:
4057 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4059 case RENDERPATH_D3D10:
4060 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4062 case RENDERPATH_D3D11:
4063 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4065 case RENDERPATH_SOFT:
4071 memset(r_queries, 0, sizeof(r_queries));
4073 r_qwskincache = NULL;
4074 r_qwskincache_size = 0;
4076 // clear out the r_skinframe state
4077 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4078 memset(&r_skinframe, 0, sizeof(r_skinframe));
4081 Mem_Free(r_svbsp.nodes);
4082 memset(&r_svbsp, 0, sizeof (r_svbsp));
4083 R_FreeTexturePool(&r_main_texturepool);
4084 loadingscreentexture = NULL;
4085 r_texture_blanknormalmap = NULL;
4086 r_texture_white = NULL;
4087 r_texture_grey128 = NULL;
4088 r_texture_black = NULL;
4089 r_texture_whitecube = NULL;
4090 r_texture_normalizationcube = NULL;
4091 r_texture_fogattenuation = NULL;
4092 r_texture_fogheighttexture = NULL;
4093 r_texture_gammaramps = NULL;
4094 r_texture_numcubemaps = 0;
4095 //r_texture_fogintensity = NULL;
4096 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4097 memset(&r_waterstate, 0, sizeof(r_waterstate));
4100 r_glsl_permutation = NULL;
4101 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4102 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4103 glslshaderstring = NULL;
4105 r_hlsl_permutation = NULL;
4106 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4107 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4109 hlslshaderstring = NULL;
4112 extern void CL_ParseEntityLump(char *entitystring);
4113 void gl_main_newmap(void)
4115 // FIXME: move this code to client
4116 char *entities, entname[MAX_QPATH];
4118 Mem_Free(r_qwskincache);
4119 r_qwskincache = NULL;
4120 r_qwskincache_size = 0;
4123 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4124 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4126 CL_ParseEntityLump(entities);
4130 if (cl.worldmodel->brush.entities)
4131 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4133 R_Main_FreeViewCache();
4135 R_FrameData_Reset();
4138 void GL_Main_Init(void)
4140 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4142 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4143 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4144 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4145 if (gamemode == GAME_NEHAHRA)
4147 Cvar_RegisterVariable (&gl_fogenable);
4148 Cvar_RegisterVariable (&gl_fogdensity);
4149 Cvar_RegisterVariable (&gl_fogred);
4150 Cvar_RegisterVariable (&gl_foggreen);
4151 Cvar_RegisterVariable (&gl_fogblue);
4152 Cvar_RegisterVariable (&gl_fogstart);
4153 Cvar_RegisterVariable (&gl_fogend);
4154 Cvar_RegisterVariable (&gl_skyclip);
4156 Cvar_RegisterVariable(&r_motionblur);
4157 Cvar_RegisterVariable(&r_damageblur);
4158 Cvar_RegisterVariable(&r_motionblur_averaging);
4159 Cvar_RegisterVariable(&r_motionblur_randomize);
4160 Cvar_RegisterVariable(&r_motionblur_minblur);
4161 Cvar_RegisterVariable(&r_motionblur_maxblur);
4162 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4163 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4164 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4165 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4166 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4167 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4168 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4169 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4170 Cvar_RegisterVariable(&r_equalize_entities_by);
4171 Cvar_RegisterVariable(&r_equalize_entities_to);
4172 Cvar_RegisterVariable(&r_depthfirst);
4173 Cvar_RegisterVariable(&r_useinfinitefarclip);
4174 Cvar_RegisterVariable(&r_farclip_base);
4175 Cvar_RegisterVariable(&r_farclip_world);
4176 Cvar_RegisterVariable(&r_nearclip);
4177 Cvar_RegisterVariable(&r_deformvertexes);
4178 Cvar_RegisterVariable(&r_transparent);
4179 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4180 Cvar_RegisterVariable(&r_showoverdraw);
4181 Cvar_RegisterVariable(&r_showbboxes);
4182 Cvar_RegisterVariable(&r_showsurfaces);
4183 Cvar_RegisterVariable(&r_showtris);
4184 Cvar_RegisterVariable(&r_shownormals);
4185 Cvar_RegisterVariable(&r_showlighting);
4186 Cvar_RegisterVariable(&r_showshadowvolumes);
4187 Cvar_RegisterVariable(&r_showcollisionbrushes);
4188 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4189 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4190 Cvar_RegisterVariable(&r_showdisabledepthtest);
4191 Cvar_RegisterVariable(&r_drawportals);
4192 Cvar_RegisterVariable(&r_drawentities);
4193 Cvar_RegisterVariable(&r_draw2d);
4194 Cvar_RegisterVariable(&r_drawworld);
4195 Cvar_RegisterVariable(&r_cullentities_trace);
4196 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4197 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4198 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4199 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4200 Cvar_RegisterVariable(&r_drawviewmodel);
4201 Cvar_RegisterVariable(&r_drawexteriormodel);
4202 Cvar_RegisterVariable(&r_speeds);
4203 Cvar_RegisterVariable(&r_fullbrights);
4204 Cvar_RegisterVariable(&r_wateralpha);
4205 Cvar_RegisterVariable(&r_dynamic);
4206 Cvar_RegisterVariable(&r_fakelight);
4207 Cvar_RegisterVariable(&r_fakelight_intensity);
4208 Cvar_RegisterVariable(&r_fullbright);
4209 Cvar_RegisterVariable(&r_shadows);
4210 Cvar_RegisterVariable(&r_shadows_darken);
4211 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4212 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4213 Cvar_RegisterVariable(&r_shadows_throwdistance);
4214 Cvar_RegisterVariable(&r_shadows_throwdirection);
4215 Cvar_RegisterVariable(&r_shadows_focus);
4216 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4217 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4218 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4219 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4220 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4221 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4222 Cvar_RegisterVariable(&r_fog_exp2);
4223 Cvar_RegisterVariable(&r_fog_clear);
4224 Cvar_RegisterVariable(&r_drawfog);
4225 Cvar_RegisterVariable(&r_transparentdepthmasking);
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_viewfbo);
4233 Cvar_RegisterVariable(&r_viewscale);
4234 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4235 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4236 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4237 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4238 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4239 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4240 Cvar_RegisterVariable(&r_glsl);
4241 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4242 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4243 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4244 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4245 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4246 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4247 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4248 Cvar_RegisterVariable(&r_glsl_postprocess);
4249 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4250 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4251 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4252 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4253 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4254 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4255 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4256 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4258 Cvar_RegisterVariable(&r_water);
4259 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4260 Cvar_RegisterVariable(&r_water_clippingplanebias);
4261 Cvar_RegisterVariable(&r_water_refractdistort);
4262 Cvar_RegisterVariable(&r_water_reflectdistort);
4263 Cvar_RegisterVariable(&r_water_scissormode);
4264 Cvar_RegisterVariable(&r_water_lowquality);
4266 Cvar_RegisterVariable(&r_lerpsprites);
4267 Cvar_RegisterVariable(&r_lerpmodels);
4268 Cvar_RegisterVariable(&r_lerplightstyles);
4269 Cvar_RegisterVariable(&r_waterscroll);
4270 Cvar_RegisterVariable(&r_bloom);
4271 Cvar_RegisterVariable(&r_bloom_colorscale);
4272 Cvar_RegisterVariable(&r_bloom_brighten);
4273 Cvar_RegisterVariable(&r_bloom_blur);
4274 Cvar_RegisterVariable(&r_bloom_resolution);
4275 Cvar_RegisterVariable(&r_bloom_colorexponent);
4276 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4277 Cvar_RegisterVariable(&r_hdr);
4278 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4279 Cvar_RegisterVariable(&r_hdr_glowintensity);
4280 Cvar_RegisterVariable(&r_hdr_range);
4281 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4282 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4283 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4284 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4285 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4286 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4287 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4288 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4289 Cvar_RegisterVariable(&developer_texturelogging);
4290 Cvar_RegisterVariable(&gl_lightmaps);
4291 Cvar_RegisterVariable(&r_test);
4292 Cvar_RegisterVariable(&r_glsl_saturation);
4293 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4294 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4295 Cvar_RegisterVariable(&r_framedatasize);
4296 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4297 Cvar_SetValue("r_fullbrights", 0);
4298 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4301 extern void R_Textures_Init(void);
4302 extern void GL_Draw_Init(void);
4303 extern void GL_Main_Init(void);
4304 extern void R_Shadow_Init(void);
4305 extern void R_Sky_Init(void);
4306 extern void GL_Surf_Init(void);
4307 extern void R_Particles_Init(void);
4308 extern void R_Explosion_Init(void);
4309 extern void gl_backend_init(void);
4310 extern void Sbar_Init(void);
4311 extern void R_LightningBeams_Init(void);
4312 extern void Mod_RenderInit(void);
4313 extern void Font_Init(void);
4315 void Render_Init(void)
4328 R_LightningBeams_Init();
4337 extern char *ENGINE_EXTENSIONS;
4340 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4341 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4342 gl_version = (const char *)qglGetString(GL_VERSION);
4343 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4347 if (!gl_platformextensions)
4348 gl_platformextensions = "";
4350 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4351 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4352 Con_Printf("GL_VERSION: %s\n", gl_version);
4353 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4354 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4356 VID_CheckExtensions();
4358 // LordHavoc: report supported extensions
4359 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4361 // clear to black (loading plaque will be seen over this)
4362 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4365 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4369 if (r_trippy.integer)
4371 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4373 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4376 p = r_refdef.view.frustum + i;
4381 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4385 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4389 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4393 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4397 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4401 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4405 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4409 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4417 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4421 if (r_trippy.integer)
4423 for (i = 0;i < numplanes;i++)
4430 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4434 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4438 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4442 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4446 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4450 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4454 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4458 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4466 //==================================================================================
4468 // LordHavoc: this stores temporary data used within the same frame
4470 typedef struct r_framedata_mem_s
4472 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4473 size_t size; // how much usable space
4474 size_t current; // how much space in use
4475 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4476 size_t wantedsize; // how much space was allocated
4477 unsigned char *data; // start of real data (16byte aligned)
4481 static r_framedata_mem_t *r_framedata_mem;
4483 void R_FrameData_Reset(void)
4485 while (r_framedata_mem)
4487 r_framedata_mem_t *next = r_framedata_mem->purge;
4488 Mem_Free(r_framedata_mem);
4489 r_framedata_mem = next;
4493 void R_FrameData_Resize(void)
4496 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4497 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4498 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4500 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4501 newmem->wantedsize = wantedsize;
4502 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4503 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4504 newmem->current = 0;
4506 newmem->purge = r_framedata_mem;
4507 r_framedata_mem = newmem;
4511 void R_FrameData_NewFrame(void)
4513 R_FrameData_Resize();
4514 if (!r_framedata_mem)
4516 // if we ran out of space on the last frame, free the old memory now
4517 while (r_framedata_mem->purge)
4519 // repeatedly remove the second item in the list, leaving only head
4520 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4521 Mem_Free(r_framedata_mem->purge);
4522 r_framedata_mem->purge = next;
4524 // reset the current mem pointer
4525 r_framedata_mem->current = 0;
4526 r_framedata_mem->mark = 0;
4529 void *R_FrameData_Alloc(size_t size)
4533 // align to 16 byte boundary - the data pointer is already aligned, so we
4534 // only need to ensure the size of every allocation is also aligned
4535 size = (size + 15) & ~15;
4537 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4539 // emergency - we ran out of space, allocate more memory
4540 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4541 R_FrameData_Resize();
4544 data = r_framedata_mem->data + r_framedata_mem->current;
4545 r_framedata_mem->current += size;
4547 // count the usage for stats
4548 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4549 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4551 return (void *)data;
4554 void *R_FrameData_Store(size_t size, void *data)
4556 void *d = R_FrameData_Alloc(size);
4558 memcpy(d, data, size);
4562 void R_FrameData_SetMark(void)
4564 if (!r_framedata_mem)
4566 r_framedata_mem->mark = r_framedata_mem->current;
4569 void R_FrameData_ReturnToMark(void)
4571 if (!r_framedata_mem)
4573 r_framedata_mem->current = r_framedata_mem->mark;
4576 //==================================================================================
4578 // LordHavoc: animcache originally written by Echon, rewritten since then
4581 * Animation cache prevents re-generating mesh data for an animated model
4582 * multiple times in one frame for lighting, shadowing, reflections, etc.
4585 void R_AnimCache_Free(void)
4589 void R_AnimCache_ClearCache(void)
4592 entity_render_t *ent;
4594 for (i = 0;i < r_refdef.scene.numentities;i++)
4596 ent = r_refdef.scene.entities[i];
4597 ent->animcache_vertex3f = NULL;
4598 ent->animcache_normal3f = NULL;
4599 ent->animcache_svector3f = NULL;
4600 ent->animcache_tvector3f = NULL;
4601 ent->animcache_vertexmesh = NULL;
4602 ent->animcache_vertex3fbuffer = NULL;
4603 ent->animcache_vertexmeshbuffer = NULL;
4607 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 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4621 for (i = 0;i < numvertices;i++)
4622 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4623 if (ent->animcache_svector3f)
4624 for (i = 0;i < numvertices;i++)
4625 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4626 if (ent->animcache_tvector3f)
4627 for (i = 0;i < numvertices;i++)
4628 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4629 if (ent->animcache_normal3f)
4630 for (i = 0;i < numvertices;i++)
4631 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4632 // TODO: upload vertexmeshbuffer?
4636 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4638 dp_model_t *model = ent->model;
4640 // see if it's already cached this frame
4641 if (ent->animcache_vertex3f)
4643 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4644 if (wantnormals || wanttangents)
4646 if (ent->animcache_normal3f)
4647 wantnormals = false;
4648 if (ent->animcache_svector3f)
4649 wanttangents = false;
4650 if (wantnormals || wanttangents)
4652 numvertices = model->surfmesh.num_vertices;
4654 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4657 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4660 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4661 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4667 // see if this ent is worth caching
4668 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4670 // get some memory for this entity and generate mesh data
4671 numvertices = model->surfmesh.num_vertices;
4672 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4674 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4677 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4680 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4681 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4686 void R_AnimCache_CacheVisibleEntities(void)
4689 qboolean wantnormals = true;
4690 qboolean wanttangents = !r_showsurfaces.integer;
4692 switch(vid.renderpath)
4694 case RENDERPATH_GL20:
4695 case RENDERPATH_D3D9:
4696 case RENDERPATH_D3D10:
4697 case RENDERPATH_D3D11:
4698 case RENDERPATH_GLES2:
4700 case RENDERPATH_GL11:
4701 case RENDERPATH_GL13:
4702 case RENDERPATH_GLES1:
4703 wanttangents = false;
4705 case RENDERPATH_SOFT:
4709 if (r_shownormals.integer)
4710 wanttangents = wantnormals = true;
4712 // TODO: thread this
4713 // NOTE: R_PrepareRTLights() also caches entities
4715 for (i = 0;i < r_refdef.scene.numentities;i++)
4716 if (r_refdef.viewcache.entityvisible[i])
4717 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4720 //==================================================================================
4722 extern cvar_t r_overheadsprites_pushback;
4724 static void R_View_UpdateEntityLighting (void)
4727 entity_render_t *ent;
4728 vec3_t tempdiffusenormal, avg;
4729 vec_t f, fa, fd, fdd;
4730 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4732 for (i = 0;i < r_refdef.scene.numentities;i++)
4734 ent = r_refdef.scene.entities[i];
4736 // skip unseen models
4737 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4741 if (ent->model && ent->model->brush.num_leafs)
4743 // TODO: use modellight for r_ambient settings on world?
4744 VectorSet(ent->modellight_ambient, 0, 0, 0);
4745 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4746 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4750 // fetch the lighting from the worldmodel data
4751 VectorClear(ent->modellight_ambient);
4752 VectorClear(ent->modellight_diffuse);
4753 VectorClear(tempdiffusenormal);
4754 if (ent->flags & RENDER_LIGHT)
4757 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4759 // complete lightning for lit sprites
4760 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4761 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4763 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4764 org[2] = org[2] + r_overheadsprites_pushback.value;
4765 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4768 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4770 if(ent->flags & RENDER_EQUALIZE)
4772 // first fix up ambient lighting...
4773 if(r_equalize_entities_minambient.value > 0)
4775 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4778 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4779 if(fa < r_equalize_entities_minambient.value * fd)
4782 // fa'/fd' = minambient
4783 // fa'+0.25*fd' = fa+0.25*fd
4785 // fa' = fd' * minambient
4786 // fd'*(0.25+minambient) = fa+0.25*fd
4788 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4789 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4791 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4792 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
4793 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4794 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4799 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4801 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4802 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4806 // adjust brightness and saturation to target
4807 avg[0] = avg[1] = avg[2] = fa / f;
4808 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4809 avg[0] = avg[1] = avg[2] = fd / f;
4810 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4816 VectorSet(ent->modellight_ambient, 1, 1, 1);
4818 // move the light direction into modelspace coordinates for lighting code
4819 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4820 if(VectorLength2(ent->modellight_lightdir) == 0)
4821 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4822 VectorNormalize(ent->modellight_lightdir);
4826 #define MAX_LINEOFSIGHTTRACES 64
4828 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4831 vec3_t boxmins, boxmaxs;
4834 dp_model_t *model = r_refdef.scene.worldmodel;
4836 if (!model || !model->brush.TraceLineOfSight)
4839 // expand the box a little
4840 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4841 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4842 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4843 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4844 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4845 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4847 // return true if eye is inside enlarged box
4848 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4852 VectorCopy(eye, start);
4853 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4854 if (model->brush.TraceLineOfSight(model, start, end))
4857 // try various random positions
4858 for (i = 0;i < numsamples;i++)
4860 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4861 if (model->brush.TraceLineOfSight(model, start, end))
4869 static void R_View_UpdateEntityVisible (void)
4874 entity_render_t *ent;
4876 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4877 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4878 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4879 : RENDER_EXTERIORMODEL;
4880 if (!r_drawviewmodel.integer)
4881 renderimask |= RENDER_VIEWMODEL;
4882 if (!r_drawexteriormodel.integer)
4883 renderimask |= RENDER_EXTERIORMODEL;
4884 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4886 // worldmodel can check visibility
4887 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4888 for (i = 0;i < r_refdef.scene.numentities;i++)
4890 ent = r_refdef.scene.entities[i];
4891 if (!(ent->flags & renderimask))
4892 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)))
4893 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4894 r_refdef.viewcache.entityvisible[i] = true;
4899 // no worldmodel or it can't check visibility
4900 for (i = 0;i < r_refdef.scene.numentities;i++)
4902 ent = r_refdef.scene.entities[i];
4903 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));
4906 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4907 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4909 for (i = 0;i < r_refdef.scene.numentities;i++)
4911 if (!r_refdef.viewcache.entityvisible[i])
4913 ent = r_refdef.scene.entities[i];
4914 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4916 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4918 continue; // temp entities do pvs only
4919 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4920 ent->last_trace_visibility = realtime;
4921 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4922 r_refdef.viewcache.entityvisible[i] = 0;
4928 /// only used if skyrendermasked, and normally returns false
4929 int R_DrawBrushModelsSky (void)
4932 entity_render_t *ent;
4935 for (i = 0;i < r_refdef.scene.numentities;i++)
4937 if (!r_refdef.viewcache.entityvisible[i])
4939 ent = r_refdef.scene.entities[i];
4940 if (!ent->model || !ent->model->DrawSky)
4942 ent->model->DrawSky(ent);
4948 static void R_DrawNoModel(entity_render_t *ent);
4949 static void R_DrawModels(void)
4952 entity_render_t *ent;
4954 for (i = 0;i < r_refdef.scene.numentities;i++)
4956 if (!r_refdef.viewcache.entityvisible[i])
4958 ent = r_refdef.scene.entities[i];
4959 r_refdef.stats.entities++;
4961 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4964 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4965 Con_Printf("R_DrawModels\n");
4966 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]);
4967 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);
4968 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);
4971 if (ent->model && ent->model->Draw != NULL)
4972 ent->model->Draw(ent);
4978 static void R_DrawModelsDepth(void)
4981 entity_render_t *ent;
4983 for (i = 0;i < r_refdef.scene.numentities;i++)
4985 if (!r_refdef.viewcache.entityvisible[i])
4987 ent = r_refdef.scene.entities[i];
4988 if (ent->model && ent->model->DrawDepth != NULL)
4989 ent->model->DrawDepth(ent);
4993 static void R_DrawModelsDebug(void)
4996 entity_render_t *ent;
4998 for (i = 0;i < r_refdef.scene.numentities;i++)
5000 if (!r_refdef.viewcache.entityvisible[i])
5002 ent = r_refdef.scene.entities[i];
5003 if (ent->model && ent->model->DrawDebug != NULL)
5004 ent->model->DrawDebug(ent);
5008 static void R_DrawModelsAddWaterPlanes(void)
5011 entity_render_t *ent;
5013 for (i = 0;i < r_refdef.scene.numentities;i++)
5015 if (!r_refdef.viewcache.entityvisible[i])
5017 ent = r_refdef.scene.entities[i];
5018 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5019 ent->model->DrawAddWaterPlanes(ent);
5023 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5025 if (r_hdr_irisadaptation.integer)
5029 vec3_t diffusenormal;
5033 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5034 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5035 brightness = max(0.0000001f, brightness);
5036 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5037 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5038 current = r_hdr_irisadaptation_value.value;
5040 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5041 else if (current > goal)
5042 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5043 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5044 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5046 else if (r_hdr_irisadaptation_value.value != 1.0f)
5047 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5050 static void R_View_SetFrustum(const int *scissor)
5053 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5054 vec3_t forward, left, up, origin, v;
5058 // flipped x coordinates (because x points left here)
5059 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5060 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5062 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5063 switch(vid.renderpath)
5065 case RENDERPATH_D3D9:
5066 case RENDERPATH_D3D10:
5067 case RENDERPATH_D3D11:
5068 // non-flipped y coordinates
5069 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5070 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5072 case RENDERPATH_SOFT:
5073 case RENDERPATH_GL11:
5074 case RENDERPATH_GL13:
5075 case RENDERPATH_GL20:
5076 case RENDERPATH_GLES1:
5077 case RENDERPATH_GLES2:
5078 // non-flipped y coordinates
5079 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5080 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5085 // we can't trust r_refdef.view.forward and friends in reflected scenes
5086 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5089 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5090 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5091 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5092 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5093 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5094 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5095 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5096 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5097 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5098 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5099 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5100 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5104 zNear = r_refdef.nearclip;
5105 nudge = 1.0 - 1.0 / (1<<23);
5106 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5107 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5108 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5109 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5110 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5111 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5112 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5113 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5119 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5120 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5121 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5122 r_refdef.view.frustum[0].dist = m[15] - m[12];
5124 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5125 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5126 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5127 r_refdef.view.frustum[1].dist = m[15] + m[12];
5129 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5130 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5131 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5132 r_refdef.view.frustum[2].dist = m[15] - m[13];
5134 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5135 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5136 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5137 r_refdef.view.frustum[3].dist = m[15] + m[13];
5139 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5140 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5141 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5142 r_refdef.view.frustum[4].dist = m[15] - m[14];
5144 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5145 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5146 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5147 r_refdef.view.frustum[5].dist = m[15] + m[14];
5150 if (r_refdef.view.useperspective)
5152 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5153 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]);
5154 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]);
5155 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]);
5156 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]);
5158 // then the normals from the corners relative to origin
5159 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5160 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5161 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5162 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5164 // in a NORMAL view, forward cross left == up
5165 // in a REFLECTED view, forward cross left == down
5166 // so our cross products above need to be adjusted for a left handed coordinate system
5167 CrossProduct(forward, left, v);
5168 if(DotProduct(v, up) < 0)
5170 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5171 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5172 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5173 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5176 // Leaving those out was a mistake, those were in the old code, and they
5177 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5178 // I couldn't reproduce it after adding those normalizations. --blub
5179 VectorNormalize(r_refdef.view.frustum[0].normal);
5180 VectorNormalize(r_refdef.view.frustum[1].normal);
5181 VectorNormalize(r_refdef.view.frustum[2].normal);
5182 VectorNormalize(r_refdef.view.frustum[3].normal);
5184 // make the corners absolute
5185 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5186 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5187 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5188 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5191 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5193 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5194 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5195 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5196 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5197 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5201 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5202 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5203 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5204 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5205 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5206 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5207 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5208 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5209 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5210 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5212 r_refdef.view.numfrustumplanes = 5;
5214 if (r_refdef.view.useclipplane)
5216 r_refdef.view.numfrustumplanes = 6;
5217 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5220 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5221 PlaneClassify(r_refdef.view.frustum + i);
5223 // LordHavoc: note to all quake engine coders, Quake had a special case
5224 // for 90 degrees which assumed a square view (wrong), so I removed it,
5225 // Quake2 has it disabled as well.
