2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "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)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "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_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "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)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "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."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "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."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "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"};
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "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"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "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"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "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"};
234 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 extern cvar_t v_glslgamma_2d;
261 extern qbool v_flipped_state;
263 r_framebufferstate_t r_fb;
265 /// shadow volume bsp struct with automatically growing nodes buffer
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
299 typedef struct r_qwskincache_s
301 char name[MAX_QPATH];
302 skinframe_t *skinframe;
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
322 for (i = 0;i < verts;i++)
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
336 for (i = 0;i < verts;i++)
346 // FIXME: move this to client?
349 if (gamemode == GAME_NEHAHRA)
351 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
357 r_refdef.fog_density = 0;
358 r_refdef.fog_red = 0;
359 r_refdef.fog_green = 0;
360 r_refdef.fog_blue = 0;
361 r_refdef.fog_alpha = 1;
362 r_refdef.fog_start = 0;
363 r_refdef.fog_end = 16384;
364 r_refdef.fog_height = 1<<30;
365 r_refdef.fog_fadedepth = 128;
366 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
369 static void R_BuildBlankTextures(void)
371 unsigned char data[4];
372 data[2] = 128; // normal X
373 data[1] = 128; // normal Y
374 data[0] = 255; // normal Z
375 data[3] = 255; // height
376 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNoTexture(void)
396 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildWhiteCube(void)
401 unsigned char data[6*1*1*4];
402 memset(data, 255, sizeof(data));
403 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 static void R_BuildNormalizationCube(void)
410 vec_t s, t, intensity;
413 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414 for (side = 0;side < 6;side++)
416 for (y = 0;y < NORMSIZE;y++)
418 for (x = 0;x < NORMSIZE;x++)
420 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
456 intensity = 127.0f / sqrt(DotProduct(v, v));
457 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460 data[((side*64+y)*64+x)*4+3] = 255;
464 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
468 static void R_BuildFogTexture(void)
472 unsigned char data1[FOGWIDTH][4];
473 //unsigned char data2[FOGWIDTH][4];
476 r_refdef.fogmasktable_start = r_refdef.fog_start;
477 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478 r_refdef.fogmasktable_range = r_refdef.fogrange;
479 r_refdef.fogmasktable_density = r_refdef.fog_density;
481 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
484 d = (x * r - r_refdef.fogmasktable_start);
485 if(developer_extra.integer)
486 Con_DPrintf("%f ", d);
488 if (r_fog_exp2.integer)
489 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
491 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492 if(developer_extra.integer)
493 Con_DPrintf(" : %f ", alpha);
494 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495 if(developer_extra.integer)
496 Con_DPrintf(" = %f\n", alpha);
497 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500 for (x = 0;x < FOGWIDTH;x++)
502 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
507 //data2[x][0] = 255 - b;
508 //data2[x][1] = 255 - b;
509 //data2[x][2] = 255 - b;
512 if (r_texture_fogattenuation)
514 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
519 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
524 static void R_BuildFogHeightTexture(void)
526 unsigned char *inpixels;
534 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535 if (r_refdef.fogheighttexturename[0])
536 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539 r_refdef.fog_height_tablesize = 0;
540 if (r_texture_fogheighttexture)
541 R_FreeTexture(r_texture_fogheighttexture);
542 r_texture_fogheighttexture = NULL;
543 if (r_refdef.fog_height_table2d)
544 Mem_Free(r_refdef.fog_height_table2d);
545 r_refdef.fog_height_table2d = NULL;
546 if (r_refdef.fog_height_table1d)
547 Mem_Free(r_refdef.fog_height_table1d);
548 r_refdef.fog_height_table1d = NULL;
552 r_refdef.fog_height_tablesize = size;
553 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
557 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
558 // average fog color table accounting for every fog layer between a point
559 // and the camera. (Note: attenuation is handled separately!)