5227 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5228 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5229 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5230 //PlaneClassify(&frustum[0]);
5232 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5233 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5234 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5235 //PlaneClassify(&frustum[1]);
5237 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5238 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5239 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5240 //PlaneClassify(&frustum[2]);
5242 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5243 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5244 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5245 //PlaneClassify(&frustum[3]);
5248 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5249 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5250 //PlaneClassify(&frustum[4]);
5253 void R_View_UpdateWithScissor(const int *myscissor)
5255 R_Main_ResizeViewCache();
5256 R_View_SetFrustum(myscissor);
5257 R_View_WorldVisibility(r_refdef.view.useclipplane);
5258 R_View_UpdateEntityVisible();
5259 R_View_UpdateEntityLighting();
5262 void R_View_Update(void)
5264 R_Main_ResizeViewCache();
5265 R_View_SetFrustum(NULL);
5266 R_View_WorldVisibility(r_refdef.view.useclipplane);
5267 R_View_UpdateEntityVisible();
5268 R_View_UpdateEntityLighting();
5271 float viewscalefpsadjusted = 1.0f;
5273 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5275 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5276 scale = bound(0.03125f, scale, 1.0f);
5277 *outwidth = (int)ceil(width * scale);
5278 *outheight = (int)ceil(height * scale);
5281 void R_Mesh_SetMainRenderTargets(void)
5283 if (r_bloomstate.fbo_framebuffer)
5284 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5286 R_Mesh_ResetRenderTargets();
5289 void R_SetupView(qboolean allowwaterclippingplane)
5291 const float *customclipplane = NULL;
5293 int scaledwidth, scaledheight;
5294 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5296 // LordHavoc: couldn't figure out how to make this approach the
5297 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5298 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5299 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5300 dist = r_refdef.view.clipplane.dist;
5301 plane[0] = r_refdef.view.clipplane.normal[0];
5302 plane[1] = r_refdef.view.clipplane.normal[1];
5303 plane[2] = r_refdef.view.clipplane.normal[2];
5305 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5308 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5309 if (!r_refdef.view.useperspective)
5310 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5311 else if (vid.stencil && r_useinfinitefarclip.integer)
5312 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5314 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5315 R_Mesh_SetMainRenderTargets();
5316 R_SetViewport(&r_refdef.view.viewport);
5317 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5319 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5320 float screenplane[4];
5321 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5322 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5323 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5324 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5325 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5329 void R_EntityMatrix(const matrix4x4_t *matrix)
5331 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5333 gl_modelmatrixchanged = false;
5334 gl_modelmatrix = *matrix;
5335 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5336 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5337 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5338 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5340 switch(vid.renderpath)
5342 case RENDERPATH_D3D9:
5344 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5345 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5348 case RENDERPATH_D3D10:
5349 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5351 case RENDERPATH_D3D11:
5352 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5354 case RENDERPATH_GL11:
5355 case RENDERPATH_GL13:
5356 case RENDERPATH_GLES1:
5357 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5359 case RENDERPATH_SOFT:
5360 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5361 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5363 case RENDERPATH_GL20:
5364 case RENDERPATH_GLES2:
5365 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5366 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5372 void R_ResetViewRendering2D(void)
5374 r_viewport_t viewport;
5377 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5378 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5379 R_Mesh_ResetRenderTargets();
5380 R_SetViewport(&viewport);
5381 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5382 GL_Color(1, 1, 1, 1);
5383 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5384 GL_BlendFunc(GL_ONE, GL_ZERO);
5385 GL_ScissorTest(false);
5386 GL_DepthMask(false);
5387 GL_DepthRange(0, 1);
5388 GL_DepthTest(false);
5389 GL_DepthFunc(GL_LEQUAL);
5390 R_EntityMatrix(&identitymatrix);
5391 R_Mesh_ResetTextureState();
5392 GL_PolygonOffset(0, 0);
5393 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5394 switch(vid.renderpath)
5396 case RENDERPATH_GL11:
5397 case RENDERPATH_GL13:
5398 case RENDERPATH_GL20:
5399 case RENDERPATH_GLES1:
5400 case RENDERPATH_GLES2:
5401 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5403 case RENDERPATH_D3D9:
5404 case RENDERPATH_D3D10:
5405 case RENDERPATH_D3D11:
5406 case RENDERPATH_SOFT:
5409 GL_CullFace(GL_NONE);
5412 void R_ResetViewRendering3D(void)
5417 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5418 GL_Color(1, 1, 1, 1);
5419 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5420 GL_BlendFunc(GL_ONE, GL_ZERO);
5421 GL_ScissorTest(true);
5423 GL_DepthRange(0, 1);
5425 GL_DepthFunc(GL_LEQUAL);
5426 R_EntityMatrix(&identitymatrix);
5427 R_Mesh_ResetTextureState();
5428 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5429 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5430 switch(vid.renderpath)
5432 case RENDERPATH_GL11:
5433 case RENDERPATH_GL13:
5434 case RENDERPATH_GL20:
5435 case RENDERPATH_GLES1:
5436 case RENDERPATH_GLES2:
5437 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5439 case RENDERPATH_D3D9:
5440 case RENDERPATH_D3D10:
5441 case RENDERPATH_D3D11:
5442 case RENDERPATH_SOFT:
5445 GL_CullFace(r_refdef.view.cullface_back);
5450 R_RenderView_UpdateViewVectors
5453 static void R_RenderView_UpdateViewVectors(void)
5455 // break apart the view matrix into vectors for various purposes
5456 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5457 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5458 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5459 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5460 // make an inverted copy of the view matrix for tracking sprites
5461 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5464 void R_RenderScene(void);
5465 void R_RenderWaterPlanes(void);
5467 static void R_Water_StartFrame(void)
5470 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5471 r_waterstate_waterplane_t *p;
5473 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5476 switch(vid.renderpath)
5478 case RENDERPATH_GL20:
5479 case RENDERPATH_D3D9:
5480 case RENDERPATH_D3D10:
5481 case RENDERPATH_D3D11:
5482 case RENDERPATH_SOFT:
5483 case RENDERPATH_GLES2:
5485 case RENDERPATH_GL11:
5486 case RENDERPATH_GL13:
5487 case RENDERPATH_GLES1:
5491 // set waterwidth and waterheight to the water resolution that will be
5492 // used (often less than the screen resolution for faster rendering)
5493 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5495 // calculate desired texture sizes
5496 // can't use water if the card does not support the texture size
5497 if (!r_water.integer || r_showsurfaces.integer)
5498 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5499 else if (vid.support.arb_texture_non_power_of_two)
5501 texturewidth = waterwidth;
5502 textureheight = waterheight;
5503 camerawidth = waterwidth;
5504 cameraheight = waterheight;
5508 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5509 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5510 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5511 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5514 // allocate textures as needed
5515 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5517 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5518 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5520 if (p->texture_refraction)
5521 R_FreeTexture(p->texture_refraction);
5522 p->texture_refraction = NULL;
5523 if (p->texture_reflection)
5524 R_FreeTexture(p->texture_reflection);
5525 p->texture_reflection = NULL;
5526 if (p->texture_camera)
5527 R_FreeTexture(p->texture_camera);
5528 p->texture_camera = NULL;
5530 memset(&r_waterstate, 0, sizeof(r_waterstate));
5531 r_waterstate.texturewidth = texturewidth;
5532 r_waterstate.textureheight = textureheight;
5533 r_waterstate.camerawidth = camerawidth;
5534 r_waterstate.cameraheight = cameraheight;
5537 if (r_waterstate.texturewidth)
5539 int scaledwidth, scaledheight;
5541 r_waterstate.enabled = true;
5543 // when doing a reduced render (HDR) we want to use a smaller area
5544 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5545 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5546 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5548 // set up variables that will be used in shader setup
5549 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5550 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5551 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5552 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5555 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5556 r_waterstate.numwaterplanes = 0;
5559 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5561 int triangleindex, planeindex;
5567 r_waterstate_waterplane_t *p;
5568 texture_t *t = R_GetCurrentTexture(surface->texture);
5570 // just use the first triangle with a valid normal for any decisions
5571 VectorClear(normal);
5572 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5574 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5575 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5576 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5577 TriangleNormal(vert[0], vert[1], vert[2], normal);
5578 if (VectorLength2(normal) >= 0.001)
5582 VectorCopy(normal, plane.normal);
5583 VectorNormalize(plane.normal);
5584 plane.dist = DotProduct(vert[0], plane.normal);
5585 PlaneClassify(&plane);
5586 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5588 // skip backfaces (except if nocullface is set)
5589 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5591 VectorNegate(plane.normal, plane.normal);
5593 PlaneClassify(&plane);
5597 // find a matching plane if there is one
5598 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5599 if(p->camera_entity == t->camera_entity)
5600 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5602 if (planeindex >= r_waterstate.maxwaterplanes)
5603 return; // nothing we can do, out of planes
5605 // if this triangle does not fit any known plane rendered this frame, add one
5606 if (planeindex >= r_waterstate.numwaterplanes)
5608 // store the new plane
5609 r_waterstate.numwaterplanes++;
5611 // clear materialflags and pvs
5612 p->materialflags = 0;
5613 p->pvsvalid = false;
5614 p->camera_entity = t->camera_entity;
5615 VectorCopy(surface->mins, p->mins);
5616 VectorCopy(surface->maxs, p->maxs);
5621 p->mins[0] = min(p->mins[0], surface->mins[0]);
5622 p->mins[1] = min(p->mins[1], surface->mins[1]);
5623 p->mins[2] = min(p->mins[2], surface->mins[2]);
5624 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5625 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5626 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5628 // merge this surface's materialflags into the waterplane
5629 p->materialflags |= t->currentmaterialflags;
5630 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5632 // merge this surface's PVS into the waterplane
5633 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5634 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5635 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5637 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5643 extern cvar_t r_drawparticles;
5644 extern cvar_t r_drawdecals;
5646 static void R_Water_ProcessPlanes(void)
5649 r_refdef_view_t originalview;
5650 r_refdef_view_t myview;
5651 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;
5652 r_waterstate_waterplane_t *p;
5655 originalview = r_refdef.view;
5657 // lowquality hack, temporarily shut down some cvars and restore afterwards
5658 qualityreduction = r_water_lowquality.integer;
5659 if (qualityreduction > 0)
5661 if (qualityreduction >= 1)
5663 old_r_shadows = r_shadows.integer;
5664 old_r_worldrtlight = r_shadow_realtime_world.integer;
5665 old_r_dlight = r_shadow_realtime_dlight.integer;
5666 Cvar_SetValueQuick(&r_shadows, 0);
5667 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5668 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5670 if (qualityreduction >= 2)
5672 old_r_dynamic = r_dynamic.integer;
5673 old_r_particles = r_drawparticles.integer;
5674 old_r_decals = r_drawdecals.integer;
5675 Cvar_SetValueQuick(&r_dynamic, 0);
5676 Cvar_SetValueQuick(&r_drawparticles, 0);
5677 Cvar_SetValueQuick(&r_drawdecals, 0);
5681 // make sure enough textures are allocated
5682 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5684 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5686 if (!p->texture_refraction)
5687 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5688 if (!p->texture_refraction)
5691 else if (p->materialflags & MATERIALFLAG_CAMERA)
5693 if (!p->texture_camera)
5694 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5695 if (!p->texture_camera)
5699 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5701 if (!p->texture_reflection)
5702 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5703 if (!p->texture_reflection)
5709 r_refdef.view = originalview;
5710 r_refdef.view.showdebug = false;
5711 r_refdef.view.width = r_waterstate.waterwidth;
5712 r_refdef.view.height = r_waterstate.waterheight;
5713 r_refdef.view.useclipplane = true;
5714 myview = r_refdef.view;
5715 r_waterstate.renderingscene = true;
5716 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5718 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5720 r_refdef.view = myview;
5721 if(r_water_scissormode.integer)
5724 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5725 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5728 // render reflected scene and copy into texture
5729 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5730 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5731 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5732 r_refdef.view.clipplane = p->plane;
5733 // reverse the cullface settings for this render
5734 r_refdef.view.cullface_front = GL_FRONT;
5735 r_refdef.view.cullface_back = GL_BACK;
5736 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5738 r_refdef.view.usecustompvs = true;
5740 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5742 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5745 R_ResetViewRendering3D();
5746 R_ClearScreen(r_refdef.fogenabled);
5747 if(r_water_scissormode.integer & 2)
5748 R_View_UpdateWithScissor(myscissor);
5751 if(r_water_scissormode.integer & 1)
5752 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5755 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);
5758 // render the normal view scene and copy into texture
5759 // (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)
5760 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5762 r_refdef.view = myview;
5763 if(r_water_scissormode.integer)
5766 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5767 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5770 r_waterstate.renderingrefraction = true;
5772 r_refdef.view.clipplane = p->plane;
5773 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5774 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5776 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5778 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5779 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5780 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5781 R_RenderView_UpdateViewVectors();
5782 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5784 r_refdef.view.usecustompvs = true;
5785 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);
5789 PlaneClassify(&r_refdef.view.clipplane);
5791 R_ResetViewRendering3D();
5792 R_ClearScreen(r_refdef.fogenabled);
5793 if(r_water_scissormode.integer & 2)
5794 R_View_UpdateWithScissor(myscissor);
5797 if(r_water_scissormode.integer & 1)
5798 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5801 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);
5802 r_waterstate.renderingrefraction = false;
5804 else if (p->materialflags & MATERIALFLAG_CAMERA)
5806 r_refdef.view = myview;
5808 r_refdef.view.clipplane = p->plane;
5809 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5810 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5812 r_refdef.view.width = r_waterstate.camerawidth;
5813 r_refdef.view.height = r_waterstate.cameraheight;
5814 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5815 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5817 if(p->camera_entity)
5819 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5820 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5823 // note: all of the view is used for displaying... so
5824 // there is no use in scissoring
5826 // reverse the cullface settings for this render
5827 r_refdef.view.cullface_front = GL_FRONT;
5828 r_refdef.view.cullface_back = GL_BACK;
5829 // also reverse the view matrix
5830 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
5831 R_RenderView_UpdateViewVectors();
5832 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5834 r_refdef.view.usecustompvs = true;
5835 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);
5838 // camera needs no clipplane
5839 r_refdef.view.useclipplane = false;
5841 PlaneClassify(&r_refdef.view.clipplane);
5843 R_ResetViewRendering3D();
5844 R_ClearScreen(r_refdef.fogenabled);
5848 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);
5849 r_waterstate.renderingrefraction = false;
5853 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5854 r_waterstate.renderingscene = false;
5855 r_refdef.view = originalview;
5856 R_ResetViewRendering3D();
5857 R_ClearScreen(r_refdef.fogenabled);
5861 r_refdef.view = originalview;
5862 r_waterstate.renderingscene = false;
5863 Cvar_SetValueQuick(&r_water, 0);
5864 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5866 // lowquality hack, restore cvars
5867 if (qualityreduction > 0)
5869 if (qualityreduction >= 1)
5871 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5872 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5873 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5875 if (qualityreduction >= 2)
5877 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5878 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5879 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5884 void R_Bloom_StartFrame(void)
5886 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5887 int viewwidth, viewheight;
5890 if (r_viewscale_fpsscaling.integer)
5892 double actualframetime;
5893 double targetframetime;
5895 actualframetime = r_refdef.lastdrawscreentime;
5896 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5897 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5898 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5899 if (r_viewscale_fpsscaling_stepsize.value > 0)
5900 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5901 viewscalefpsadjusted += adjust;
5902 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5905 viewscalefpsadjusted = 1.0f;
5907 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5909 switch(vid.renderpath)
5911 case RENDERPATH_GL20:
5912 case RENDERPATH_D3D9:
5913 case RENDERPATH_D3D10:
5914 case RENDERPATH_D3D11:
5915 case RENDERPATH_SOFT:
5916 case RENDERPATH_GLES2:
5918 case RENDERPATH_GL11:
5919 case RENDERPATH_GL13:
5920 case RENDERPATH_GLES1:
5924 // set bloomwidth and bloomheight to the bloom resolution that will be
5925 // used (often less than the screen resolution for faster rendering)
5926 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5927 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5928 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5929 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5930 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5932 // calculate desired texture sizes
5933 if (vid.support.arb_texture_non_power_of_two)
5935 screentexturewidth = vid.width;
5936 screentextureheight = vid.height;
5937 bloomtexturewidth = r_bloomstate.bloomwidth;
5938 bloomtextureheight = r_bloomstate.bloomheight;
5942 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
5943 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
5944 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
5945 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
5948 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5950 Cvar_SetValueQuick(&r_hdr, 0);
5951 Cvar_SetValueQuick(&r_bloom, 0);
5952 Cvar_SetValueQuick(&r_motionblur, 0);
5953 Cvar_SetValueQuick(&r_damageblur, 0);
5956 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
5957 screentexturewidth = screentextureheight = 0;
5958 if (!r_hdr.integer && !r_bloom.integer)
5959 bloomtexturewidth = bloomtextureheight = 0;
5961 textype = TEXTYPE_COLORBUFFER;
5962 switch (vid.renderpath)
5964 case RENDERPATH_GL20:
5965 case RENDERPATH_GLES2:
5966 if (vid.support.ext_framebuffer_object)
5968 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5969 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5972 case RENDERPATH_GL11:
5973 case RENDERPATH_GL13:
5974 case RENDERPATH_GLES1:
5975 case RENDERPATH_D3D9:
5976 case RENDERPATH_D3D10:
5977 case RENDERPATH_D3D11:
5978 case RENDERPATH_SOFT:
5982 // allocate textures as needed
5983 if (r_bloomstate.screentexturewidth != screentexturewidth
5984 || r_bloomstate.screentextureheight != screentextureheight
5985 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
5986 || r_bloomstate.bloomtextureheight != bloomtextureheight
5987 || r_bloomstate.texturetype != textype
5988 || r_bloomstate.viewfbo != r_viewfbo.integer)
5990 if (r_bloomstate.texture_bloom)
5991 R_FreeTexture(r_bloomstate.texture_bloom);
5992 r_bloomstate.texture_bloom = NULL;
5993 if (r_bloomstate.texture_screen)
5994 R_FreeTexture(r_bloomstate.texture_screen);
5995 r_bloomstate.texture_screen = NULL;
5996 if (r_bloomstate.fbo_framebuffer)
5997 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
5998 r_bloomstate.fbo_framebuffer = 0;
5999 if (r_bloomstate.texture_framebuffercolor)
6000 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6001 r_bloomstate.texture_framebuffercolor = NULL;
6002 if (r_bloomstate.texture_framebufferdepth)
6003 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6004 r_bloomstate.texture_framebufferdepth = NULL;
6005 r_bloomstate.screentexturewidth = screentexturewidth;
6006 r_bloomstate.screentextureheight = screentextureheight;
6007 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6008 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6009 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6011 // FIXME: choose depth bits based on a cvar
6012 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6013 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6014 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6015 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6016 // render depth into one texture and normalmap into the other
6020 qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
6021 qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
6022 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
6023 if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
6024 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6027 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6028 r_bloomstate.bloomtextureheight = bloomtextureheight;
6029 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6030 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6031 r_bloomstate.viewfbo = r_viewfbo.integer;
6032 r_bloomstate.texturetype = textype;
6035 // when doing a reduced render (HDR) we want to use a smaller area
6036 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6037 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6038 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6039 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6040 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6042 // set up a texcoord array for the full resolution screen image
6043 // (we have to keep this around to copy back during final render)
6044 r_bloomstate.screentexcoord2f[0] = 0;
6045 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6046 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6047 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6048 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6049 r_bloomstate.screentexcoord2f[5] = 0;
6050 r_bloomstate.screentexcoord2f[6] = 0;
6051 r_bloomstate.screentexcoord2f[7] = 0;
6053 // set up a texcoord array for the reduced resolution bloom image
6054 // (which will be additive blended over the screen image)
6055 r_bloomstate.bloomtexcoord2f[0] = 0;
6056 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6057 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6058 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6059 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6060 r_bloomstate.bloomtexcoord2f[5] = 0;
6061 r_bloomstate.bloomtexcoord2f[6] = 0;
6062 r_bloomstate.bloomtexcoord2f[7] = 0;
6064 switch(vid.renderpath)
6066 case RENDERPATH_GL11:
6067 case RENDERPATH_GL13:
6068 case RENDERPATH_GL20:
6069 case RENDERPATH_SOFT:
6070 case RENDERPATH_GLES1:
6071 case RENDERPATH_GLES2:
6073 case RENDERPATH_D3D9:
6074 case RENDERPATH_D3D10:
6075 case RENDERPATH_D3D11:
6078 for (i = 0;i < 4;i++)
6080 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6081 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6082 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6083 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6089 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6091 r_bloomstate.enabled = true;
6092 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6095 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6097 if (r_bloomstate.fbo_framebuffer)
6098 r_refdef.view.clear = true;
6101 void R_Bloom_CopyBloomTexture(float colorscale)
6103 r_refdef.stats.bloom++;
6105 // scale down screen texture to the bloom texture size
6107 R_Mesh_SetMainRenderTargets();
6108 R_SetViewport(&r_bloomstate.viewport);
6109 GL_BlendFunc(GL_ONE, GL_ZERO);
6110 GL_Color(colorscale, colorscale, colorscale, 1);
6111 // 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...
6112 switch(vid.renderpath)
6114 case RENDERPATH_GL11:
6115 case RENDERPATH_GL13:
6116 case RENDERPATH_GL20:
6117 case RENDERPATH_GLES1:
6118 case RENDERPATH_GLES2:
6119 case RENDERPATH_SOFT:
6120 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6122 case RENDERPATH_D3D9:
6123 case RENDERPATH_D3D10:
6124 case RENDERPATH_D3D11:
6125 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6128 // TODO: do boxfilter scale-down in shader?
6129 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6130 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6131 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6133 // we now have a bloom image in the framebuffer
6134 // copy it into the bloom image texture for later processing
6135 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6136 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6139 void R_Bloom_CopyHDRTexture(void)
6141 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6142 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6145 void R_Bloom_MakeTexture(void)
6148 float xoffset, yoffset, r, brighten;
6150 r_refdef.stats.bloom++;
6152 R_ResetViewRendering2D();
6154 // we have a bloom image in the framebuffer
6156 R_SetViewport(&r_bloomstate.viewport);
6158 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6161 r = bound(0, r_bloom_colorexponent.value / x, 1);
6162 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6164 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6165 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6166 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6167 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6169 // copy the vertically blurred bloom view to a texture
6170 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6171 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6174 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6175 brighten = r_bloom_brighten.value;
6176 if (r_bloomstate.hdr)
6177 brighten *= r_hdr_range.value;
6178 brighten = sqrt(brighten);
6180 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6181 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6183 for (dir = 0;dir < 2;dir++)
6185 // blend on at multiple vertical offsets to achieve a vertical blur
6186 // TODO: do offset blends using GLSL
6187 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6188 GL_BlendFunc(GL_ONE, GL_ZERO);
6189 for (x = -range;x <= range;x++)
6191 if (!dir){xoffset = 0;yoffset = x;}
6192 else {xoffset = x;yoffset = 0;}
6193 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6194 yoffset /= (float)r_bloomstate.bloomtextureheight;
6195 // compute a texcoord array with the specified x and y offset
6196 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6197 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6198 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6199 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6200 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6201 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6202 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6203 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6204 // this r value looks like a 'dot' particle, fading sharply to
6205 // black at the edges
6206 // (probably not realistic but looks good enough)
6207 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6208 //r = brighten/(range*2+1);
6209 r = brighten / (range * 2 + 1);
6211 r *= (1 - x*x/(float)(range*range));
6212 GL_Color(r, r, r, 1);
6213 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6214 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6215 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6216 GL_BlendFunc(GL_ONE, GL_ONE);
6219 // copy the vertically blurred bloom view to a texture
6220 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6221 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6225 void R_HDR_RenderBloomTexture(void)
6227 int oldwidth, oldheight;
6228 float oldcolorscale;
6229 qboolean oldwaterstate;
6231 oldwaterstate = r_waterstate.enabled;
6232 oldcolorscale = r_refdef.view.colorscale;
6233 oldwidth = r_refdef.view.width;
6234 oldheight = r_refdef.view.height;
6235 r_refdef.view.width = r_bloomstate.bloomwidth;
6236 r_refdef.view.height = r_bloomstate.bloomheight;
6238 if(r_hdr.integer < 2)
6239 r_waterstate.enabled = false;
6241 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6242 // TODO: add exposure compensation features
6243 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6245 r_refdef.view.showdebug = false;
6246 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6248 R_ResetViewRendering3D();
6250 R_ClearScreen(r_refdef.fogenabled);
6251 if (r_timereport_active)
6252 R_TimeReport("HDRclear");
6255 if (r_timereport_active)
6256 R_TimeReport("visibility");
6258 // only do secondary renders with HDR if r_hdr is 2 or higher
6259 r_waterstate.numwaterplanes = 0;
6260 if (r_waterstate.enabled)
6261 R_RenderWaterPlanes();
6263 r_refdef.view.showdebug = true;
6265 r_waterstate.numwaterplanes = 0;
6267 R_ResetViewRendering2D();
6269 R_Bloom_CopyHDRTexture();
6270 R_Bloom_MakeTexture();
6272 // restore the view settings
6273 r_waterstate.enabled = oldwaterstate;
6274 r_refdef.view.width = oldwidth;
6275 r_refdef.view.height = oldheight;
6276 r_refdef.view.colorscale = oldcolorscale;
6278 R_ResetViewRendering3D();
6280 R_ClearScreen(r_refdef.fogenabled);
6281 if (r_timereport_active)
6282 R_TimeReport("viewclear");
6285 static void R_BlendView(void)
6287 unsigned int permutation;
6288 float uservecs[4][4];
6290 switch (vid.renderpath)
6292 case RENDERPATH_GL20:
6293 case RENDERPATH_D3D9:
6294 case RENDERPATH_D3D10:
6295 case RENDERPATH_D3D11:
6296 case RENDERPATH_SOFT:
6297 case RENDERPATH_GLES2:
6299 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6300 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6301 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6302 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6303 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6305 if (r_bloomstate.texture_screen)
6307 // make sure the buffer is available
6308 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6310 R_ResetViewRendering2D();
6311 R_Mesh_SetMainRenderTargets();
6313 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6315 // declare variables
6316 float blur_factor, blur_mouseaccel, blur_velocity;
6317 static float blur_average;
6318 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6320 // set a goal for the factoring
6321 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6322 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6323 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6324 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6325 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6326 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6328 // from the goal, pick an averaged value between goal and last value
6329 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6330 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6332 // enforce minimum amount of blur
6333 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6335 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6337 // calculate values into a standard alpha
6338 cl.motionbluralpha = 1 - exp(-
6340 (r_motionblur.value * blur_factor / 80)
6342 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6345 max(0.0001, cl.time - cl.oldtime) // fps independent
6348 // randomization for the blur value to combat persistent ghosting
6349 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6350 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6353 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6355 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6356 GL_Color(1, 1, 1, cl.motionbluralpha);
6357 switch(vid.renderpath)
6359 case RENDERPATH_GL11:
6360 case RENDERPATH_GL13:
6361 case RENDERPATH_GL20:
6362 case RENDERPATH_GLES1:
6363 case RENDERPATH_GLES2:
6364 case RENDERPATH_SOFT:
6365 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6367 case RENDERPATH_D3D9:
6368 case RENDERPATH_D3D10:
6369 case RENDERPATH_D3D11:
6370 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6373 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6374 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6375 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6378 // updates old view angles for next pass
6379 VectorCopy(cl.viewangles, blur_oldangles);
6382 // copy view into the screen texture
6383 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6384 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6386 else if (!r_bloomstate.texture_bloom)
6388 // we may still have to do view tint...
6389 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6391 // apply a color tint to the whole view
6392 R_ResetViewRendering2D();
6393 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6394 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6395 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6397 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6399 break; // no screen processing, no bloom, skip it
6402 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6404 // render simple bloom effect
6405 // copy the screen and shrink it and darken it for the bloom process
6406 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6407 // make the bloom texture
6408 R_Bloom_MakeTexture();
6411 #if _MSC_VER >= 1400
6412 #define sscanf sscanf_s
6414 memset(uservecs, 0, sizeof(uservecs));
6415 if (r_glsl_postprocess_uservec1_enable.integer)
6416 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6417 if (r_glsl_postprocess_uservec2_enable.integer)
6418 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6419 if (r_glsl_postprocess_uservec3_enable.integer)
6420 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6421 if (r_glsl_postprocess_uservec4_enable.integer)
6422 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6424 R_ResetViewRendering2D();
6425 GL_Color(1, 1, 1, 1);
6426 GL_BlendFunc(GL_ONE, GL_ZERO);
6428 switch(vid.renderpath)
6430 case RENDERPATH_GL20:
6431 case RENDERPATH_GLES2:
6432 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6433 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6434 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6435 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6436 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6437 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]);
6438 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6439 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]);
6440 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]);
6441 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]);
6442 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]);
6443 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6444 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6445 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);
6447 case RENDERPATH_D3D9:
6449 // 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...
6450 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6451 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6452 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6453 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6454 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6455 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6456 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6457 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6458 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6459 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6460 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6461 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6462 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6463 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6466 case RENDERPATH_D3D10:
6467 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6469 case RENDERPATH_D3D11:
6470 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6472 case RENDERPATH_SOFT:
6473 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6474 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6475 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6476 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6477 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6478 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6479 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6480 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6481 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6482 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6483 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6484 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6485 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6486 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6491 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6492 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6494 case RENDERPATH_GL11:
6495 case RENDERPATH_GL13:
6496 case RENDERPATH_GLES1:
6497 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6499 // apply a color tint to the whole view
6500 R_ResetViewRendering2D();
6501 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6502 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6503 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6504 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6505 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6511 matrix4x4_t r_waterscrollmatrix;
6513 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
6515 if (r_refdef.fog_density)
6517 r_refdef.fogcolor[0] = r_refdef.fog_red;
6518 r_refdef.fogcolor[1] = r_refdef.fog_green;
6519 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6521 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6522 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6523 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6524 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6528 VectorCopy(r_refdef.fogcolor, fogvec);
6529 // color.rgb *= ContrastBoost * SceneBrightness;
6530 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6531 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6532 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6533 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6538 void R_UpdateVariables(void)
6542 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6544 r_refdef.farclip = r_farclip_base.value;
6545 if (r_refdef.scene.worldmodel)
6546 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6547 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6549 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6550 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6551 r_refdef.polygonfactor = 0;
6552 r_refdef.polygonoffset = 0;
6553 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6554 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6556 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6557 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6558 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6559 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6560 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6561 if (FAKELIGHT_ENABLED)
6563 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6565 if (r_showsurfaces.integer)
6567 r_refdef.scene.rtworld = false;
6568 r_refdef.scene.rtworldshadows = false;
6569 r_refdef.scene.rtdlight = false;
6570 r_refdef.scene.rtdlightshadows = false;
6571 r_refdef.lightmapintensity = 0;
6574 if (gamemode == GAME_NEHAHRA)
6576 if (gl_fogenable.integer)
6578 r_refdef.oldgl_fogenable = true;
6579 r_refdef.fog_density = gl_fogdensity.value;
6580 r_refdef.fog_red = gl_fogred.value;
6581 r_refdef.fog_green = gl_foggreen.value;
6582 r_refdef.fog_blue = gl_fogblue.value;
6583 r_refdef.fog_alpha = 1;
6584 r_refdef.fog_start = 0;
6585 r_refdef.fog_end = gl_skyclip.value;
6586 r_refdef.fog_height = 1<<30;
6587 r_refdef.fog_fadedepth = 128;
6589 else if (r_refdef.oldgl_fogenable)
6591 r_refdef.oldgl_fogenable = false;
6592 r_refdef.fog_density = 0;
6593 r_refdef.fog_red = 0;
6594 r_refdef.fog_green = 0;
6595 r_refdef.fog_blue = 0;
6596 r_refdef.fog_alpha = 0;
6597 r_refdef.fog_start = 0;
6598 r_refdef.fog_end = 0;
6599 r_refdef.fog_height = 1<<30;
6600 r_refdef.fog_fadedepth = 128;
6604 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6605 r_refdef.fog_start = max(0, r_refdef.fog_start);
6606 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6608 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
6610 if (r_refdef.fog_density && r_drawfog.integer)
6612 r_refdef.fogenabled = true;
6613 // this is the point where the fog reaches 0.9986 alpha, which we
6614 // consider a good enough cutoff point for the texture
6615 // (0.9986 * 256 == 255.6)
6616 if (r_fog_exp2.integer)
6617 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6619 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6620 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6621 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6622 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6623 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6624 R_BuildFogHeightTexture();
6625 // fog color was already set
6626 // update the fog texture
6627 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)
6628 R_BuildFogTexture();
6629 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6630 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6633 r_refdef.fogenabled = false;
6635 switch(vid.renderpath)
6637 case RENDERPATH_GL20:
6638 case RENDERPATH_D3D9:
6639 case RENDERPATH_D3D10:
6640 case RENDERPATH_D3D11:
6641 case RENDERPATH_SOFT:
6642 case RENDERPATH_GLES2:
6643 if(v_glslgamma.integer && !vid_gammatables_trivial)
6645 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6647 // build GLSL gamma texture
6648 #define RAMPWIDTH 256
6649 unsigned short ramp[RAMPWIDTH * 3];
6650 unsigned char rampbgr[RAMPWIDTH][4];
6653 r_texture_gammaramps_serial = vid_gammatables_serial;
6655 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6656 for(i = 0; i < RAMPWIDTH; ++i)
6658 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6659 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6660 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6663 if (r_texture_gammaramps)
6665 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6669 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6675 // remove GLSL gamma texture
6678 case RENDERPATH_GL11:
6679 case RENDERPATH_GL13:
6680 case RENDERPATH_GLES1:
6685 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6686 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6692 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6693 if( scenetype != r_currentscenetype ) {
6694 // store the old scenetype
6695 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6696 r_currentscenetype = scenetype;
6697 // move in the new scene
6698 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6707 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6709 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6710 if( scenetype == r_currentscenetype ) {
6711 return &r_refdef.scene;
6713 return &r_scenes_store[ scenetype ];
6722 int dpsoftrast_test;
6723 extern void R_Shadow_UpdateBounceGridTexture(void);
6724 extern cvar_t r_shadow_bouncegrid;
6725 void R_RenderView(void)
6727 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6729 dpsoftrast_test = r_test.integer;
6731 if (r_timereport_active)
6732 R_TimeReport("start");
6733 r_textureframe++; // used only by R_GetCurrentTexture
6734 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6736 if(R_CompileShader_CheckStaticParms())
6739 if (!r_drawentities.integer)
6740 r_refdef.scene.numentities = 0;
6742 R_AnimCache_ClearCache();
6743 R_FrameData_NewFrame();
6745 /* adjust for stereo display */
6746 if(R_Stereo_Active())
6748 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);
6749 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6752 if (r_refdef.view.isoverlay)
6754 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6755 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6756 R_TimeReport("depthclear");
6758 r_refdef.view.showdebug = false;
6760 r_waterstate.enabled = false;
6761 r_waterstate.numwaterplanes = 0;
6765 r_refdef.view.matrix = originalmatrix;
6771 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6773 r_refdef.view.matrix = originalmatrix;
6774 return; //Host_Error ("R_RenderView: NULL worldmodel");
6777 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6779 R_RenderView_UpdateViewVectors();
6781 R_Shadow_UpdateWorldLightSelection();
6783 R_Bloom_StartFrame();
6784 R_Water_StartFrame();
6787 if (r_timereport_active)
6788 R_TimeReport("viewsetup");
6790 R_ResetViewRendering3D();
6792 if (r_refdef.view.clear || r_refdef.fogenabled)
6794 R_ClearScreen(r_refdef.fogenabled);
6795 if (r_timereport_active)
6796 R_TimeReport("viewclear");
6798 r_refdef.view.clear = true;
6800 // this produces a bloom texture to be used in R_BlendView() later
6801 if (r_bloomstate.hdr)
6803 R_HDR_RenderBloomTexture();
6804 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6805 r_textureframe++; // used only by R_GetCurrentTexture
6808 r_refdef.view.showdebug = true;
6811 if (r_timereport_active)
6812 R_TimeReport("visibility");
6814 R_Shadow_UpdateBounceGridTexture();
6815 if (r_timereport_active && r_shadow_bouncegrid.integer)
6816 R_TimeReport("bouncegrid");
6818 r_waterstate.numwaterplanes = 0;
6819 if (r_waterstate.enabled)
6820 R_RenderWaterPlanes();
6823 r_waterstate.numwaterplanes = 0;
6826 if (r_timereport_active)
6827 R_TimeReport("blendview");
6829 GL_Scissor(0, 0, vid.width, vid.height);
6830 GL_ScissorTest(false);
6832 r_refdef.view.matrix = originalmatrix;
6837 void R_RenderWaterPlanes(void)
6839 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6841 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6842 if (r_timereport_active)
6843 R_TimeReport("waterworld");
6846 // don't let sound skip if going slow
6847 if (r_refdef.scene.extraupdate)
6850 R_DrawModelsAddWaterPlanes();
6851 if (r_timereport_active)
6852 R_TimeReport("watermodels");
6854 if (r_waterstate.numwaterplanes)
6856 R_Water_ProcessPlanes();
6857 if (r_timereport_active)
6858 R_TimeReport("waterscenes");
6862 extern void R_DrawLightningBeams (void);
6863 extern void VM_CL_AddPolygonsToMeshQueue (void);
6864 extern void R_DrawPortals (void);
6865 extern cvar_t cl_locs_show;
6866 static void R_DrawLocs(void);
6867 static void R_DrawEntityBBoxes(void);
6868 static void R_DrawModelDecals(void);
6869 extern void R_DrawModelShadows(void);
6870 extern void R_DrawModelShadowMaps(void);
6871 extern cvar_t cl_decals_newsystem;
6872 extern qboolean r_shadow_usingdeferredprepass;
6873 void R_RenderScene(void)
6875 qboolean shadowmapping = false;
6877 if (r_timereport_active)
6878 R_TimeReport("beginscene");
6880 r_refdef.stats.renders++;
6884 // don't let sound skip if going slow
6885 if (r_refdef.scene.extraupdate)
6888 R_MeshQueue_BeginScene();
6892 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);
6894 if (r_timereport_active)
6895 R_TimeReport("skystartframe");
6897 if (cl.csqc_vidvars.drawworld)
6899 // don't let sound skip if going slow
6900 if (r_refdef.scene.extraupdate)
6903 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6905 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6906 if (r_timereport_active)
6907 R_TimeReport("worldsky");
6910 if (R_DrawBrushModelsSky() && r_timereport_active)
6911 R_TimeReport("bmodelsky");
6913 if (skyrendermasked && skyrenderlater)
6915 // we have to force off the water clipping plane while rendering sky
6919 if (r_timereport_active)
6920 R_TimeReport("sky");
6924 R_AnimCache_CacheVisibleEntities();
6925 if (r_timereport_active)
6926 R_TimeReport("animation");
6928 R_Shadow_PrepareLights();
6929 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6930 R_Shadow_PrepareModelShadows();
6931 if (r_timereport_active)
6932 R_TimeReport("preparelights");
6934 if (R_Shadow_ShadowMappingEnabled())
6935 shadowmapping = true;
6937 if (r_shadow_usingdeferredprepass)
6938 R_Shadow_DrawPrepass();
6940 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6942 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6943 if (r_timereport_active)
6944 R_TimeReport("worlddepth");
6946 if (r_depthfirst.integer >= 2)
6948 R_DrawModelsDepth();
6949 if (r_timereport_active)
6950 R_TimeReport("modeldepth");
6953 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6955 R_DrawModelShadowMaps();
6956 R_ResetViewRendering3D();
6957 // don't let sound skip if going slow
6958 if (r_refdef.scene.extraupdate)
6962 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6964 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6965 if (r_timereport_active)
6966 R_TimeReport("world");
6969 // don't let sound skip if going slow
6970 if (r_refdef.scene.extraupdate)
6974 if (r_timereport_active)
6975 R_TimeReport("models");
6977 // don't let sound skip if going slow
6978 if (r_refdef.scene.extraupdate)
6981 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
6983 R_DrawModelShadows();
6984 R_ResetViewRendering3D();
6985 // don't let sound skip if going slow
6986 if (r_refdef.scene.extraupdate)
6990 if (!r_shadow_usingdeferredprepass)
6992 R_Shadow_DrawLights();
6993 if (r_timereport_active)
6994 R_TimeReport("rtlights");
6997 // don't let sound skip if going slow
6998 if (r_refdef.scene.extraupdate)
7001 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7003 R_DrawModelShadows();
7004 R_ResetViewRendering3D();
7005 // don't let sound skip if going slow
7006 if (r_refdef.scene.extraupdate)
7010 if (cl.csqc_vidvars.drawworld)
7012 if (cl_decals_newsystem.integer)
7014 R_DrawModelDecals();
7015 if (r_timereport_active)
7016 R_TimeReport("modeldecals");
7021 if (r_timereport_active)
7022 R_TimeReport("decals");