560 for (y = 0;y < size;y++)
562 for (x = 0;x < size;x++)
568 for (j = x;j <= y;j++)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
576 for (j = x;j >= y;j--)
578 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
583 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 //=======================================================================================================================================================
594 static const char *builtinshaderstrings[] =
596 #include "shader_glsl.h"
600 //=======================================================================================================================================================
602 typedef struct shaderpermutationinfo_s
607 shaderpermutationinfo_t;
609 typedef struct shadermodeinfo_s
611 const char *sourcebasename;
612 const char *extension;
613 const char **builtinshaderstrings;
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {"#define USEDIFFUSE\n", " diffuse"},
626 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627 {"#define USEVIEWTINT\n", " viewtint"},
628 {"#define USECOLORMAPPING\n", " colormapping"},
629 {"#define USESATURATION\n", " saturation"},
630 {"#define USEFOGINSIDE\n", " foginside"},
631 {"#define USEFOGOUTSIDE\n", " fogoutside"},
632 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634 {"#define USEGAMMARAMPS\n", " gammaramps"},
635 {"#define USECUBEFILTER\n", " cubefilter"},
636 {"#define USEGLOW\n", " glow"},
637 {"#define USEBLOOM\n", " bloom"},
638 {"#define USESPECULAR\n", " specular"},
639 {"#define USEPOSTPROCESSING\n", " postprocessing"},
640 {"#define USEREFLECTION\n", " reflection"},
641 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
645 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
646 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
647 {"#define USEALPHAKILL\n", " alphakill"},
648 {"#define USEREFLECTCUBE\n", " reflectcube"},
649 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
650 {"#define USEBOUNCEGRID\n", " bouncegrid"},
651 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
652 {"#define USETRIPPY\n", " trippy"},
653 {"#define USEDEPTHRGB\n", " depthrgb"},
654 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
655 {"#define USESKELETAL\n", " skeletal"},
656 {"#define USEOCCLUDE\n", " occlude"}
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
662 // SHADERLANGUAGE_GLSL
664 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
665 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 struct r_glsl_permutation_s;
685 typedef struct r_glsl_permutation_s
688 struct r_glsl_permutation_s *hashnext;
690 uint64_t permutation;
692 /// indicates if we have tried compiling this permutation already
694 /// 0 if compilation failed
696 // texture units assigned to each detected uniform
697 int tex_Texture_First;
698 int tex_Texture_Second;
699 int tex_Texture_GammaRamps;
700 int tex_Texture_Normal;
701 int tex_Texture_Color;
702 int tex_Texture_Gloss;
703 int tex_Texture_Glow;
704 int tex_Texture_SecondaryNormal;
705 int tex_Texture_SecondaryColor;
706 int tex_Texture_SecondaryGloss;
707 int tex_Texture_SecondaryGlow;
708 int tex_Texture_Pants;
709 int tex_Texture_Shirt;
710 int tex_Texture_FogHeightTexture;
711 int tex_Texture_FogMask;
712 int tex_Texture_LightGrid;
713 int tex_Texture_Lightmap;
714 int tex_Texture_Deluxemap;
715 int tex_Texture_Attenuation;
716 int tex_Texture_Cube;
717 int tex_Texture_Refraction;
718 int tex_Texture_Reflection;
719 int tex_Texture_ShadowMap2D;
720 int tex_Texture_CubeProjection;
721 int tex_Texture_ScreenNormalMap;
722 int tex_Texture_ScreenDiffuse;
723 int tex_Texture_ScreenSpecular;
724 int tex_Texture_ReflectMask;
725 int tex_Texture_ReflectCube;
726 int tex_Texture_BounceGrid;
727 /// locations of detected uniforms in program object, or -1 if not found
728 int loc_Texture_First;
729 int loc_Texture_Second;
730 int loc_Texture_GammaRamps;
731 int loc_Texture_Normal;
732 int loc_Texture_Color;
733 int loc_Texture_Gloss;
734 int loc_Texture_Glow;
735 int loc_Texture_SecondaryNormal;
736 int loc_Texture_SecondaryColor;
737 int loc_Texture_SecondaryGloss;
738 int loc_Texture_SecondaryGlow;
739 int loc_Texture_Pants;
740 int loc_Texture_Shirt;
741 int loc_Texture_FogHeightTexture;
742 int loc_Texture_FogMask;
743 int loc_Texture_LightGrid;
744 int loc_Texture_Lightmap;
745 int loc_Texture_Deluxemap;
746 int loc_Texture_Attenuation;
747 int loc_Texture_Cube;
748 int loc_Texture_Refraction;
749 int loc_Texture_Reflection;
750 int loc_Texture_ShadowMap2D;
751 int loc_Texture_CubeProjection;
752 int loc_Texture_ScreenNormalMap;
753 int loc_Texture_ScreenDiffuse;
754 int loc_Texture_ScreenSpecular;
755 int loc_Texture_ReflectMask;
756 int loc_Texture_ReflectCube;
757 int loc_Texture_BounceGrid;
759 int loc_BloomBlur_Parameters;
761 int loc_Color_Ambient;
762 int loc_Color_Diffuse;
763 int loc_Color_Specular;
767 int loc_DeferredColor_Ambient;
768 int loc_DeferredColor_Diffuse;
769 int loc_DeferredColor_Specular;
770 int loc_DeferredMod_Diffuse;
771 int loc_DeferredMod_Specular;
772 int loc_DistortScaleRefractReflect;
775 int loc_FogHeightFade;
777 int loc_FogPlaneViewDist;
778 int loc_FogRangeRecip;
781 int loc_LightGridMatrix;
782 int loc_LightGridNormalMatrix;
783 int loc_LightPosition;
784 int loc_OffsetMapping_ScaleSteps;
785 int loc_OffsetMapping_LodDistance;
786 int loc_OffsetMapping_Bias;
788 int loc_ReflectColor;
789 int loc_ReflectFactor;
790 int loc_ReflectOffset;
791 int loc_RefractColor;
793 int loc_ScreenCenterRefractReflect;
794 int loc_ScreenScaleRefractReflect;
795 int loc_ScreenToDepth;
796 int loc_ShadowMap_Parameters;
797 int loc_ShadowMap_TextureScale;
798 int loc_SpecularPower;
799 int loc_Skeletal_Transform12;
805 int loc_ViewTintColor;
807 int loc_ModelToLight;
809 int loc_BackgroundTexMatrix;
810 int loc_ModelViewProjectionMatrix;
811 int loc_ModelViewMatrix;
812 int loc_PixelToScreenTexCoord;
813 int loc_ModelToReflectCube;
814 int loc_ShadowMapMatrix;
815 int loc_BloomColorSubtract;
816 int loc_NormalmapScrollBlend;
817 int loc_BounceGridMatrix;
818 int loc_BounceGridIntensity;
819 /// uniform block bindings
820 int ubibind_Skeletal_Transform12_UniformBlock;
821 /// uniform block indices
822 int ubiloc_Skeletal_Transform12_UniformBlock;
824 r_glsl_permutation_t;
826 #define SHADERPERMUTATION_HASHSIZE 256
829 // non-degradable "lightweight" shader parameters to keep the permutations simpler
830 // these can NOT degrade! only use for simple stuff
833 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
834 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
835 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
836 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
837 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
839 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
840 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
841 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
842 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