7026 if (r_timereport_active)
7027 R_TimeReport("particles");
7030 if (r_timereport_active)
7031 R_TimeReport("explosions");
7033 R_DrawLightningBeams();
7034 if (r_timereport_active)
7035 R_TimeReport("lightning");
7038 VM_CL_AddPolygonsToMeshQueue();
7040 if (r_refdef.view.showdebug)
7042 if (cl_locs_show.integer)
7045 if (r_timereport_active)
7046 R_TimeReport("showlocs");
7049 if (r_drawportals.integer)
7052 if (r_timereport_active)
7053 R_TimeReport("portals");
7056 if (r_showbboxes.value > 0)
7058 R_DrawEntityBBoxes();
7059 if (r_timereport_active)
7060 R_TimeReport("bboxes");
7064 if (r_transparent.integer)
7066 R_MeshQueue_RenderTransparent();
7067 if (r_timereport_active)
7068 R_TimeReport("drawtrans");
7071 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))
7073 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7074 if (r_timereport_active)
7075 R_TimeReport("worlddebug");
7076 R_DrawModelsDebug();
7077 if (r_timereport_active)
7078 R_TimeReport("modeldebug");
7081 if (cl.csqc_vidvars.drawworld)
7083 R_Shadow_DrawCoronas();
7084 if (r_timereport_active)
7085 R_TimeReport("coronas");
7090 GL_DepthTest(false);
7091 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7092 GL_Color(1, 1, 1, 1);
7093 qglBegin(GL_POLYGON);
7094 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7095 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7096 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7097 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7099 qglBegin(GL_POLYGON);
7100 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]);
7101 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]);
7102 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]);
7103 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]);
7105 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7109 // don't let sound skip if going slow
7110 if (r_refdef.scene.extraupdate)
7113 R_ResetViewRendering2D();
7116 static const unsigned short bboxelements[36] =
7126 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7129 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7131 RSurf_ActiveWorldEntity();
7133 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7134 GL_DepthMask(false);
7135 GL_DepthRange(0, 1);
7136 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7137 // R_Mesh_ResetTextureState();
7139 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7140 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7141 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7142 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7143 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7144 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7145 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7146 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7147 R_FillColors(color4f, 8, cr, cg, cb, ca);
7148 if (r_refdef.fogenabled)
7150 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7152 f1 = RSurf_FogVertex(v);
7154 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7155 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7156 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7159 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7160 R_Mesh_ResetTextureState();
7161 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7162 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7165 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7169 prvm_edict_t *edict;
7170 prvm_prog_t *prog_save = prog;
7172 // this function draws bounding boxes of server entities
7176 GL_CullFace(GL_NONE);
7177 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7181 for (i = 0;i < numsurfaces;i++)
7183 edict = PRVM_EDICT_NUM(surfacelist[i]);
7184 switch ((int)PRVM_serveredictfloat(edict, solid))
7186 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7187 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7188 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7189 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7190 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7191 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7193 color[3] *= r_showbboxes.value;
7194 color[3] = bound(0, color[3], 1);
7195 GL_DepthTest(!r_showdisabledepthtest.integer);
7196 GL_CullFace(r_refdef.view.cullface_front);
7197 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7203 static void R_DrawEntityBBoxes(void)
7206 prvm_edict_t *edict;
7208 prvm_prog_t *prog_save = prog;
7210 // this function draws bounding boxes of server entities
7216 for (i = 0;i < prog->num_edicts;i++)
7218 edict = PRVM_EDICT_NUM(i);
7219 if (edict->priv.server->free)
7221 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7222 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7224 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7226 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7227 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7233 static const int nomodelelement3i[24] =
7245 static const unsigned short nomodelelement3s[24] =
7257 static const float nomodelvertex3f[6*3] =
7267 static const float nomodelcolor4f[6*4] =
7269 0.0f, 0.0f, 0.5f, 1.0f,
7270 0.0f, 0.0f, 0.5f, 1.0f,
7271 0.0f, 0.5f, 0.0f, 1.0f,
7272 0.0f, 0.5f, 0.0f, 1.0f,
7273 0.5f, 0.0f, 0.0f, 1.0f,
7274 0.5f, 0.0f, 0.0f, 1.0f
7277 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7283 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);
7285 // this is only called once per entity so numsurfaces is always 1, and
7286 // surfacelist is always {0}, so this code does not handle batches
7288 if (rsurface.ent_flags & RENDER_ADDITIVE)
7290 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7291 GL_DepthMask(false);
7293 else if (rsurface.colormod[3] < 1)
7295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7296 GL_DepthMask(false);
7300 GL_BlendFunc(GL_ONE, GL_ZERO);
7303 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7304 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7305 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7306 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7307 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7308 for (i = 0, c = color4f;i < 6;i++, c += 4)
7310 c[0] *= rsurface.colormod[0];
7311 c[1] *= rsurface.colormod[1];
7312 c[2] *= rsurface.colormod[2];
7313 c[3] *= rsurface.colormod[3];
7315 if (r_refdef.fogenabled)
7317 for (i = 0, c = color4f;i < 6;i++, c += 4)
7319 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7321 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7322 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7323 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7326 // R_Mesh_ResetTextureState();
7327 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7328 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7329 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7332 void R_DrawNoModel(entity_render_t *ent)
7335 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7336 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7337 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7339 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7342 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7344 vec3_t right1, right2, diff, normal;
7346 VectorSubtract (org2, org1, normal);
7348 // calculate 'right' vector for start
7349 VectorSubtract (r_refdef.view.origin, org1, diff);
7350 CrossProduct (normal, diff, right1);
7351 VectorNormalize (right1);
7353 // calculate 'right' vector for end
7354 VectorSubtract (r_refdef.view.origin, org2, diff);
7355 CrossProduct (normal, diff, right2);
7356 VectorNormalize (right2);
7358 vert[ 0] = org1[0] + width * right1[0];
7359 vert[ 1] = org1[1] + width * right1[1];
7360 vert[ 2] = org1[2] + width * right1[2];
7361 vert[ 3] = org1[0] - width * right1[0];
7362 vert[ 4] = org1[1] - width * right1[1];
7363 vert[ 5] = org1[2] - width * right1[2];
7364 vert[ 6] = org2[0] - width * right2[0];
7365 vert[ 7] = org2[1] - width * right2[1];
7366 vert[ 8] = org2[2] - width * right2[2];
7367 vert[ 9] = org2[0] + width * right2[0];
7368 vert[10] = org2[1] + width * right2[1];
7369 vert[11] = org2[2] + width * right2[2];
7372 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)
7374 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7375 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7376 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7377 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7378 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7379 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7380 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7381 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7382 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7383 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7384 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7385 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7388 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7393 VectorSet(v, x, y, z);
7394 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7395 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7397 if (i == mesh->numvertices)
7399 if (mesh->numvertices < mesh->maxvertices)
7401 VectorCopy(v, vertex3f);
7402 mesh->numvertices++;
7404 return mesh->numvertices;
7410 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7414 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7415 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7416 e = mesh->element3i + mesh->numtriangles * 3;
7417 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7419 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7420 if (mesh->numtriangles < mesh->maxtriangles)
7425 mesh->numtriangles++;
7427 element[1] = element[2];
7431 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7435 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7436 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7437 e = mesh->element3i + mesh->numtriangles * 3;
7438 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7440 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7441 if (mesh->numtriangles < mesh->maxtriangles)
7446 mesh->numtriangles++;
7448 element[1] = element[2];
7452 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7453 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7455 int planenum, planenum2;
7458 mplane_t *plane, *plane2;
7460 double temppoints[2][256*3];
7461 // figure out how large a bounding box we need to properly compute this brush
7463 for (w = 0;w < numplanes;w++)
7464 maxdist = max(maxdist, fabs(planes[w].dist));
7465 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7466 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7467 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7471 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7472 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7474 if (planenum2 == planenum)
7476 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);
7479 if (tempnumpoints < 3)
7481 // generate elements forming a triangle fan for this polygon
7482 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7486 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)
7488 texturelayer_t *layer;
7489 layer = t->currentlayers + t->currentnumlayers++;
7491 layer->depthmask = depthmask;
7492 layer->blendfunc1 = blendfunc1;
7493 layer->blendfunc2 = blendfunc2;
7494 layer->texture = texture;
7495 layer->texmatrix = *matrix;
7496 layer->color[0] = r;
7497 layer->color[1] = g;
7498 layer->color[2] = b;
7499 layer->color[3] = a;
7502 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7504 if(parms[0] == 0 && parms[1] == 0)
7506 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7507 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7512 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7515 index = parms[2] + rsurface.shadertime * parms[3];
7516 index -= floor(index);
7517 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7520 case Q3WAVEFUNC_NONE:
7521 case Q3WAVEFUNC_NOISE:
7522 case Q3WAVEFUNC_COUNT:
7525 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7526 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7527 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7528 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7529 case Q3WAVEFUNC_TRIANGLE:
7531 f = index - floor(index);
7544 f = parms[0] + parms[1] * f;
7545 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7546 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7550 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7556 matrix4x4_t matrix, temp;
7557 switch(tcmod->tcmod)
7561 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7562 matrix = r_waterscrollmatrix;
7564 matrix = identitymatrix;
7566 case Q3TCMOD_ENTITYTRANSLATE:
7567 // this is used in Q3 to allow the gamecode to control texcoord
7568 // scrolling on the entity, which is not supported in darkplaces yet.
7569 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7571 case Q3TCMOD_ROTATE:
7572 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7573 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7574 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7577 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7579 case Q3TCMOD_SCROLL:
7580 // extra care is needed because of precision breakdown with large values of time
7581 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7582 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7583 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7585 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7586 w = (int) tcmod->parms[0];
7587 h = (int) tcmod->parms[1];
7588 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7590 idx = (int) floor(f * w * h);
7591 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7593 case Q3TCMOD_STRETCH:
7594 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7595 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7597 case Q3TCMOD_TRANSFORM:
7598 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7599 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7600 VectorSet(tcmat + 6, 0 , 0 , 1);
7601 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7602 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7604 case Q3TCMOD_TURBULENT:
7605 // this is handled in the RSurf_PrepareVertices function
7606 matrix = identitymatrix;
7610 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7613 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7615 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7616 char name[MAX_QPATH];
7617 skinframe_t *skinframe;
7618 unsigned char pixels[296*194];
7619 strlcpy(cache->name, skinname, sizeof(cache->name));
7620 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7621 if (developer_loading.integer)
7622 Con_Printf("loading %s\n", name);
7623 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7624 if (!skinframe || !skinframe->base)
7627 fs_offset_t filesize;
7629 f = FS_LoadFile(name, tempmempool, true, &filesize);
7632 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7633 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7637 cache->skinframe = skinframe;
7640 texture_t *R_GetCurrentTexture(texture_t *t)
7643 const entity_render_t *ent = rsurface.entity;
7644 dp_model_t *model = ent->model;
7645 q3shaderinfo_layer_tcmod_t *tcmod;
7647 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7648 return t->currentframe;
7649 t->update_lastrenderframe = r_textureframe;
7650 t->update_lastrenderentity = (void *)ent;
7652 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7653 t->camera_entity = ent->entitynumber;
7655 t->camera_entity = 0;
7657 // switch to an alternate material if this is a q1bsp animated material
7659 texture_t *texture = t;
7660 int s = rsurface.ent_skinnum;
7661 if ((unsigned int)s >= (unsigned int)model->numskins)
7663 if (model->skinscenes)
7665 if (model->skinscenes[s].framecount > 1)
7666 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7668 s = model->skinscenes[s].firstframe;
7671 t = t + s * model->num_surfaces;
7674 // use an alternate animation if the entity's frame is not 0,
7675 // and only if the texture has an alternate animation
7676 if (rsurface.ent_alttextures && t->anim_total[1])
7677 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7679 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7681 texture->currentframe = t;
7684 // update currentskinframe to be a qw skin or animation frame
7685 if (rsurface.ent_qwskin >= 0)
7687 i = rsurface.ent_qwskin;
7688 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7690 r_qwskincache_size = cl.maxclients;
7692 Mem_Free(r_qwskincache);
7693 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7695 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7696 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7697 t->currentskinframe = r_qwskincache[i].skinframe;
7698 if (t->currentskinframe == NULL)
7699 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7701 else if (t->numskinframes >= 2)
7702 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7703 if (t->backgroundnumskinframes >= 2)
7704 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7706 t->currentmaterialflags = t->basematerialflags;
7707 t->currentalpha = rsurface.colormod[3];
7708 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7709 t->currentalpha *= r_wateralpha.value;
7710 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7711 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7712 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7713 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7714 if (!(rsurface.ent_flags & RENDER_LIGHT))
7715 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7716 else if (FAKELIGHT_ENABLED)
7718 // no modellight if using fakelight for the map
7720 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7722 // pick a model lighting mode
7723 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7724 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7726 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7728 if (rsurface.ent_flags & RENDER_ADDITIVE)
7729 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7730 else if (t->currentalpha < 1)
7731 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7732 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7733 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7734 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7735 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7736 if (t->backgroundnumskinframes)
7737 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7738 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7740 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7741 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7744 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7745 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7747 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7748 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7750 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7751 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7753 // there is no tcmod
7754 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7756 t->currenttexmatrix = r_waterscrollmatrix;
7757 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7759 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7761 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7762 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7765 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7766 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7767 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7768 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7770 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7771 if (t->currentskinframe->qpixels)
7772 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7773 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7774 if (!t->basetexture)
7775 t->basetexture = r_texture_notexture;
7776 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7777 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7778 t->nmaptexture = t->currentskinframe->nmap;
7779 if (!t->nmaptexture)
7780 t->nmaptexture = r_texture_blanknormalmap;
7781 t->glosstexture = r_texture_black;
7782 t->glowtexture = t->currentskinframe->glow;
7783 t->fogtexture = t->currentskinframe->fog;
7784 t->reflectmasktexture = t->currentskinframe->reflect;
7785 if (t->backgroundnumskinframes)
7787 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7788 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7789 t->backgroundglosstexture = r_texture_black;
7790 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7791 if (!t->backgroundnmaptexture)
7792 t->backgroundnmaptexture = r_texture_blanknormalmap;
7796 t->backgroundbasetexture = r_texture_white;
7797 t->backgroundnmaptexture = r_texture_blanknormalmap;
7798 t->backgroundglosstexture = r_texture_black;
7799 t->backgroundglowtexture = NULL;
7801 t->specularpower = r_shadow_glossexponent.value;
7802 // TODO: store reference values for these in the texture?
7803 t->specularscale = 0;
7804 if (r_shadow_gloss.integer > 0)
7806 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7808 if (r_shadow_glossintensity.value > 0)
7810 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7811 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7812 t->specularscale = r_shadow_glossintensity.value;
7815 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7817 t->glosstexture = r_texture_white;
7818 t->backgroundglosstexture = r_texture_white;
7819 t->specularscale = r_shadow_gloss2intensity.value;
7820 t->specularpower = r_shadow_gloss2exponent.value;
7823 t->specularscale *= t->specularscalemod;
7824 t->specularpower *= t->specularpowermod;
7826 // lightmaps mode looks bad with dlights using actual texturing, so turn
7827 // off the colormap and glossmap, but leave the normalmap on as it still
7828 // accurately represents the shading involved
7829 if (gl_lightmaps.integer)
7831 t->basetexture = r_texture_grey128;
7832 t->pantstexture = r_texture_black;
7833 t->shirttexture = r_texture_black;
7834 t->nmaptexture = r_texture_blanknormalmap;
7835 t->glosstexture = r_texture_black;
7836 t->glowtexture = NULL;
7837 t->fogtexture = NULL;
7838 t->reflectmasktexture = NULL;
7839 t->backgroundbasetexture = NULL;
7840 t->backgroundnmaptexture = r_texture_blanknormalmap;
7841 t->backgroundglosstexture = r_texture_black;
7842 t->backgroundglowtexture = NULL;
7843 t->specularscale = 0;
7844 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7847 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7848 VectorClear(t->dlightcolor);
7849 t->currentnumlayers = 0;
7850 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7852 int blendfunc1, blendfunc2;
7854 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7856 blendfunc1 = GL_SRC_ALPHA;
7857 blendfunc2 = GL_ONE;
7859 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7861 blendfunc1 = GL_SRC_ALPHA;
7862 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7864 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7866 blendfunc1 = t->customblendfunc[0];
7867 blendfunc2 = t->customblendfunc[1];
7871 blendfunc1 = GL_ONE;
7872 blendfunc2 = GL_ZERO;
7874 // don't colormod evilblend textures
7875 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7876 VectorSet(t->lightmapcolor, 1, 1, 1);
7877 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7878 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7880 // fullbright is not affected by r_refdef.lightmapintensity
7881 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]);
7882 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7883 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]);
7884 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7885 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]);
7889 vec3_t ambientcolor;
7891 // set the color tint used for lights affecting this surface
7892 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7894 // q3bsp has no lightmap updates, so the lightstylevalue that
7895 // would normally be baked into the lightmap must be
7896 // applied to the color
7897 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7898 if (model->type == mod_brushq3)
7899 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7900 colorscale *= r_refdef.lightmapintensity;
7901 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7902 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7903 // basic lit geometry
7904 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]);
7905 // add pants/shirt if needed
7906 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7907 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]);
7908 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7909 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]);
7910 // now add ambient passes if needed
7911 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7913 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]);
7914 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7915 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]);
7916 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7917 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]);
7920 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7921 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]);
7922 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7924 // if this is opaque use alpha blend which will darken the earlier
7927 // if this is an alpha blended material, all the earlier passes
7928 // were darkened by fog already, so we only need to add the fog
7929 // color ontop through the fog mask texture
7931 // if this is an additive blended material, all the earlier passes
7932 // were darkened by fog already, and we should not add fog color
7933 // (because the background was not darkened, there is no fog color
7934 // that was lost behind it).
7935 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]);
7939 return t->currentframe;
7942 rsurfacestate_t rsurface;
7944 void RSurf_ActiveWorldEntity(void)
7946 dp_model_t *model = r_refdef.scene.worldmodel;
7947 //if (rsurface.entity == r_refdef.scene.worldentity)
7949 rsurface.entity = r_refdef.scene.worldentity;
7950 rsurface.skeleton = NULL;
7951 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7952 rsurface.ent_skinnum = 0;
7953 rsurface.ent_qwskin = -1;
7954 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7955 rsurface.shadertime = r_refdef.scene.time;
7956 rsurface.matrix = identitymatrix;
7957 rsurface.inversematrix = identitymatrix;
7958 rsurface.matrixscale = 1;
7959 rsurface.inversematrixscale = 1;
7960 R_EntityMatrix(&identitymatrix);
7961 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7962 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7963 rsurface.fograngerecip = r_refdef.fograngerecip;
7964 rsurface.fogheightfade = r_refdef.fogheightfade;
7965 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7966 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7967 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7968 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7969 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7970 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7971 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7972 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7973 rsurface.colormod[3] = 1;
7974 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);
7975 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7976 rsurface.frameblend[0].lerp = 1;
7977 rsurface.ent_alttextures = false;
7978 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7979 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7980 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7981 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7982 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7983 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7984 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7985 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7986 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7987 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7988 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7989 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7990 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7991 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7992 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7993 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7994 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7995 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7996 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7997 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7998 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7999 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8000 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8001 rsurface.modelelement3i = model->surfmesh.data_element3i;
8002 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8003 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8004 rsurface.modelelement3s = model->surfmesh.data_element3s;
8005 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8006 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8007 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8008 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8009 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8010 rsurface.modelsurfaces = model->data_surfaces;
8011 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8012 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8013 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8014 rsurface.modelgeneratedvertex = false;
8015 rsurface.batchgeneratedvertex = false;
8016 rsurface.batchfirstvertex = 0;
8017 rsurface.batchnumvertices = 0;
8018 rsurface.batchfirsttriangle = 0;
8019 rsurface.batchnumtriangles = 0;
8020 rsurface.batchvertex3f = NULL;
8021 rsurface.batchvertex3f_vertexbuffer = NULL;
8022 rsurface.batchvertex3f_bufferoffset = 0;
8023 rsurface.batchsvector3f = NULL;
8024 rsurface.batchsvector3f_vertexbuffer = NULL;
8025 rsurface.batchsvector3f_bufferoffset = 0;
8026 rsurface.batchtvector3f = NULL;
8027 rsurface.batchtvector3f_vertexbuffer = NULL;
8028 rsurface.batchtvector3f_bufferoffset = 0;
8029 rsurface.batchnormal3f = NULL;
8030 rsurface.batchnormal3f_vertexbuffer = NULL;
8031 rsurface.batchnormal3f_bufferoffset = 0;
8032 rsurface.batchlightmapcolor4f = NULL;
8033 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8034 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8035 rsurface.batchtexcoordtexture2f = NULL;
8036 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8037 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8038 rsurface.batchtexcoordlightmap2f = NULL;
8039 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8040 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8041 rsurface.batchvertexmesh = NULL;
8042 rsurface.batchvertexmeshbuffer = NULL;
8043 rsurface.batchvertex3fbuffer = NULL;
8044 rsurface.batchelement3i = NULL;
8045 rsurface.batchelement3i_indexbuffer = NULL;
8046 rsurface.batchelement3i_bufferoffset = 0;
8047 rsurface.batchelement3s = NULL;
8048 rsurface.batchelement3s_indexbuffer = NULL;
8049 rsurface.batchelement3s_bufferoffset = 0;
8050 rsurface.passcolor4f = NULL;
8051 rsurface.passcolor4f_vertexbuffer = NULL;
8052 rsurface.passcolor4f_bufferoffset = 0;
8055 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8057 dp_model_t *model = ent->model;
8058 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8060 rsurface.entity = (entity_render_t *)ent;
8061 rsurface.skeleton = ent->skeleton;
8062 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8063 rsurface.ent_skinnum = ent->skinnum;
8064 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;
8065 rsurface.ent_flags = ent->flags;
8066 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8067 rsurface.matrix = ent->matrix;
8068 rsurface.inversematrix = ent->inversematrix;
8069 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8070 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8071 R_EntityMatrix(&rsurface.matrix);
8072 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8073 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8074 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8075 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8076 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8077 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8078 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8079 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8080 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8081 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8082 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8083 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8084 rsurface.colormod[3] = ent->alpha;
8085 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8086 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8087 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8088 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8089 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8090 if (ent->model->brush.submodel && !prepass)
8092 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8093 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8095 if (model->surfmesh.isanimated && model->AnimateVertices)
8097 if (ent->animcache_vertex3f)
8099 rsurface.modelvertex3f = ent->animcache_vertex3f;
8100 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8101 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8102 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8103 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8104 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8105 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8107 else if (wanttangents)
8109 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8110 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8111 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8112 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8113 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8114 rsurface.modelvertexmesh = NULL;
8115 rsurface.modelvertexmeshbuffer = NULL;
8116 rsurface.modelvertex3fbuffer = NULL;
8118 else if (wantnormals)
8120 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8121 rsurface.modelsvector3f = NULL;
8122 rsurface.modeltvector3f = NULL;
8123 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8124 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8125 rsurface.modelvertexmesh = NULL;
8126 rsurface.modelvertexmeshbuffer = NULL;
8127 rsurface.modelvertex3fbuffer = NULL;
8131 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8132 rsurface.modelsvector3f = NULL;
8133 rsurface.modeltvector3f = NULL;
8134 rsurface.modelnormal3f = NULL;
8135 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8136 rsurface.modelvertexmesh = NULL;
8137 rsurface.modelvertexmeshbuffer = NULL;
8138 rsurface.modelvertex3fbuffer = NULL;
8140 rsurface.modelvertex3f_vertexbuffer = 0;
8141 rsurface.modelvertex3f_bufferoffset = 0;
8142 rsurface.modelsvector3f_vertexbuffer = 0;
8143 rsurface.modelsvector3f_bufferoffset = 0;
8144 rsurface.modeltvector3f_vertexbuffer = 0;
8145 rsurface.modeltvector3f_bufferoffset = 0;
8146 rsurface.modelnormal3f_vertexbuffer = 0;
8147 rsurface.modelnormal3f_bufferoffset = 0;
8148 rsurface.modelgeneratedvertex = true;
8152 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8153 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8154 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8155 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8156 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8157 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8158 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8159 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8160 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8161 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8162 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8163 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8164 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8165 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8166 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8167 rsurface.modelgeneratedvertex = false;
8169 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8170 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8171 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8172 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8173 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8174 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8175 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8176 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8177 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8178 rsurface.modelelement3i = model->surfmesh.data_element3i;
8179 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8180 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8181 rsurface.modelelement3s = model->surfmesh.data_element3s;
8182 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8183 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8184 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8185 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8186 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8187 rsurface.modelsurfaces = model->data_surfaces;
8188 rsurface.batchgeneratedvertex = false;
8189 rsurface.batchfirstvertex = 0;
8190 rsurface.batchnumvertices = 0;
8191 rsurface.batchfirsttriangle = 0;
8192 rsurface.batchnumtriangles = 0;
8193 rsurface.batchvertex3f = NULL;
8194 rsurface.batchvertex3f_vertexbuffer = NULL;
8195 rsurface.batchvertex3f_bufferoffset = 0;
8196 rsurface.batchsvector3f = NULL;
8197 rsurface.batchsvector3f_vertexbuffer = NULL;
8198 rsurface.batchsvector3f_bufferoffset = 0;
8199 rsurface.batchtvector3f = NULL;
8200 rsurface.batchtvector3f_vertexbuffer = NULL;
8201 rsurface.batchtvector3f_bufferoffset = 0;
8202 rsurface.batchnormal3f = NULL;
8203 rsurface.batchnormal3f_vertexbuffer = NULL;
8204 rsurface.batchnormal3f_bufferoffset = 0;
8205 rsurface.batchlightmapcolor4f = NULL;
8206 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8207 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8208 rsurface.batchtexcoordtexture2f = NULL;
8209 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8210 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8211 rsurface.batchtexcoordlightmap2f = NULL;
8212 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8213 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8214 rsurface.batchvertexmesh = NULL;
8215 rsurface.batchvertexmeshbuffer = NULL;
8216 rsurface.batchvertex3fbuffer = NULL;
8217 rsurface.batchelement3i = NULL;
8218 rsurface.batchelement3i_indexbuffer = NULL;
8219 rsurface.batchelement3i_bufferoffset = 0;
8220 rsurface.batchelement3s = NULL;
8221 rsurface.batchelement3s_indexbuffer = NULL;
8222 rsurface.batchelement3s_bufferoffset = 0;
8223 rsurface.passcolor4f = NULL;
8224 rsurface.passcolor4f_vertexbuffer = NULL;
8225 rsurface.passcolor4f_bufferoffset = 0;
8228 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)
8230 rsurface.entity = r_refdef.scene.worldentity;
8231 rsurface.skeleton = NULL;
8232 rsurface.ent_skinnum = 0;
8233 rsurface.ent_qwskin = -1;
8234 rsurface.ent_flags = entflags;
8235 rsurface.shadertime = r_refdef.scene.time - shadertime;
8236 rsurface.modelnumvertices = numvertices;
8237 rsurface.modelnumtriangles = numtriangles;
8238 rsurface.matrix = *matrix;
8239 rsurface.inversematrix = *inversematrix;
8240 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8241 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8242 R_EntityMatrix(&rsurface.matrix);
8243 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8244 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8245 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8246 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8247 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8248 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8249 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8250 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8251 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8252 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8253 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8254 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8255 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);
8256 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8257 rsurface.frameblend[0].lerp = 1;
8258 rsurface.ent_alttextures = false;
8259 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8260 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8263 rsurface.modelvertex3f = (float *)vertex3f;
8264 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8265 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8266 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8268 else if (wantnormals)
8270 rsurface.modelvertex3f = (float *)vertex3f;
8271 rsurface.modelsvector3f = NULL;
8272 rsurface.modeltvector3f = NULL;
8273 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8277 rsurface.modelvertex3f = (float *)vertex3f;
8278 rsurface.modelsvector3f = NULL;
8279 rsurface.modeltvector3f = NULL;
8280 rsurface.modelnormal3f = NULL;
8282 rsurface.modelvertexmesh = NULL;
8283 rsurface.modelvertexmeshbuffer = NULL;
8284 rsurface.modelvertex3fbuffer = NULL;
8285 rsurface.modelvertex3f_vertexbuffer = 0;
8286 rsurface.modelvertex3f_bufferoffset = 0;
8287 rsurface.modelsvector3f_vertexbuffer = 0;
8288 rsurface.modelsvector3f_bufferoffset = 0;
8289 rsurface.modeltvector3f_vertexbuffer = 0;
8290 rsurface.modeltvector3f_bufferoffset = 0;
8291 rsurface.modelnormal3f_vertexbuffer = 0;
8292 rsurface.modelnormal3f_bufferoffset = 0;
8293 rsurface.modelgeneratedvertex = true;
8294 rsurface.modellightmapcolor4f = (float *)color4f;
8295 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8296 rsurface.modellightmapcolor4f_bufferoffset = 0;
8297 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8298 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8299 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8300 rsurface.modeltexcoordlightmap2f = NULL;
8301 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8302 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8303 rsurface.modelelement3i = (int *)element3i;
8304 rsurface.modelelement3i_indexbuffer = NULL;
8305 rsurface.modelelement3i_bufferoffset = 0;
8306 rsurface.modelelement3s = (unsigned short *)element3s;
8307 rsurface.modelelement3s_indexbuffer = NULL;
8308 rsurface.modelelement3s_bufferoffset = 0;
8309 rsurface.modellightmapoffsets = NULL;
8310 rsurface.modelsurfaces = NULL;
8311 rsurface.batchgeneratedvertex = false;
8312 rsurface.batchfirstvertex = 0;
8313 rsurface.batchnumvertices = 0;
8314 rsurface.batchfirsttriangle = 0;
8315 rsurface.batchnumtriangles = 0;
8316 rsurface.batchvertex3f = NULL;
8317 rsurface.batchvertex3f_vertexbuffer = NULL;
8318 rsurface.batchvertex3f_bufferoffset = 0;
8319 rsurface.batchsvector3f = NULL;
8320 rsurface.batchsvector3f_vertexbuffer = NULL;
8321 rsurface.batchsvector3f_bufferoffset = 0;
8322 rsurface.batchtvector3f = NULL;
8323 rsurface.batchtvector3f_vertexbuffer = NULL;
8324 rsurface.batchtvector3f_bufferoffset = 0;
8325 rsurface.batchnormal3f = NULL;
8326 rsurface.batchnormal3f_vertexbuffer = NULL;
8327 rsurface.batchnormal3f_bufferoffset = 0;
8328 rsurface.batchlightmapcolor4f = NULL;
8329 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8330 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8331 rsurface.batchtexcoordtexture2f = NULL;
8332 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8333 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8334 rsurface.batchtexcoordlightmap2f = NULL;
8335 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8336 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8337 rsurface.batchvertexmesh = NULL;
8338 rsurface.batchvertexmeshbuffer = NULL;
8339 rsurface.batchvertex3fbuffer = NULL;
8340 rsurface.batchelement3i = NULL;
8341 rsurface.batchelement3i_indexbuffer = NULL;
8342 rsurface.batchelement3i_bufferoffset = 0;
8343 rsurface.batchelement3s = NULL;
8344 rsurface.batchelement3s_indexbuffer = NULL;
8345 rsurface.batchelement3s_bufferoffset = 0;
8346 rsurface.passcolor4f = NULL;
8347 rsurface.passcolor4f_vertexbuffer = NULL;
8348 rsurface.passcolor4f_bufferoffset = 0;
8350 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8352 if ((wantnormals || wanttangents) && !normal3f)
8354 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8355 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8357 if (wanttangents && !svector3f)
8359 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8360 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8361 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8366 float RSurf_FogPoint(const float *v)
8368 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8369 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8370 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8371 float FogHeightFade = r_refdef.fogheightfade;
8373 unsigned int fogmasktableindex;
8374 if (r_refdef.fogplaneviewabove)
8375 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8377 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8378 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8379 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8382 float RSurf_FogVertex(const float *v)
8384 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8385 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8386 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8387 float FogHeightFade = rsurface.fogheightfade;
8389 unsigned int fogmasktableindex;
8390 if (r_refdef.fogplaneviewabove)
8391 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8393 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8394 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8395 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8398 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8401 for (i = 0;i < numelements;i++)
8402 outelement3i[i] = inelement3i[i] + adjust;
8405 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8406 extern cvar_t gl_vbo;
8407 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8415 int surfacefirsttriangle;
8416 int surfacenumtriangles;
8417 int surfacefirstvertex;
8418 int surfaceendvertex;
8419 int surfacenumvertices;
8420 int batchnumvertices;
8421 int batchnumtriangles;
8425 qboolean dynamicvertex;
8429 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8431 q3shaderinfo_deform_t *deform;
8432 const msurface_t *surface, *firstsurface;
8433 r_vertexmesh_t *vertexmesh;
8434 if (!texturenumsurfaces)
8436 // find vertex range of this surface batch
8438 firstsurface = texturesurfacelist[0];
8439 firsttriangle = firstsurface->num_firsttriangle;
8440 batchnumvertices = 0;
8441 batchnumtriangles = 0;
8442 firstvertex = endvertex = firstsurface->num_firstvertex;
8443 for (i = 0;i < texturenumsurfaces;i++)
8445 surface = texturesurfacelist[i];
8446 if (surface != firstsurface + i)
8448 surfacefirstvertex = surface->num_firstvertex;
8449 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8450 surfacenumvertices = surface->num_vertices;
8451 surfacenumtriangles = surface->num_triangles;
8452 if (firstvertex > surfacefirstvertex)
8453 firstvertex = surfacefirstvertex;
8454 if (endvertex < surfaceendvertex)
8455 endvertex = surfaceendvertex;
8456 batchnumvertices += surfacenumvertices;
8457 batchnumtriangles += surfacenumtriangles;
8460 // we now know the vertex range used, and if there are any gaps in it
8461 rsurface.batchfirstvertex = firstvertex;
8462 rsurface.batchnumvertices = endvertex - firstvertex;
8463 rsurface.batchfirsttriangle = firsttriangle;
8464 rsurface.batchnumtriangles = batchnumtriangles;
8466 // this variable holds flags for which properties have been updated that
8467 // may require regenerating vertexmesh array...
8470 // check if any dynamic vertex processing must occur
8471 dynamicvertex = false;
8473 // if there is a chance of animated vertex colors, it's a dynamic batch
8474 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8476 dynamicvertex = true;
8477 batchneed |= BATCHNEED_NOGAPS;
8478 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8481 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8483 switch (deform->deform)
8486 case Q3DEFORM_PROJECTIONSHADOW:
8487 case Q3DEFORM_TEXT0:
8488 case Q3DEFORM_TEXT1:
8489 case Q3DEFORM_TEXT2:
8490 case Q3DEFORM_TEXT3:
8491 case Q3DEFORM_TEXT4:
8492 case Q3DEFORM_TEXT5:
8493 case Q3DEFORM_TEXT6:
8494 case Q3DEFORM_TEXT7:
8497 case Q3DEFORM_AUTOSPRITE:
8498 dynamicvertex = true;
8499 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8500 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8502 case Q3DEFORM_AUTOSPRITE2:
8503 dynamicvertex = true;
8504 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8505 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8507 case Q3DEFORM_NORMAL:
8508 dynamicvertex = true;
8509 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8510 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8513 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8514 break; // if wavefunc is a nop, ignore this transform
8515 dynamicvertex = true;
8516 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8517 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8519 case Q3DEFORM_BULGE:
8520 dynamicvertex = true;
8521 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8522 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8525 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8526 break; // if wavefunc is a nop, ignore this transform
8527 dynamicvertex = true;
8528 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8529 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8533 switch(rsurface.texture->tcgen.tcgen)
8536 case Q3TCGEN_TEXTURE:
8538 case Q3TCGEN_LIGHTMAP:
8539 dynamicvertex = true;
8540 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8541 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8543 case Q3TCGEN_VECTOR:
8544 dynamicvertex = true;
8545 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8546 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8548 case Q3TCGEN_ENVIRONMENT:
8549 dynamicvertex = true;
8550 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8551 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8554 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8556 dynamicvertex = true;
8557 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8558 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8561 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8563 dynamicvertex = true;
8564 batchneed |= BATCHNEED_NOGAPS;
8565 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8568 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8570 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8571 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8572 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8573 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8574 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8575 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8576 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8579 // when the model data has no vertex buffer (dynamic mesh), we need to
8581 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8582 batchneed |= BATCHNEED_NOGAPS;
8584 // if needsupdate, we have to do a dynamic vertex batch for sure
8585 if (needsupdate & batchneed)
8586 dynamicvertex = true;
8588 // see if we need to build vertexmesh from arrays
8589 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8590 dynamicvertex = true;
8592 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8593 // also some drivers strongly dislike firstvertex
8594 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8595 dynamicvertex = true;
8597 rsurface.batchvertex3f = rsurface.modelvertex3f;
8598 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8599 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8600 rsurface.batchsvector3f = rsurface.modelsvector3f;
8601 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8602 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8603 rsurface.batchtvector3f = rsurface.modeltvector3f;
8604 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8605 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8606 rsurface.batchnormal3f = rsurface.modelnormal3f;
8607 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8608 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8609 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8610 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8611 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8612 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8613 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8614 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8615 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8616 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8617 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8618 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8619 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8620 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8621 rsurface.batchelement3i = rsurface.modelelement3i;
8622 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8623 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8624 rsurface.batchelement3s = rsurface.modelelement3s;
8625 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8626 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8628 // if any dynamic vertex processing has to occur in software, we copy the
8629 // entire surface list together before processing to rebase the vertices
8630 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8632 // if any gaps exist and we do not have a static vertex buffer, we have to
8633 // copy the surface list together to avoid wasting upload bandwidth on the
8634 // vertices in the gaps.
8636 // if gaps exist and we have a static vertex buffer, we still have to
8637 // combine the index buffer ranges into one dynamic index buffer.
8639 // in all cases we end up with data that can be drawn in one call.
8643 // static vertex data, just set pointers...
8644 rsurface.batchgeneratedvertex = false;
8645 // if there are gaps, we want to build a combined index buffer,
8646 // otherwise use the original static buffer with an appropriate offset
8649 // build a new triangle elements array for this batch
8650 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8651 rsurface.batchfirsttriangle = 0;
8653 for (i = 0;i < texturenumsurfaces;i++)
8655 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8656 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8657 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8658 numtriangles += surfacenumtriangles;
8660 rsurface.batchelement3i_indexbuffer = NULL;
8661 rsurface.batchelement3i_bufferoffset = 0;
8662 rsurface.batchelement3s = NULL;
8663 rsurface.batchelement3s_indexbuffer = NULL;
8664 rsurface.batchelement3s_bufferoffset = 0;
8665 if (endvertex <= 65536)
8667 // make a 16bit (unsigned short) index array if possible
8668 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8669 for (i = 0;i < numtriangles*3;i++)
8670 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8676 // something needs software processing, do it for real...
8677 // we only directly handle separate array data in this case and then
8678 // generate interleaved data if needed...