843 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
844 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
845 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
846 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
848 #define SHADERSTATICPARMS_COUNT 14
850 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
851 static int shaderstaticparms_count = 0;
853 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
854 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
856 extern qbool r_shadow_shadowmapsampler;
857 extern int r_shadow_shadowmappcf;
858 qbool R_CompileShader_CheckStaticParms(void)
860 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
861 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
862 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
865 if (r_glsl_saturation_redcompensate.integer)
866 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
867 if (r_glsl_vertextextureblend_usebothalphas.integer)
868 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
869 if (r_shadow_glossexact.integer)
870 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
871 if (r_glsl_postprocess.integer)
873 if (r_glsl_postprocess_uservec1_enable.integer)
874 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
875 if (r_glsl_postprocess_uservec2_enable.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
877 if (r_glsl_postprocess_uservec3_enable.integer)
878 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
879 if (r_glsl_postprocess_uservec4_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
884 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 if (r_shadow_shadowmapsampler)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
889 if (r_shadow_shadowmappcf > 1)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
891 else if (r_shadow_shadowmappcf)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
893 if (r_celshading.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
895 if (r_celoutlines.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
898 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
901 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
902 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
903 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
905 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
906 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
908 shaderstaticparms_count = 0;
911 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
912 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
913 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
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, uint64_t 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_ShaderStrCat(const char **strings)
962 const char **p = strings;
965 for (p = strings;(t = *p);p++)
968 s = string = (char *)Mem_Alloc(r_main_mempool, len);
970 for (p = strings;(t = *p);p++)
980 static char *R_ShaderStrCat(const char **strings);
981 static void R_InitShaderModeInfo(void)
984 shadermodeinfo_t *modeinfo;
985 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
986 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
988 for (i = 0; i < SHADERMODE_COUNT; i++)
990 char filename[MAX_QPATH];
991 modeinfo = &shadermodeinfo[language][i];
992 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
993 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
994 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
995 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1000 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1003 // if the mode has no filename we have to return the builtin string
1004 if (builtinonly || !modeinfo->filename)
1005 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1006 // note that FS_LoadFile appends a 0 byte to make it a valid string
1007 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1010 if (printfromdisknotice)
1011 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1012 return shaderstring;
1014 // fall back to builtinstring
1015 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1018 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1023 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1025 char permutationname[256];
1026 int vertstrings_count = 0;
1027 int geomstrings_count = 0;
1028 int fragstrings_count = 0;
1029 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1030 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1031 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1038 permutationname[0] = 0;
1039 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1041 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1043 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1044 if(vid.support.glshaderversion >= 140)
1046 vertstrings_list[vertstrings_count++] = "#version 140\n";
1047 geomstrings_list[geomstrings_count++] = "#version 140\n";
1048 fragstrings_list[fragstrings_count++] = "#version 140\n";
1049 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1050 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1051 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1053 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1054 else if(vid.support.glshaderversion >= 130)
1056 vertstrings_list[vertstrings_count++] = "#version 130\n";
1057 geomstrings_list[geomstrings_count++] = "#version 130\n";
1058 fragstrings_list[fragstrings_count++] = "#version 130\n";
1059 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1060 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1061 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1063 // if we can do #version 120, we should (this adds the invariant keyword)
1064 else if(vid.support.glshaderversion >= 120)
1066 vertstrings_list[vertstrings_count++] = "#version 120\n";
1067 geomstrings_list[geomstrings_count++] = "#version 120\n";
1068 fragstrings_list[fragstrings_count++] = "#version 120\n";
1069 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1070 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1071 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1073 // GLES also adds several things from GLSL120
1074 switch(vid.renderpath)
1076 case RENDERPATH_GLES2:
1077 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1078 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1079 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1085 // the first pretext is which type of shader to compile as
1086 // (later these will all be bound together as a program object)
1087 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1091 // the second pretext is the mode (for example a light source)
1092 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1097 // now add all the permutation pretexts
1098 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1100 if (permutation & (1ll<<i))
1102 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1109 // keep line numbers correct
1110 vertstrings_list[vertstrings_count++] = "\n";
1111 geomstrings_list[geomstrings_count++] = "\n";