8679 rsurface.batchgeneratedvertex = true;
8681 // now copy the vertex data into a combined array and make an index array
8682 // (this is what Quake3 does all the time)
8683 //if (gaps || rsurface.batchfirstvertex)
8685 rsurface.batchvertex3fbuffer = NULL;
8686 rsurface.batchvertexmesh = NULL;
8687 rsurface.batchvertexmeshbuffer = NULL;
8688 rsurface.batchvertex3f = NULL;
8689 rsurface.batchvertex3f_vertexbuffer = NULL;
8690 rsurface.batchvertex3f_bufferoffset = 0;
8691 rsurface.batchsvector3f = NULL;
8692 rsurface.batchsvector3f_vertexbuffer = NULL;
8693 rsurface.batchsvector3f_bufferoffset = 0;
8694 rsurface.batchtvector3f = NULL;
8695 rsurface.batchtvector3f_vertexbuffer = NULL;
8696 rsurface.batchtvector3f_bufferoffset = 0;
8697 rsurface.batchnormal3f = NULL;
8698 rsurface.batchnormal3f_vertexbuffer = NULL;
8699 rsurface.batchnormal3f_bufferoffset = 0;
8700 rsurface.batchlightmapcolor4f = NULL;
8701 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8702 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8703 rsurface.batchtexcoordtexture2f = NULL;
8704 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8705 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8706 rsurface.batchtexcoordlightmap2f = NULL;
8707 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8708 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8709 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8710 rsurface.batchelement3i_indexbuffer = NULL;
8711 rsurface.batchelement3i_bufferoffset = 0;
8712 rsurface.batchelement3s = NULL;
8713 rsurface.batchelement3s_indexbuffer = NULL;
8714 rsurface.batchelement3s_bufferoffset = 0;
8715 // we'll only be setting up certain arrays as needed
8716 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8717 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8718 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8719 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8720 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8721 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8722 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8724 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8725 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8727 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8728 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8729 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8730 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8731 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8732 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8735 for (i = 0;i < texturenumsurfaces;i++)
8737 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8738 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8739 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8740 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8741 // copy only the data requested
8742 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8743 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8744 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8746 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8748 if (rsurface.batchvertex3f)
8749 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8751 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8753 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8755 if (rsurface.modelnormal3f)
8756 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8758 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8760 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8762 if (rsurface.modelsvector3f)
8764 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8765 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8769 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8770 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8773 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8775 if (rsurface.modellightmapcolor4f)
8776 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8778 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8780 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8782 if (rsurface.modeltexcoordtexture2f)
8783 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8785 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8787 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8789 if (rsurface.modeltexcoordlightmap2f)
8790 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8792 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8795 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8796 numvertices += surfacenumvertices;
8797 numtriangles += surfacenumtriangles;
8800 // generate a 16bit index array as well if possible
8801 // (in general, dynamic batches fit)
8802 if (numvertices <= 65536)
8804 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8805 for (i = 0;i < numtriangles*3;i++)
8806 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8809 // since we've copied everything, the batch now starts at 0
8810 rsurface.batchfirstvertex = 0;
8811 rsurface.batchnumvertices = batchnumvertices;
8812 rsurface.batchfirsttriangle = 0;
8813 rsurface.batchnumtriangles = batchnumtriangles;
8816 // q1bsp surfaces rendered in vertex color mode have to have colors
8817 // calculated based on lightstyles
8818 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8820 // generate color arrays for the surfaces in this list
8825 const unsigned char *lm;
8826 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8827 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8828 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8830 for (i = 0;i < texturenumsurfaces;i++)
8832 surface = texturesurfacelist[i];
8833 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8834 surfacenumvertices = surface->num_vertices;
8835 if (surface->lightmapinfo->samples)
8837 for (j = 0;j < surfacenumvertices;j++)
8839 lm = surface->lightmapinfo->samples + offsets[j];
8840 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8841 VectorScale(lm, scale, c);
8842 if (surface->lightmapinfo->styles[1] != 255)
8844 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8846 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8847 VectorMA(c, scale, lm, c);
8848 if (surface->lightmapinfo->styles[2] != 255)
8851 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8852 VectorMA(c, scale, lm, c);
8853 if (surface->lightmapinfo->styles[3] != 255)
8856 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8857 VectorMA(c, scale, lm, c);
8864 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);
8870 for (j = 0;j < surfacenumvertices;j++)
8872 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8879 // if vertices are deformed (sprite flares and things in maps, possibly
8880 // water waves, bulges and other deformations), modify the copied vertices
8882 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8884 switch (deform->deform)
8887 case Q3DEFORM_PROJECTIONSHADOW:
8888 case Q3DEFORM_TEXT0:
8889 case Q3DEFORM_TEXT1:
8890 case Q3DEFORM_TEXT2:
8891 case Q3DEFORM_TEXT3:
8892 case Q3DEFORM_TEXT4:
8893 case Q3DEFORM_TEXT5:
8894 case Q3DEFORM_TEXT6:
8895 case Q3DEFORM_TEXT7:
8898 case Q3DEFORM_AUTOSPRITE:
8899 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8900 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8901 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8902 VectorNormalize(newforward);
8903 VectorNormalize(newright);
8904 VectorNormalize(newup);
8905 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8906 // rsurface.batchvertex3f_vertexbuffer = NULL;
8907 // rsurface.batchvertex3f_bufferoffset = 0;
8908 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8909 // rsurface.batchsvector3f_vertexbuffer = NULL;
8910 // rsurface.batchsvector3f_bufferoffset = 0;
8911 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8912 // rsurface.batchtvector3f_vertexbuffer = NULL;
8913 // rsurface.batchtvector3f_bufferoffset = 0;
8914 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8915 // rsurface.batchnormal3f_vertexbuffer = NULL;
8916 // rsurface.batchnormal3f_bufferoffset = 0;
8917 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8918 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8919 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8920 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8921 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);
8922 // a single autosprite surface can contain multiple sprites...
8923 for (j = 0;j < batchnumvertices - 3;j += 4)
8925 VectorClear(center);
8926 for (i = 0;i < 4;i++)
8927 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8928 VectorScale(center, 0.25f, center);
8929 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8930 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8931 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8932 for (i = 0;i < 4;i++)
8934 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8935 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8938 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8939 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8940 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);
8942 case Q3DEFORM_AUTOSPRITE2:
8943 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8944 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8945 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8946 VectorNormalize(newforward);
8947 VectorNormalize(newright);
8948 VectorNormalize(newup);
8949 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8950 // rsurface.batchvertex3f_vertexbuffer = NULL;
8951 // rsurface.batchvertex3f_bufferoffset = 0;
8953 const float *v1, *v2;
8963 memset(shortest, 0, sizeof(shortest));
8964 // a single autosprite surface can contain multiple sprites...
8965 for (j = 0;j < batchnumvertices - 3;j += 4)
8967 VectorClear(center);
8968 for (i = 0;i < 4;i++)
8969 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8970 VectorScale(center, 0.25f, center);
8971 // find the two shortest edges, then use them to define the
8972 // axis vectors for rotating around the central axis
8973 for (i = 0;i < 6;i++)
8975 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8976 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8977 l = VectorDistance2(v1, v2);
8978 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8980 l += (1.0f / 1024.0f);
8981 if (shortest[0].length2 > l || i == 0)
8983 shortest[1] = shortest[0];
8984 shortest[0].length2 = l;
8985 shortest[0].v1 = v1;
8986 shortest[0].v2 = v2;
8988 else if (shortest[1].length2 > l || i == 1)
8990 shortest[1].length2 = l;
8991 shortest[1].v1 = v1;
8992 shortest[1].v2 = v2;
8995 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8996 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8997 // this calculates the right vector from the shortest edge
8998 // and the up vector from the edge midpoints
8999 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9000 VectorNormalize(right);
9001 VectorSubtract(end, start, up);
9002 VectorNormalize(up);
9003 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9004 VectorSubtract(rsurface.localvieworigin, center, forward);
9005 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9006 VectorNegate(forward, forward);
9007 VectorReflect(forward, 0, up, forward);
9008 VectorNormalize(forward);
9009 CrossProduct(up, forward, newright);
9010 VectorNormalize(newright);
9011 // rotate the quad around the up axis vector, this is made
9012 // especially easy by the fact we know the quad is flat,
9013 // so we only have to subtract the center position and
9014 // measure distance along the right vector, and then
9015 // multiply that by the newright vector and add back the
9017 // we also need to subtract the old position to undo the
9018 // displacement from the center, which we do with a
9019 // DotProduct, the subtraction/addition of center is also
9020 // optimized into DotProducts here
9021 l = DotProduct(right, center);
9022 for (i = 0;i < 4;i++)
9024 v1 = rsurface.batchvertex3f + 3*(j+i);
9025 f = DotProduct(right, v1) - l;
9026 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9030 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9032 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9033 // rsurface.batchnormal3f_vertexbuffer = NULL;
9034 // rsurface.batchnormal3f_bufferoffset = 0;
9035 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9037 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9039 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9040 // rsurface.batchsvector3f_vertexbuffer = NULL;
9041 // rsurface.batchsvector3f_bufferoffset = 0;
9042 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9043 // rsurface.batchtvector3f_vertexbuffer = NULL;
9044 // rsurface.batchtvector3f_bufferoffset = 0;
9045 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);
9048 case Q3DEFORM_NORMAL:
9049 // deform the normals to make reflections wavey
9050 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9051 rsurface.batchnormal3f_vertexbuffer = NULL;
9052 rsurface.batchnormal3f_bufferoffset = 0;
9053 for (j = 0;j < batchnumvertices;j++)
9056 float *normal = rsurface.batchnormal3f + 3*j;
9057 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9058 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9059 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9060 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9061 VectorNormalize(normal);
9063 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9065 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9066 // rsurface.batchsvector3f_vertexbuffer = NULL;
9067 // rsurface.batchsvector3f_bufferoffset = 0;
9068 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9069 // rsurface.batchtvector3f_vertexbuffer = NULL;
9070 // rsurface.batchtvector3f_bufferoffset = 0;
9071 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);
9075 // deform vertex array to make wavey water and flags and such
9076 waveparms[0] = deform->waveparms[0];
9077 waveparms[1] = deform->waveparms[1];
9078 waveparms[2] = deform->waveparms[2];
9079 waveparms[3] = deform->waveparms[3];
9080 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9081 break; // if wavefunc is a nop, don't make a dynamic vertex array
9082 // this is how a divisor of vertex influence on deformation
9083 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9084 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9085 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9086 // rsurface.batchvertex3f_vertexbuffer = NULL;
9087 // rsurface.batchvertex3f_bufferoffset = 0;
9088 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9089 // rsurface.batchnormal3f_vertexbuffer = NULL;
9090 // rsurface.batchnormal3f_bufferoffset = 0;
9091 for (j = 0;j < batchnumvertices;j++)
9093 // if the wavefunc depends on time, evaluate it per-vertex
9096 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9097 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9099 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9101 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9102 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9103 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9105 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9106 // rsurface.batchsvector3f_vertexbuffer = NULL;
9107 // rsurface.batchsvector3f_bufferoffset = 0;
9108 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9109 // rsurface.batchtvector3f_vertexbuffer = NULL;
9110 // rsurface.batchtvector3f_bufferoffset = 0;
9111 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);
9114 case Q3DEFORM_BULGE:
9115 // deform vertex array to make the surface have moving bulges
9116 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9117 // rsurface.batchvertex3f_vertexbuffer = NULL;
9118 // rsurface.batchvertex3f_bufferoffset = 0;
9119 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9120 // rsurface.batchnormal3f_vertexbuffer = NULL;
9121 // rsurface.batchnormal3f_bufferoffset = 0;
9122 for (j = 0;j < batchnumvertices;j++)
9124 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9125 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9127 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9128 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9129 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9131 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9132 // rsurface.batchsvector3f_vertexbuffer = NULL;
9133 // rsurface.batchsvector3f_bufferoffset = 0;
9134 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9135 // rsurface.batchtvector3f_vertexbuffer = NULL;
9136 // rsurface.batchtvector3f_bufferoffset = 0;
9137 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);
9141 // deform vertex array
9142 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9143 break; // if wavefunc is a nop, don't make a dynamic vertex array
9144 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9145 VectorScale(deform->parms, scale, waveparms);
9146 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9147 // rsurface.batchvertex3f_vertexbuffer = NULL;
9148 // rsurface.batchvertex3f_bufferoffset = 0;
9149 for (j = 0;j < batchnumvertices;j++)
9150 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9155 // generate texcoords based on the chosen texcoord source
9156 switch(rsurface.texture->tcgen.tcgen)
9159 case Q3TCGEN_TEXTURE:
9161 case Q3TCGEN_LIGHTMAP:
9162 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9163 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9164 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9165 if (rsurface.batchtexcoordlightmap2f)
9166 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9168 case Q3TCGEN_VECTOR:
9169 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9170 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9171 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9172 for (j = 0;j < batchnumvertices;j++)
9174 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9175 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9178 case Q3TCGEN_ENVIRONMENT:
9179 // make environment reflections using a spheremap
9180 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9181 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9182 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9183 for (j = 0;j < batchnumvertices;j++)
9185 // identical to Q3A's method, but executed in worldspace so
9186 // carried models can be shiny too
9188 float viewer[3], d, reflected[3], worldreflected[3];
9190 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9191 // VectorNormalize(viewer);
9193 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9195 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9196 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9197 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9198 // note: this is proportinal to viewer, so we can normalize later
9200 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9201 VectorNormalize(worldreflected);
9203 // note: this sphere map only uses world x and z!
9204 // so positive and negative y will LOOK THE SAME.
9205 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9206 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9210 // the only tcmod that needs software vertex processing is turbulent, so
9211 // check for it here and apply the changes if needed
9212 // and we only support that as the first one
9213 // (handling a mixture of turbulent and other tcmods would be problematic
9214 // without punting it entirely to a software path)
9215 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9217 amplitude = rsurface.texture->tcmods[0].parms[1];
9218 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9219 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9220 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9221 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9222 for (j = 0;j < batchnumvertices;j++)
9224 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);
9225 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9229 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9231 // convert the modified arrays to vertex structs
9232 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9233 // rsurface.batchvertexmeshbuffer = NULL;
9234 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9235 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9236 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9237 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9238 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9239 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9240 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9242 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9244 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9245 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9248 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9249 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9250 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9251 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9252 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9253 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9254 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9255 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9256 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9260 void RSurf_DrawBatch(void)
9262 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9263 // through the pipeline, killing it earlier in the pipeline would have
9264 // per-surface overhead rather than per-batch overhead, so it's best to
9265 // reject it here, before it hits glDraw.
9266 if (rsurface.batchnumtriangles == 0)
9269 // batch debugging code
9270 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9276 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9277 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9280 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9282 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9284 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9285 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);
9292 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);
9295 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9297 // pick the closest matching water plane
9298 int planeindex, vertexindex, bestplaneindex = -1;
9302 r_waterstate_waterplane_t *p;
9303 qboolean prepared = false;
9305 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9307 if(p->camera_entity != rsurface.texture->camera_entity)
9312 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9314 if(rsurface.batchnumvertices == 0)
9317 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9319 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9320 d += fabs(PlaneDiff(vert, &p->plane));
9322 if (bestd > d || bestplaneindex < 0)
9325 bestplaneindex = planeindex;
9328 return bestplaneindex;
9329 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9330 // this situation though, as it might be better to render single larger
9331 // batches with useless stuff (backface culled for example) than to
9332 // render multiple smaller batches
9335 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9338 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9339 rsurface.passcolor4f_vertexbuffer = 0;
9340 rsurface.passcolor4f_bufferoffset = 0;
9341 for (i = 0;i < rsurface.batchnumvertices;i++)
9342 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9345 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9352 if (rsurface.passcolor4f)
9354 // generate color arrays
9355 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9356 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9357 rsurface.passcolor4f_vertexbuffer = 0;
9358 rsurface.passcolor4f_bufferoffset = 0;
9359 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9361 f = RSurf_FogVertex(v);
9370 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9371 rsurface.passcolor4f_vertexbuffer = 0;
9372 rsurface.passcolor4f_bufferoffset = 0;
9373 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9375 f = RSurf_FogVertex(v);
9384 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9391 if (!rsurface.passcolor4f)
9393 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9394 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9395 rsurface.passcolor4f_vertexbuffer = 0;
9396 rsurface.passcolor4f_bufferoffset = 0;
9397 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)
9399 f = RSurf_FogVertex(v);
9400 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9401 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9402 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9407 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9412 if (!rsurface.passcolor4f)
9414 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9415 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9416 rsurface.passcolor4f_vertexbuffer = 0;
9417 rsurface.passcolor4f_bufferoffset = 0;
9418 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9427 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9432 if (!rsurface.passcolor4f)
9434 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9435 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9436 rsurface.passcolor4f_vertexbuffer = 0;
9437 rsurface.passcolor4f_bufferoffset = 0;
9438 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9440 c2[0] = c[0] + r_refdef.scene.ambient;
9441 c2[1] = c[1] + r_refdef.scene.ambient;
9442 c2[2] = c[2] + r_refdef.scene.ambient;
9447 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9450 rsurface.passcolor4f = NULL;
9451 rsurface.passcolor4f_vertexbuffer = 0;
9452 rsurface.passcolor4f_bufferoffset = 0;
9453 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9454 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9455 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9456 GL_Color(r, g, b, a);
9457 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9461 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9463 // TODO: optimize applyfog && applycolor case
9464 // just apply fog if necessary, and tint the fog color array if necessary
9465 rsurface.passcolor4f = NULL;
9466 rsurface.passcolor4f_vertexbuffer = 0;
9467 rsurface.passcolor4f_bufferoffset = 0;
9468 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9469 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9470 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9471 GL_Color(r, g, b, a);
9475 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9478 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9479 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9480 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9481 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9482 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9483 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9484 GL_Color(r, g, b, a);
9488 static void RSurf_DrawBatch_GL11_ClampColor(void)
9493 if (!rsurface.passcolor4f)
9495 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9497 c2[0] = bound(0.0f, c1[0], 1.0f);
9498 c2[1] = bound(0.0f, c1[1], 1.0f);
9499 c2[2] = bound(0.0f, c1[2], 1.0f);
9500 c2[3] = bound(0.0f, c1[3], 1.0f);
9504 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9514 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9515 rsurface.passcolor4f_vertexbuffer = 0;
9516 rsurface.passcolor4f_bufferoffset = 0;
9517 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)
9519 f = -DotProduct(r_refdef.view.forward, n);
9521 f = f * 0.85 + 0.15; // work around so stuff won't get black
9522 f *= r_refdef.lightmapintensity;
9523 Vector4Set(c, f, f, f, 1);
9527 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9529 RSurf_DrawBatch_GL11_ApplyFakeLight();
9530 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9531 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9532 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9533 GL_Color(r, g, b, a);
9537 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9545 vec3_t ambientcolor;
9546 vec3_t diffusecolor;
9550 VectorCopy(rsurface.modellight_lightdir, lightdir);
9551 f = 0.5f * r_refdef.lightmapintensity;
9552 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9553 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9554 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9555 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9556 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9557 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9559 if (VectorLength2(diffusecolor) > 0)
9561 // q3-style directional shading
9562 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9563 rsurface.passcolor4f_vertexbuffer = 0;
9564 rsurface.passcolor4f_bufferoffset = 0;
9565 for (i = 0, 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)
9567 if ((f = DotProduct(n, lightdir)) > 0)
9568 VectorMA(ambientcolor, f, diffusecolor, c);
9570 VectorCopy(ambientcolor, c);
9577 *applycolor = false;
9581 *r = ambientcolor[0];
9582 *g = ambientcolor[1];
9583 *b = ambientcolor[2];
9584 rsurface.passcolor4f = NULL;
9585 rsurface.passcolor4f_vertexbuffer = 0;
9586 rsurface.passcolor4f_bufferoffset = 0;
9590 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9592 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9593 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9594 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9595 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9596 GL_Color(r, g, b, a);
9600 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9608 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9609 rsurface.passcolor4f_vertexbuffer = 0;
9610 rsurface.passcolor4f_bufferoffset = 0;
9612 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9614 f = 1 - RSurf_FogVertex(v);
9622 void RSurf_SetupDepthAndCulling(void)
9624 // submodels are biased to avoid z-fighting with world surfaces that they
9625 // may be exactly overlapping (avoids z-fighting artifacts on certain
9626 // doors and things in Quake maps)
9627 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9628 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9629 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9630 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9633 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9635 // transparent sky would be ridiculous
9636 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9638 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9639 skyrenderlater = true;
9640 RSurf_SetupDepthAndCulling();
9642 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9643 // skymasking on them, and Quake3 never did sky masking (unlike
9644 // software Quake and software Quake2), so disable the sky masking
9645 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9646 // and skymasking also looks very bad when noclipping outside the
9647 // level, so don't use it then either.
9648 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9650 R_Mesh_ResetTextureState();
9651 if (skyrendermasked)
9653 R_SetupShader_DepthOrShadow(false);
9654 // depth-only (masking)
9655 GL_ColorMask(0,0,0,0);
9656 // just to make sure that braindead drivers don't draw
9657 // anything despite that colormask...
9658 GL_BlendFunc(GL_ZERO, GL_ONE);
9659 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9660 if (rsurface.batchvertex3fbuffer)
9661 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9663 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9667 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9669 GL_BlendFunc(GL_ONE, GL_ZERO);
9670 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9671 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9672 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9675 if (skyrendermasked)
9676 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9678 R_Mesh_ResetTextureState();
9679 GL_Color(1, 1, 1, 1);
9682 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9683 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9684 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9686 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9690 // render screenspace normalmap to texture
9692 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9696 // bind lightmap texture
9698 // water/refraction/reflection/camera surfaces have to be handled specially
9699 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9701 int start, end, startplaneindex;
9702 for (start = 0;start < texturenumsurfaces;start = end)
9704 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9705 if(startplaneindex < 0)
9707 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9708 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9712 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9714 // now that we have a batch using the same planeindex, render it
9715 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9717 // render water or distortion background
9719 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9721 // blend surface on top
9722 GL_DepthMask(false);
9723 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9726 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9728 // render surface with reflection texture as input
9729 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9730 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9737 // render surface batch normally
9738 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9739 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);
9743 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9745 // OpenGL 1.3 path - anything not completely ancient
9746 qboolean applycolor;
9749 const texturelayer_t *layer;
9750 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);
9751 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9753 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9756 int layertexrgbscale;
9757 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9759 if (layerindex == 0)
9763 GL_AlphaTest(false);
9764 GL_DepthFunc(GL_EQUAL);
9767 GL_DepthMask(layer->depthmask && writedepth);
9768 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9769 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9771 layertexrgbscale = 4;
9772 VectorScale(layer->color, 0.25f, layercolor);
9774 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9776 layertexrgbscale = 2;
9777 VectorScale(layer->color, 0.5f, layercolor);
9781 layertexrgbscale = 1;
9782 VectorScale(layer->color, 1.0f, layercolor);
9784 layercolor[3] = layer->color[3];
9785 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9786 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9787 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9788 switch (layer->type)
9790 case TEXTURELAYERTYPE_LITTEXTURE:
9791 // single-pass lightmapped texture with 2x rgbscale
9792 R_Mesh_TexBind(0, r_texture_white);
9793 R_Mesh_TexMatrix(0, NULL);
9794 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9795 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9796 R_Mesh_TexBind(1, layer->texture);
9797 R_Mesh_TexMatrix(1, &layer->texmatrix);
9798 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9799 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9800 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9801 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9802 else if (FAKELIGHT_ENABLED)
9803 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9804 else if (rsurface.uselightmaptexture)
9805 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9807 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9809 case TEXTURELAYERTYPE_TEXTURE:
9810 // singletexture unlit texture with transparency support
9811 R_Mesh_TexBind(0, layer->texture);
9812 R_Mesh_TexMatrix(0, &layer->texmatrix);
9813 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9814 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9815 R_Mesh_TexBind(1, 0);
9816 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9817 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9819 case TEXTURELAYERTYPE_FOG:
9820 // singletexture fogging
9823 R_Mesh_TexBind(0, layer->texture);
9824 R_Mesh_TexMatrix(0, &layer->texmatrix);
9825 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9826 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9830 R_Mesh_TexBind(0, 0);
9831 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9833 R_Mesh_TexBind(1, 0);
9834 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9835 // generate a color array for the fog pass
9836 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9837 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9841 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9844 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9846 GL_DepthFunc(GL_LEQUAL);
9847 GL_AlphaTest(false);
9851 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9853 // OpenGL 1.1 - crusty old voodoo path
9856 const texturelayer_t *layer;
9857 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);
9858 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9860 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9862 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9864 if (layerindex == 0)
9868 GL_AlphaTest(false);
9869 GL_DepthFunc(GL_EQUAL);
9872 GL_DepthMask(layer->depthmask && writedepth);
9873 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9874 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9875 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9876 switch (layer->type)
9878 case TEXTURELAYERTYPE_LITTEXTURE:
9879 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9881 // two-pass lit texture with 2x rgbscale
9882 // first the lightmap pass
9883 R_Mesh_TexBind(0, r_texture_white);
9884 R_Mesh_TexMatrix(0, NULL);
9885 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9886 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9887 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9888 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9889 else if (FAKELIGHT_ENABLED)
9890 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9891 else if (rsurface.uselightmaptexture)
9892 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9894 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9895 // then apply the texture to it
9896 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9897 R_Mesh_TexBind(0, layer->texture);
9898 R_Mesh_TexMatrix(0, &layer->texmatrix);
9899 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9900 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9901 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);
9905 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9906 R_Mesh_TexBind(0, layer->texture);
9907 R_Mesh_TexMatrix(0, &layer->texmatrix);
9908 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9909 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9910 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9911 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);
9913 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);
9916 case TEXTURELAYERTYPE_TEXTURE:
9917 // singletexture unlit texture with transparency support
9918 R_Mesh_TexBind(0, layer->texture);
9919 R_Mesh_TexMatrix(0, &layer->texmatrix);
9920 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9921 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9922 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);
9924 case TEXTURELAYERTYPE_FOG:
9925 // singletexture fogging
9928 R_Mesh_TexBind(0, layer->texture);
9929 R_Mesh_TexMatrix(0, &layer->texmatrix);
9930 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9931 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9935 R_Mesh_TexBind(0, 0);
9936 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9938 // generate a color array for the fog pass
9939 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9940 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9944 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9947 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9949 GL_DepthFunc(GL_LEQUAL);
9950 GL_AlphaTest(false);
9954 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9958 r_vertexgeneric_t *batchvertex;
9961 // R_Mesh_ResetTextureState();
9962 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9964 if(rsurface.texture && rsurface.texture->currentskinframe)
9966 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9967 c[3] *= rsurface.texture->currentalpha;
9977 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
9979 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
9980 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
9981 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
9984 // brighten it up (as texture value 127 means "unlit")
9985 c[0] *= 2 * r_refdef.view.colorscale;
9986 c[1] *= 2 * r_refdef.view.colorscale;
9987 c[2] *= 2 * r_refdef.view.colorscale;
9989 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9990 c[3] *= r_wateralpha.value;
9992 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9994 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9995 GL_DepthMask(false);
9997 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
9999 GL_BlendFunc(GL_ONE, GL_ONE);
10000 GL_DepthMask(false);
10002 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10004 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10005 GL_DepthMask(false);
10007 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10009 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10010 GL_DepthMask(false);
10014 GL_BlendFunc(GL_ONE, GL_ZERO);
10015 GL_DepthMask(writedepth);
10018 if (r_showsurfaces.integer == 3)
10020 rsurface.passcolor4f = NULL;
10022 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10024 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10026 rsurface.passcolor4f = NULL;
10027 rsurface.passcolor4f_vertexbuffer = 0;
10028 rsurface.passcolor4f_bufferoffset = 0;
10030 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10032 qboolean applycolor = true;
10035 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10037 r_refdef.lightmapintensity = 1;
10038 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10039 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10041 else if (FAKELIGHT_ENABLED)
10043 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10045 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10046 RSurf_DrawBatch_GL11_ApplyFakeLight();
10047 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10051 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10053 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10054 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10055 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10058 if(!rsurface.passcolor4f)
10059 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10061 RSurf_DrawBatch_GL11_ApplyAmbient();
10062 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10063 if(r_refdef.fogenabled)
10064 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10065 RSurf_DrawBatch_GL11_ClampColor();
10067 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10068 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10071 else if (!r_refdef.view.showdebug)
10073 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10074 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10075 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10077 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10078 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10080 R_Mesh_PrepareVertices_Generic_Unlock();
10083 else if (r_showsurfaces.integer == 4)
10085 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10086 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10087 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10089 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10090 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10091 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10093 R_Mesh_PrepareVertices_Generic_Unlock();
10096 else if (r_showsurfaces.integer == 2)
10099 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10100 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10101 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10103 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10104 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10105 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10106 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10107 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10108 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10109 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10111 R_Mesh_PrepareVertices_Generic_Unlock();
10112 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10116 int texturesurfaceindex;
10118 const msurface_t *surface;
10119 float surfacecolor4f[4];
10120 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10121 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10123 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10125 surface = texturesurfacelist[texturesurfaceindex];
10126 k = (int)(((size_t)surface) / sizeof(msurface_t));
10127 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10128 for (j = 0;j < surface->num_vertices;j++)
10130 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10131 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10135 R_Mesh_PrepareVertices_Generic_Unlock();
10140 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10143 RSurf_SetupDepthAndCulling();
10144 if (r_showsurfaces.integer)
10146 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10149 switch (vid.renderpath)
10151 case RENDERPATH_GL20:
10152 case RENDERPATH_D3D9:
10153 case RENDERPATH_D3D10:
10154 case RENDERPATH_D3D11:
10155 case RENDERPATH_SOFT:
10156 case RENDERPATH_GLES2:
10157 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10159 case RENDERPATH_GL13:
10160 case RENDERPATH_GLES1:
10161 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10163 case RENDERPATH_GL11:
10164 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10170 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10173 RSurf_SetupDepthAndCulling();
10174 if (r_showsurfaces.integer)
10176 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10179 switch (vid.renderpath)
10181 case RENDERPATH_GL20:
10182 case RENDERPATH_D3D9:
10183 case RENDERPATH_D3D10:
10184 case RENDERPATH_D3D11:
10185 case RENDERPATH_SOFT:
10186 case RENDERPATH_GLES2:
10187 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10189 case RENDERPATH_GL13:
10190 case RENDERPATH_GLES1:
10191 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10193 case RENDERPATH_GL11:
10194 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10200 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10203 int texturenumsurfaces, endsurface;
10204 texture_t *texture;
10205 const msurface_t *surface;
10206 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10208 // if the model is static it doesn't matter what value we give for
10209 // wantnormals and wanttangents, so this logic uses only rules applicable
10210 // to a model, knowing that they are meaningless otherwise
10211 if (ent == r_refdef.scene.worldentity)
10212 RSurf_ActiveWorldEntity();
10213 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10214 RSurf_ActiveModelEntity(ent, false, false, false);
10217 switch (vid.renderpath)
10219 case RENDERPATH_GL20:
10220 case RENDERPATH_D3D9:
10221 case RENDERPATH_D3D10:
10222 case RENDERPATH_D3D11:
10223 case RENDERPATH_SOFT:
10224 case RENDERPATH_GLES2:
10225 RSurf_ActiveModelEntity(ent, true, true, false);
10227 case RENDERPATH_GL11:
10228 case RENDERPATH_GL13:
10229 case RENDERPATH_GLES1:
10230 RSurf_ActiveModelEntity(ent, true, false, false);
10235 if (r_transparentdepthmasking.integer)
10237 qboolean setup = false;
10238 for (i = 0;i < numsurfaces;i = j)
10241 surface = rsurface.modelsurfaces + surfacelist[i];
10242 texture = surface->texture;
10243 rsurface.texture = R_GetCurrentTexture(texture);
10244 rsurface.lightmaptexture = NULL;
10245 rsurface.deluxemaptexture = NULL;
10246 rsurface.uselightmaptexture = false;
10247 // scan ahead until we find a different texture
10248 endsurface = min(i + 1024, numsurfaces);
10249 texturenumsurfaces = 0;
10250 texturesurfacelist[texturenumsurfaces++] = surface;
10251 for (;j < endsurface;j++)
10253 surface = rsurface.modelsurfaces + surfacelist[j];
10254 if (texture != surface->texture)
10256 texturesurfacelist[texturenumsurfaces++] = surface;
10258 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10260 // render the range of surfaces as depth
10264 GL_ColorMask(0,0,0,0);
10266 GL_DepthTest(true);
10267 GL_BlendFunc(GL_ONE, GL_ZERO);
10268 GL_DepthMask(true);
10269 // R_Mesh_ResetTextureState();
10270 R_SetupShader_DepthOrShadow(false);
10272 RSurf_SetupDepthAndCulling();
10273 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10274 if (rsurface.batchvertex3fbuffer)
10275 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10277 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10281 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10284 for (i = 0;i < numsurfaces;i = j)
10287 surface = rsurface.modelsurfaces + surfacelist[i];
10288 texture = surface->texture;
10289 rsurface.texture = R_GetCurrentTexture(texture);
10290 // scan ahead until we find a different texture
10291 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10292 texturenumsurfaces = 0;
10293 texturesurfacelist[texturenumsurfaces++] = surface;
10294 if(FAKELIGHT_ENABLED)
10296 rsurface.lightmaptexture = NULL;
10297 rsurface.deluxemaptexture = NULL;
10298 rsurface.uselightmaptexture = false;
10299 for (;j < endsurface;j++)
10301 surface = rsurface.modelsurfaces + surfacelist[j];
10302 if (texture != surface->texture)
10304 texturesurfacelist[texturenumsurfaces++] = surface;
10309 rsurface.lightmaptexture = surface->lightmaptexture;
10310 rsurface.deluxemaptexture = surface->deluxemaptexture;
10311 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10312 for (;j < endsurface;j++)
10314 surface = rsurface.modelsurfaces + surfacelist[j];
10315 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10317 texturesurfacelist[texturenumsurfaces++] = surface;
10320 // render the range of surfaces
10321 if (ent == r_refdef.scene.worldentity)
10322 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10324 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10326 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10329 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10331 // transparent surfaces get pushed off into the transparent queue
10332 int surfacelistindex;
10333 const msurface_t *surface;
10334 vec3_t tempcenter, center;
10335 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10337 surface = texturesurfacelist[surfacelistindex];
10338 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10339 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10340 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10341 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10342 if (queueentity->transparent_offset) // transparent offset
10344 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10345 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10346 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10348 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10352 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10354 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10356 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10358 RSurf_SetupDepthAndCulling();
10359 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10360 if (rsurface.batchvertex3fbuffer)
10361 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10363 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10367 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10369 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10372 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10375 if (!rsurface.texture->currentnumlayers)
10377 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10378 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10380 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10382 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10383 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10384 else if (!rsurface.texture->currentnumlayers)
10386 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10388 // in the deferred case, transparent surfaces were queued during prepass
10389 if (!r_shadow_usingdeferredprepass)
10390 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10394 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10395 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10400 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10403 texture_t *texture;
10404 R_FrameData_SetMark();
10405 // break the surface list down into batches by texture and use of lightmapping
10406 for (i = 0;i < numsurfaces;i = j)
10409 // texture is the base texture pointer, rsurface.texture is the
10410 // current frame/skin the texture is directing us to use (for example
10411 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10412 // use skin 1 instead)
10413 texture = surfacelist[i]->texture;
10414 rsurface.texture = R_GetCurrentTexture(texture);
10415 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10417 // if this texture is not the kind we want, skip ahead to the next one
10418 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10422 if(FAKELIGHT_ENABLED || depthonly || prepass)
10424 rsurface.lightmaptexture = NULL;
10425 rsurface.deluxemaptexture = NULL;
10426 rsurface.uselightmaptexture = false;
10427 // simply scan ahead until we find a different texture or lightmap state
10428 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10433 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10434 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10435 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10436 // simply scan ahead until we find a different texture or lightmap state
10437 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10440 // render the range of surfaces
10441 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10443 R_FrameData_ReturnToMark();
10446 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10450 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10453 if (!rsurface.texture->currentnumlayers)
10455 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10456 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10458 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10460 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10461 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10462 else if (!rsurface.texture->currentnumlayers)
10464 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10466 // in the deferred case, transparent surfaces were queued during prepass
10467 if (!r_shadow_usingdeferredprepass)
10468 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10472 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10473 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10478 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10481 texture_t *texture;
10482 R_FrameData_SetMark();
10483 // break the surface list down into batches by texture and use of lightmapping
10484 for (i = 0;i < numsurfaces;i = j)
10487 // texture is the base texture pointer, rsurface.texture is the
10488 // current frame/skin the texture is directing us to use (for example
10489 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10490 // use skin 1 instead)
10491 texture = surfacelist[i]->texture;
10492 rsurface.texture = R_GetCurrentTexture(texture);
10493 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10495 // if this texture is not the kind we want, skip ahead to the next one
10496 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10500 if(FAKELIGHT_ENABLED || depthonly || prepass)
10502 rsurface.lightmaptexture = NULL;
10503 rsurface.deluxemaptexture = NULL;
10504 rsurface.uselightmaptexture = false;
10505 // simply scan ahead until we find a different texture or lightmap state
10506 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10511 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10512 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10513 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10514 // simply scan ahead until we find a different texture or lightmap state
10515 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10518 // render the range of surfaces
10519 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10521 R_FrameData_ReturnToMark();
10524 float locboxvertex3f[6*4*3] =
10526 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10527 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10528 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10529 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10530 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10531 1,0,0, 0,0,0, 0,1,0, 1,1,0
10534 unsigned short locboxelements[6*2*3] =
10539 12,13,14, 12,14,15,
10540 16,17,18, 16,18,19,
10544 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10547 cl_locnode_t *loc = (cl_locnode_t *)ent;
10549 float vertex3f[6*4*3];
10551 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10552 GL_DepthMask(false);
10553 GL_DepthRange(0, 1);
10554 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10555 GL_DepthTest(true);
10556 GL_CullFace(GL_NONE);
10557 R_EntityMatrix(&identitymatrix);
10559 // R_Mesh_ResetTextureState();
10561 i = surfacelist[0];
10562 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10563 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10564 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10565 surfacelist[0] < 0 ? 0.5f : 0.125f);
10567 if (VectorCompare(loc->mins, loc->maxs))
10569 VectorSet(size, 2, 2, 2);
10570 VectorMA(loc->mins, -0.5f, size, mins);
10574 VectorCopy(loc->mins, mins);
10575 VectorSubtract(loc->maxs, loc->mins, size);
10578 for (i = 0;i < 6*4*3;)
10579 for (j = 0;j < 3;j++, i++)
10580 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10582 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10583 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10584 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10587 void R_DrawLocs(void)
10590 cl_locnode_t *loc, *nearestloc;
10592 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10593 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10595 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10596 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10600 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10602 if (decalsystem->decals)
10603 Mem_Free(decalsystem->decals);
10604 memset(decalsystem, 0, sizeof(*decalsystem));
10607 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)
10610 tridecal_t *decals;
10613 // expand or initialize the system
10614 if (decalsystem->maxdecals <= decalsystem->numdecals)
10616 decalsystem_t old = *decalsystem;
10617 qboolean useshortelements;
10618 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10619 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10620 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)));
10621 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10622 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10623 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10624 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10625 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10626 if (decalsystem->numdecals)
10627 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10629 Mem_Free(old.decals);
10630 for (i = 0;i < decalsystem->maxdecals*3;i++)
10631 decalsystem->element3i[i] = i;
10632 if (useshortelements)
10633 for (i = 0;i < decalsystem->maxdecals*3;i++)
10634 decalsystem->element3s[i] = i;
10637 // grab a decal and search for another free slot for the next one
10638 decals = decalsystem->decals;
10639 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10640 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10642 decalsystem->freedecal = i;
10643 if (decalsystem->numdecals <= i)
10644 decalsystem->numdecals = i + 1;
10646 // initialize the decal
10648 decal->triangleindex = triangleindex;
10649 decal->surfaceindex = surfaceindex;
10650 decal->decalsequence = decalsequence;
10651 decal->color4f[0][0] = c0[0];
10652 decal->color4f[0][1] = c0[1];
10653 decal->color4f[0][2] = c0[2];
10654 decal->color4f[0][3] = 1;
10655 decal->color4f[1][0] = c1[0];
10656 decal->color4f[1][1] = c1[1];
10657 decal->color4f[1][2] = c1[2];
10658 decal->color4f[1][3] = 1;
10659 decal->color4f[2][0] = c2[0];
10660 decal->color4f[2][1] = c2[1];
10661 decal->color4f[2][2] = c2[2];
10662 decal->color4f[2][3] = 1;
10663 decal->vertex3f[0][0] = v0[0];
10664 decal->vertex3f[0][1] = v0[1];
10665 decal->vertex3f[0][2] = v0[2];
10666 decal->vertex3f[1][0] = v1[0];
10667 decal->vertex3f[1][1] = v1[1];
10668 decal->vertex3f[1][2] = v1[2];
10669 decal->vertex3f[2][0] = v2[0];
10670 decal->vertex3f[2][1] = v2[1];
10671 decal->vertex3f[2][2] = v2[2];
10672 decal->texcoord2f[0][0] = t0[0];
10673 decal->texcoord2f[0][1] = t0[1];
10674 decal->texcoord2f[1][0] = t1[0];
10675 decal->texcoord2f[1][1] = t1[1];
10676 decal->texcoord2f[2][0] = t2[0];
10677 decal->texcoord2f[2][1] = t2[1];
10678 TriangleNormal(v0, v1, v2, decal->plane);
10679 VectorNormalize(decal->plane);
10680 decal->plane[3] = DotProduct(v0, decal->plane);
10683 extern cvar_t cl_decals_bias;
10684 extern cvar_t cl_decals_models;
10685 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10686 // baseparms, parms, temps
10687 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)
10692 const float *vertex3f;
10693 const float *normal3f;
10695 float points[2][9][3];
10702 e = rsurface.modelelement3i + 3*triangleindex;
10704 vertex3f = rsurface.modelvertex3f;
10705 normal3f = rsurface.modelnormal3f;
10709 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10711 index = 3*e[cornerindex];
10712 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10717 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10719 index = 3*e[cornerindex];
10720 VectorCopy(vertex3f + index, v[cornerindex]);
10725 //TriangleNormal(v[0], v[1], v[2], normal);
10726 //if (DotProduct(normal, localnormal) < 0.0f)
10728 // clip by each of the box planes formed from the projection matrix
10729 // if anything survives, we emit the decal
10730 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]);
10733 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]);
10736 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]);
10739 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]);
10742 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]);
10745 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]);
10748 // some part of the triangle survived, so we have to accept it...