1112 fragstrings_list[fragstrings_count++] = "\n";
1117 R_CompileShader_AddStaticParms(mode, permutation);
1118 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119 vertstrings_count += shaderstaticparms_count;
1120 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121 geomstrings_count += shaderstaticparms_count;
1122 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123 fragstrings_count += shaderstaticparms_count;
1125 // now append the shader text itself
1126 vertstrings_list[vertstrings_count++] = sourcestring;
1127 geomstrings_list[geomstrings_count++] = sourcestring;
1128 fragstrings_list[fragstrings_count++] = sourcestring;
1130 // we don't currently use geometry shaders for anything, so just empty the list
1131 geomstrings_count = 0;
1133 // compile the shader program
1134 if (vertstrings_count + geomstrings_count + fragstrings_count)
1135 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1139 qglUseProgram(p->program);CHECKGLERROR
1140 // look up all the uniform variable names we care about, so we don't
1141 // have to look them up every time we set them
1146 GLint activeuniformindex = 0;
1147 GLint numactiveuniforms = 0;
1148 char uniformname[128];
1149 GLsizei uniformnamelength = 0;
1150 GLint uniformsize = 0;
1151 GLenum uniformtype = 0;
1152 memset(uniformname, 0, sizeof(uniformname));
1153 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1154 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1155 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1157 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1158 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1163 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1164 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1165 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1166 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1167 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1168 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1169 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1170 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1171 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1172 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1173 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1174 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1175 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1176 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1177 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1178 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1179 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1180 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1181 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1182 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1183 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1184 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1185 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1186 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1187 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1188 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1189 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1190 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1191 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1192 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1193 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1194 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1195 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1196 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1197 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1198 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1199 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1200 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1202 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1203 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1204 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1205 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1206 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1207 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1208 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1209 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1210 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1211 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1212 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1213 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1214 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1215 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1216 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1217 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1218 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1219 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1223 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1224 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1225 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1226 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1227 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1228 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1231 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1234 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1235 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1236 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1237 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1238 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1239 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1240 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1241 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1242 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1243 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1244 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1245 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1246 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1247 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1248 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1249 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1250 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1251 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1252 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1253 // initialize the samplers to refer to the texture units we use
1254 p->tex_Texture_First = -1;
1255 p->tex_Texture_Second = -1;
1256 p->tex_Texture_GammaRamps = -1;
1257 p->tex_Texture_Normal = -1;
1258 p->tex_Texture_Color = -1;
1259 p->tex_Texture_Gloss = -1;
1260 p->tex_Texture_Glow = -1;
1261 p->tex_Texture_SecondaryNormal = -1;
1262 p->tex_Texture_SecondaryColor = -1;
1263 p->tex_Texture_SecondaryGloss = -1;
1264 p->tex_Texture_SecondaryGlow = -1;
1265 p->tex_Texture_Pants = -1;
1266 p->tex_Texture_Shirt = -1;
1267 p->tex_Texture_FogHeightTexture = -1;
1268 p->tex_Texture_FogMask = -1;
1269 p->tex_Texture_LightGrid = -1;