10751 // dynamic always uses the original triangle
10753 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10755 index = 3*e[cornerindex];
10756 VectorCopy(vertex3f + index, v[cornerindex]);
10759 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10761 // convert vertex positions to texcoords
10762 Matrix4x4_Transform(projection, v[cornerindex], temp);
10763 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10764 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10765 // calculate distance fade from the projection origin
10766 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10767 f = bound(0.0f, f, 1.0f);
10768 c[cornerindex][0] = r * f;
10769 c[cornerindex][1] = g * f;
10770 c[cornerindex][2] = b * f;
10771 c[cornerindex][3] = 1.0f;
10772 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10775 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);
10777 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10778 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);
10780 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)
10782 matrix4x4_t projection;
10783 decalsystem_t *decalsystem;
10786 const msurface_t *surface;
10787 const msurface_t *surfaces;
10788 const int *surfacelist;
10789 const texture_t *texture;
10791 int numsurfacelist;
10792 int surfacelistindex;
10795 float localorigin[3];
10796 float localnormal[3];
10797 float localmins[3];
10798 float localmaxs[3];
10801 float planes[6][4];
10804 int bih_triangles_count;
10805 int bih_triangles[256];
10806 int bih_surfaces[256];
10808 decalsystem = &ent->decalsystem;
10809 model = ent->model;
10810 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10812 R_DecalSystem_Reset(&ent->decalsystem);
10816 if (!model->brush.data_leafs && !cl_decals_models.integer)
10818 if (decalsystem->model)
10819 R_DecalSystem_Reset(decalsystem);
10823 if (decalsystem->model != model)
10824 R_DecalSystem_Reset(decalsystem);
10825 decalsystem->model = model;
10827 RSurf_ActiveModelEntity(ent, true, false, false);
10829 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10830 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10831 VectorNormalize(localnormal);
10832 localsize = worldsize*rsurface.inversematrixscale;
10833 localmins[0] = localorigin[0] - localsize;
10834 localmins[1] = localorigin[1] - localsize;
10835 localmins[2] = localorigin[2] - localsize;
10836 localmaxs[0] = localorigin[0] + localsize;
10837 localmaxs[1] = localorigin[1] + localsize;
10838 localmaxs[2] = localorigin[2] + localsize;
10840 //VectorCopy(localnormal, planes[4]);
10841 //VectorVectors(planes[4], planes[2], planes[0]);
10842 AnglesFromVectors(angles, localnormal, NULL, false);
10843 AngleVectors(angles, planes[0], planes[2], planes[4]);
10844 VectorNegate(planes[0], planes[1]);
10845 VectorNegate(planes[2], planes[3]);
10846 VectorNegate(planes[4], planes[5]);
10847 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10848 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10849 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10850 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10851 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10852 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10857 matrix4x4_t forwardprojection;
10858 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10859 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10864 float projectionvector[4][3];
10865 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10866 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10867 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10868 projectionvector[0][0] = planes[0][0] * ilocalsize;
10869 projectionvector[0][1] = planes[1][0] * ilocalsize;
10870 projectionvector[0][2] = planes[2][0] * ilocalsize;
10871 projectionvector[1][0] = planes[0][1] * ilocalsize;
10872 projectionvector[1][1] = planes[1][1] * ilocalsize;
10873 projectionvector[1][2] = planes[2][1] * ilocalsize;
10874 projectionvector[2][0] = planes[0][2] * ilocalsize;
10875 projectionvector[2][1] = planes[1][2] * ilocalsize;
10876 projectionvector[2][2] = planes[2][2] * ilocalsize;
10877 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10878 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10879 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10880 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10884 dynamic = model->surfmesh.isanimated;
10885 numsurfacelist = model->nummodelsurfaces;
10886 surfacelist = model->sortedmodelsurfaces;
10887 surfaces = model->data_surfaces;
10890 bih_triangles_count = -1;
10893 if(model->render_bih.numleafs)
10894 bih = &model->render_bih;
10895 else if(model->collision_bih.numleafs)
10896 bih = &model->collision_bih;
10899 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10900 if(bih_triangles_count == 0)
10902 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10904 if(bih_triangles_count > 0)
10906 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10908 surfaceindex = bih_surfaces[triangleindex];
10909 surface = surfaces + surfaceindex;
10910 texture = surface->texture;
10911 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10913 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10915 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10920 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10922 surfaceindex = surfacelist[surfacelistindex];
10923 surface = surfaces + surfaceindex;
10924 // check cull box first because it rejects more than any other check
10925 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10927 // skip transparent surfaces
10928 texture = surface->texture;
10929 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10931 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10933 numtriangles = surface->num_triangles;
10934 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10935 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10940 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10941 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)
10943 int renderentityindex;
10944 float worldmins[3];
10945 float worldmaxs[3];
10946 entity_render_t *ent;
10948 if (!cl_decals_newsystem.integer)
10951 worldmins[0] = worldorigin[0] - worldsize;
10952 worldmins[1] = worldorigin[1] - worldsize;
10953 worldmins[2] = worldorigin[2] - worldsize;
10954 worldmaxs[0] = worldorigin[0] + worldsize;
10955 worldmaxs[1] = worldorigin[1] + worldsize;
10956 worldmaxs[2] = worldorigin[2] + worldsize;
10958 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10960 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10962 ent = r_refdef.scene.entities[renderentityindex];
10963 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10966 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10970 typedef struct r_decalsystem_splatqueue_s
10972 vec3_t worldorigin;
10973 vec3_t worldnormal;
10979 r_decalsystem_splatqueue_t;
10981 int r_decalsystem_numqueued = 0;
10982 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
10984 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)
10986 r_decalsystem_splatqueue_t *queue;
10988 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
10991 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
10992 VectorCopy(worldorigin, queue->worldorigin);
10993 VectorCopy(worldnormal, queue->worldnormal);
10994 Vector4Set(queue->color, r, g, b, a);
10995 Vector4Set(queue->tcrange, s1, t1, s2, t2);
10996 queue->worldsize = worldsize;
10997 queue->decalsequence = cl.decalsequence++;
11000 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11003 r_decalsystem_splatqueue_t *queue;
11005 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11006 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);
11007 r_decalsystem_numqueued = 0;
11010 extern cvar_t cl_decals_max;
11011 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11014 decalsystem_t *decalsystem = &ent->decalsystem;
11021 if (!decalsystem->numdecals)
11024 if (r_showsurfaces.integer)
11027 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11029 R_DecalSystem_Reset(decalsystem);
11033 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11034 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11036 if (decalsystem->lastupdatetime)
11037 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11040 decalsystem->lastupdatetime = r_refdef.scene.time;
11041 decal = decalsystem->decals;
11042 numdecals = decalsystem->numdecals;
11044 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11046 if (decal->color4f[0][3])
11048 decal->lived += frametime;
11049 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11051 memset(decal, 0, sizeof(*decal));
11052 if (decalsystem->freedecal > i)
11053 decalsystem->freedecal = i;
11057 decal = decalsystem->decals;
11058 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11061 // collapse the array by shuffling the tail decals into the gaps
11064 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11065 decalsystem->freedecal++;
11066 if (decalsystem->freedecal == numdecals)
11068 decal[decalsystem->freedecal] = decal[--numdecals];
11071 decalsystem->numdecals = numdecals;
11073 if (numdecals <= 0)
11075 // if there are no decals left, reset decalsystem
11076 R_DecalSystem_Reset(decalsystem);
11080 extern skinframe_t *decalskinframe;
11081 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11084 decalsystem_t *decalsystem = &ent->decalsystem;
11093 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11096 numdecals = decalsystem->numdecals;
11100 if (r_showsurfaces.integer)
11103 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11105 R_DecalSystem_Reset(decalsystem);
11109 // if the model is static it doesn't matter what value we give for
11110 // wantnormals and wanttangents, so this logic uses only rules applicable
11111 // to a model, knowing that they are meaningless otherwise
11112 if (ent == r_refdef.scene.worldentity)
11113 RSurf_ActiveWorldEntity();
11115 RSurf_ActiveModelEntity(ent, false, false, false);
11117 decalsystem->lastupdatetime = r_refdef.scene.time;
11118 decal = decalsystem->decals;
11120 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11122 // update vertex positions for animated models
11123 v3f = decalsystem->vertex3f;
11124 c4f = decalsystem->color4f;
11125 t2f = decalsystem->texcoord2f;
11126 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11128 if (!decal->color4f[0][3])
11131 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11135 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11138 // update color values for fading decals
11139 if (decal->lived >= cl_decals_time.value)
11140 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11144 c4f[ 0] = decal->color4f[0][0] * alpha;
11145 c4f[ 1] = decal->color4f[0][1] * alpha;
11146 c4f[ 2] = decal->color4f[0][2] * alpha;
11148 c4f[ 4] = decal->color4f[1][0] * alpha;
11149 c4f[ 5] = decal->color4f[1][1] * alpha;
11150 c4f[ 6] = decal->color4f[1][2] * alpha;
11152 c4f[ 8] = decal->color4f[2][0] * alpha;
11153 c4f[ 9] = decal->color4f[2][1] * alpha;
11154 c4f[10] = decal->color4f[2][2] * alpha;
11157 t2f[0] = decal->texcoord2f[0][0];
11158 t2f[1] = decal->texcoord2f[0][1];
11159 t2f[2] = decal->texcoord2f[1][0];
11160 t2f[3] = decal->texcoord2f[1][1];
11161 t2f[4] = decal->texcoord2f[2][0];
11162 t2f[5] = decal->texcoord2f[2][1];
11164 // update vertex positions for animated models
11165 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11167 e = rsurface.modelelement3i + 3*decal->triangleindex;
11168 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11169 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11170 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11174 VectorCopy(decal->vertex3f[0], v3f);
11175 VectorCopy(decal->vertex3f[1], v3f + 3);
11176 VectorCopy(decal->vertex3f[2], v3f + 6);
11179 if (r_refdef.fogenabled)
11181 alpha = RSurf_FogVertex(v3f);
11182 VectorScale(c4f, alpha, c4f);
11183 alpha = RSurf_FogVertex(v3f + 3);
11184 VectorScale(c4f + 4, alpha, c4f + 4);
11185 alpha = RSurf_FogVertex(v3f + 6);
11186 VectorScale(c4f + 8, alpha, c4f + 8);
11197 r_refdef.stats.drawndecals += numtris;
11199 // now render the decals all at once
11200 // (this assumes they all use one particle font texture!)
11201 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);
11202 // R_Mesh_ResetTextureState();
11203 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11204 GL_DepthMask(false);
11205 GL_DepthRange(0, 1);
11206 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11207 GL_DepthTest(true);
11208 GL_CullFace(GL_NONE);
11209 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11210 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11211 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11215 static void R_DrawModelDecals(void)
11219 // fade faster when there are too many decals
11220 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11221 for (i = 0;i < r_refdef.scene.numentities;i++)
11222 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11224 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11225 for (i = 0;i < r_refdef.scene.numentities;i++)
11226 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11227 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11229 R_DecalSystem_ApplySplatEntitiesQueue();
11231 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11232 for (i = 0;i < r_refdef.scene.numentities;i++)
11233 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11235 r_refdef.stats.totaldecals += numdecals;
11237 if (r_showsurfaces.integer)
11240 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11242 for (i = 0;i < r_refdef.scene.numentities;i++)
11244 if (!r_refdef.viewcache.entityvisible[i])
11246 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11247 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11251 extern cvar_t mod_collision_bih;
11252 void R_DrawDebugModel(void)
11254 entity_render_t *ent = rsurface.entity;
11255 int i, j, k, l, flagsmask;
11256 const msurface_t *surface;
11257 dp_model_t *model = ent->model;
11260 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11263 if (r_showoverdraw.value > 0)
11265 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11266 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11267 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11268 GL_DepthTest(false);
11269 GL_DepthMask(false);
11270 GL_DepthRange(0, 1);
11271 GL_BlendFunc(GL_ONE, GL_ONE);
11272 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11274 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11276 rsurface.texture = R_GetCurrentTexture(surface->texture);
11277 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11279 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11280 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11281 if (!rsurface.texture->currentlayers->depthmask)
11282 GL_Color(c, 0, 0, 1.0f);
11283 else if (ent == r_refdef.scene.worldentity)
11284 GL_Color(c, c, c, 1.0f);
11286 GL_Color(0, c, 0, 1.0f);
11287 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11291 rsurface.texture = NULL;
11294 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11296 // R_Mesh_ResetTextureState();
11297 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11298 GL_DepthRange(0, 1);
11299 GL_DepthTest(!r_showdisabledepthtest.integer);
11300 GL_DepthMask(false);
11301 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11303 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11307 qboolean cullbox = ent == r_refdef.scene.worldentity;
11308 const q3mbrush_t *brush;
11309 const bih_t *bih = &model->collision_bih;
11310 const bih_leaf_t *bihleaf;
11311 float vertex3f[3][3];
11312 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11314 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11316 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11318 switch (bihleaf->type)
11321 brush = model->brush.data_brushes + bihleaf->itemindex;
11322 if (brush->colbrushf && brush->colbrushf->numtriangles)
11324 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);
11325 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11326 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11329 case BIH_COLLISIONTRIANGLE:
11330 triangleindex = bihleaf->itemindex;
11331 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11332 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11333 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11334 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);
11335 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11336 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11338 case BIH_RENDERTRIANGLE:
11339 triangleindex = bihleaf->itemindex;
11340 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11341 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11342 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11343 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);
11344 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11345 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11351 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11353 if (r_showtris.integer && qglPolygonMode)
11355 if (r_showdisabledepthtest.integer)
11357 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11358 GL_DepthMask(false);
11362 GL_BlendFunc(GL_ONE, GL_ZERO);
11363 GL_DepthMask(true);
11365 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11366 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11368 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11370 rsurface.texture = R_GetCurrentTexture(surface->texture);
11371 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11373 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11374 if (!rsurface.texture->currentlayers->depthmask)
11375 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11376 else if (ent == r_refdef.scene.worldentity)
11377 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11379 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11380 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11384 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11385 rsurface.texture = NULL;
11388 if (r_shownormals.value != 0 && qglBegin)
11390 if (r_showdisabledepthtest.integer)
11392 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11393 GL_DepthMask(false);
11397 GL_BlendFunc(GL_ONE, GL_ZERO);
11398 GL_DepthMask(true);
11400 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11402 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11404 rsurface.texture = R_GetCurrentTexture(surface->texture);
11405 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11407 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11408 qglBegin(GL_LINES);
11409 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11411 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11413 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11414 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11415 qglVertex3f(v[0], v[1], v[2]);
11416 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11417 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11418 qglVertex3f(v[0], v[1], v[2]);
11421 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11423 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11425 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11426 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11427 qglVertex3f(v[0], v[1], v[2]);
11428 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11429 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11430 qglVertex3f(v[0], v[1], v[2]);
11433 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11435 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11437 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11438 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11439 qglVertex3f(v[0], v[1], v[2]);
11440 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11441 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11442 qglVertex3f(v[0], v[1], v[2]);
11445 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11447 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11449 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11450 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11451 qglVertex3f(v[0], v[1], v[2]);
11452 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11453 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11454 qglVertex3f(v[0], v[1], v[2]);
11461 rsurface.texture = NULL;
11465 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11466 int r_maxsurfacelist = 0;
11467 const msurface_t **r_surfacelist = NULL;
11468 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11470 int i, j, endj, flagsmask;
11471 dp_model_t *model = r_refdef.scene.worldmodel;
11472 msurface_t *surfaces;
11473 unsigned char *update;
11474 int numsurfacelist = 0;
11478 if (r_maxsurfacelist < model->num_surfaces)
11480 r_maxsurfacelist = model->num_surfaces;
11482 Mem_Free((msurface_t**)r_surfacelist);
11483 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11486 RSurf_ActiveWorldEntity();
11488 surfaces = model->data_surfaces;
11489 update = model->brushq1.lightmapupdateflags;
11491 // update light styles on this submodel
11492 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11494 model_brush_lightstyleinfo_t *style;
11495 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11497 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11499 int *list = style->surfacelist;
11500 style->value = r_refdef.scene.lightstylevalue[style->style];
11501 for (j = 0;j < style->numsurfaces;j++)
11502 update[list[j]] = true;
11507 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11511 R_DrawDebugModel();
11512 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11516 rsurface.lightmaptexture = NULL;
11517 rsurface.deluxemaptexture = NULL;
11518 rsurface.uselightmaptexture = false;
11519 rsurface.texture = NULL;
11520 rsurface.rtlight = NULL;
11521 numsurfacelist = 0;
11522 // add visible surfaces to draw list
11523 for (i = 0;i < model->nummodelsurfaces;i++)
11525 j = model->sortedmodelsurfaces[i];
11526 if (r_refdef.viewcache.world_surfacevisible[j])
11527 r_surfacelist[numsurfacelist++] = surfaces + j;
11529 // update lightmaps if needed
11530 if (model->brushq1.firstrender)
11532 model->brushq1.firstrender = false;
11533 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11535 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11539 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11540 if (r_refdef.viewcache.world_surfacevisible[j])
11542 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11544 // don't do anything if there were no surfaces
11545 if (!numsurfacelist)
11547 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11550 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11552 // add to stats if desired
11553 if (r_speeds.integer && !skysurfaces && !depthonly)
11555 r_refdef.stats.world_surfaces += numsurfacelist;
11556 for (j = 0;j < numsurfacelist;j++)
11557 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11560 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11563 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11565 int i, j, endj, flagsmask;
11566 dp_model_t *model = ent->model;
11567 msurface_t *surfaces;
11568 unsigned char *update;
11569 int numsurfacelist = 0;
11573 if (r_maxsurfacelist < model->num_surfaces)
11575 r_maxsurfacelist = model->num_surfaces;
11577 Mem_Free((msurface_t **)r_surfacelist);
11578 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11581 // if the model is static it doesn't matter what value we give for
11582 // wantnormals and wanttangents, so this logic uses only rules applicable
11583 // to a model, knowing that they are meaningless otherwise
11584 if (ent == r_refdef.scene.worldentity)
11585 RSurf_ActiveWorldEntity();
11586 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11587 RSurf_ActiveModelEntity(ent, false, false, false);
11589 RSurf_ActiveModelEntity(ent, true, true, true);
11590 else if (depthonly)
11592 switch (vid.renderpath)
11594 case RENDERPATH_GL20:
11595 case RENDERPATH_D3D9:
11596 case RENDERPATH_D3D10:
11597 case RENDERPATH_D3D11:
11598 case RENDERPATH_SOFT:
11599 case RENDERPATH_GLES2:
11600 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11602 case RENDERPATH_GL11:
11603 case RENDERPATH_GL13:
11604 case RENDERPATH_GLES1:
11605 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11611 switch (vid.renderpath)
11613 case RENDERPATH_GL20:
11614 case RENDERPATH_D3D9:
11615 case RENDERPATH_D3D10:
11616 case RENDERPATH_D3D11:
11617 case RENDERPATH_SOFT:
11618 case RENDERPATH_GLES2:
11619 RSurf_ActiveModelEntity(ent, true, true, false);
11621 case RENDERPATH_GL11:
11622 case RENDERPATH_GL13:
11623 case RENDERPATH_GLES1:
11624 RSurf_ActiveModelEntity(ent, true, false, false);
11629 surfaces = model->data_surfaces;
11630 update = model->brushq1.lightmapupdateflags;
11632 // update light styles
11633 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11635 model_brush_lightstyleinfo_t *style;
11636 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11638 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11640 int *list = style->surfacelist;
11641 style->value = r_refdef.scene.lightstylevalue[style->style];
11642 for (j = 0;j < style->numsurfaces;j++)
11643 update[list[j]] = true;
11648 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11652 R_DrawDebugModel();
11653 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11657 rsurface.lightmaptexture = NULL;
11658 rsurface.deluxemaptexture = NULL;
11659 rsurface.uselightmaptexture = false;
11660 rsurface.texture = NULL;
11661 rsurface.rtlight = NULL;
11662 numsurfacelist = 0;
11663 // add visible surfaces to draw list
11664 for (i = 0;i < model->nummodelsurfaces;i++)
11665 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11666 // don't do anything if there were no surfaces
11667 if (!numsurfacelist)
11669 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11672 // update lightmaps if needed
11676 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11681 R_BuildLightMap(ent, surfaces + j);
11686 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11688 R_BuildLightMap(ent, surfaces + j);
11689 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11691 // add to stats if desired
11692 if (r_speeds.integer && !skysurfaces && !depthonly)
11694 r_refdef.stats.entities_surfaces += numsurfacelist;
11695 for (j = 0;j < numsurfacelist;j++)
11696 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11699 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11702 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11704 static texture_t texture;
11705 static msurface_t surface;
11706 const msurface_t *surfacelist = &surface;
11708 // fake enough texture and surface state to render this geometry
11710 texture.update_lastrenderframe = -1; // regenerate this texture
11711 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11712 texture.currentskinframe = skinframe;
11713 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11714 texture.offsetmapping = OFFSETMAPPING_OFF;
11715 texture.offsetscale = 1;
11716 texture.specularscalemod = 1;
11717 texture.specularpowermod = 1;
11719 surface.texture = &texture;
11720 surface.num_triangles = numtriangles;
11721 surface.num_firsttriangle = firsttriangle;
11722 surface.num_vertices = numvertices;
11723 surface.num_firstvertex = firstvertex;
11726 rsurface.texture = R_GetCurrentTexture(surface.texture);
11727 rsurface.lightmaptexture = NULL;
11728 rsurface.deluxemaptexture = NULL;
11729 rsurface.uselightmaptexture = false;
11730 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11733 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)
11735 static msurface_t surface;
11736 const msurface_t *surfacelist = &surface;
11738 // fake enough texture and surface state to render this geometry
11739 surface.texture = texture;
11740 surface.num_triangles = numtriangles;
11741 surface.num_firsttriangle = firsttriangle;
11742 surface.num_vertices = numvertices;
11743 surface.num_firstvertex = firstvertex;
11746 rsurface.texture = R_GetCurrentTexture(surface.texture);
11747 rsurface.lightmaptexture = NULL;
11748 rsurface.deluxemaptexture = NULL;
11749 rsurface.uselightmaptexture = false;
11750 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);