1270 p->tex_Texture_Lightmap = -1;
1271 p->tex_Texture_Deluxemap = -1;
1272 p->tex_Texture_Attenuation = -1;
1273 p->tex_Texture_Cube = -1;
1274 p->tex_Texture_Refraction = -1;
1275 p->tex_Texture_Reflection = -1;
1276 p->tex_Texture_ShadowMap2D = -1;
1277 p->tex_Texture_CubeProjection = -1;
1278 p->tex_Texture_ScreenNormalMap = -1;
1279 p->tex_Texture_ScreenDiffuse = -1;
1280 p->tex_Texture_ScreenSpecular = -1;
1281 p->tex_Texture_ReflectMask = -1;
1282 p->tex_Texture_ReflectCube = -1;
1283 p->tex_Texture_BounceGrid = -1;
1284 // bind the texture samplers in use
1286 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1287 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1288 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1289 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1290 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1291 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1292 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1294 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1295 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1296 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1297 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1298 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1299 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1300 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1301 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1302 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1303 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1304 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1305 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1306 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1307 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1308 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1309 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1310 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1311 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1312 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1313 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1314 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1315 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1316 // get the uniform block indices so we can bind them
1317 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1319 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1321 // clear the uniform block bindings
1322 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1323 // bind the uniform blocks in use
1325 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1326 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1328 // we're done compiling and setting up the shader, at least until it is used
1330 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1333 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1337 Mem_Free(sourcestring);
1340 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1342 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1343 if (r_glsl_permutation != perm)
1345 r_glsl_permutation = perm;
1346 if (!r_glsl_permutation->program)
1348 if (!r_glsl_permutation->compiled)
1350 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1351 R_GLSL_CompilePermutation(perm, mode, permutation);
1353 if (!r_glsl_permutation->program)
1355 // remove features until we find a valid permutation
1357 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1359 // reduce i more quickly whenever it would not remove any bits
1360 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1361 if (!(permutation & j))
1364 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1365 if (!r_glsl_permutation->compiled)
1366 R_GLSL_CompilePermutation(perm, mode, permutation);
1367 if (r_glsl_permutation->program)
1370 if (i >= SHADERPERMUTATION_COUNT)
1372 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1373 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374 qglUseProgram(0);CHECKGLERROR
1375 return; // no bit left to clear, entire mode is broken
1380 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1382 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1383 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1384 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1388 void R_GLSL_Restart_f(cmd_state_t *cmd)
1390 unsigned int i, limit;
1391 switch(vid.renderpath)
1393 case RENDERPATH_GL32:
1394 case RENDERPATH_GLES2:
1396 r_glsl_permutation_t *p;
1397 r_glsl_permutation = NULL;
1398 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1399 for (i = 0;i < limit;i++)
1401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1403 GL_Backend_FreeProgram(p->program);
1404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1413 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1415 int i, language, mode, dupe;
1417 shadermodeinfo_t *modeinfo;
1420 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1422 modeinfo = shadermodeinfo[language];
1423 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1425 // don't dump the same file multiple times (most or all shaders come from the same file)
1426 for (dupe = mode - 1;dupe >= 0;dupe--)
1427 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1431 text = modeinfo[mode].builtinstring;
1434 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1437 FS_Print(file, "/* The engine may define the following macros:\n");
1438 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1439 for (i = 0;i < SHADERMODE_COUNT;i++)
1440 FS_Print(file, modeinfo[i].pretext);
1441 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1442 FS_Print(file, shaderpermutationinfo[i].pretext);
1443 FS_Print(file, "*/\n");
1444 FS_Print(file, text);
1446 Con_Printf("%s written\n", modeinfo[mode].filename);
1449 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1454 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1456 uint64_t permutation = 0;
1457 if (r_trippy.integer && !notrippy)
1458 permutation |= SHADERPERMUTATION_TRIPPY;
1459 permutation |= SHADERPERMUTATION_VIEWTINT;
1461 permutation |= SHADERPERMUTATION_DIFFUSE;
1462 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1463 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1464 if (suppresstexalpha)
1465 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1466 if (vid.allowalphatocoverage)
1467 GL_AlphaToCoverage(false);
1468 switch (vid.renderpath)
1470 case RENDERPATH_GL32:
1471 case RENDERPATH_GLES2:
1472 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1473 if (r_glsl_permutation->tex_Texture_First >= 0)
1474 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1475 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1476 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1481 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1483 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1486 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1488 uint64_t permutation = 0;
1489 if (r_trippy.integer && !notrippy)
1490 permutation |= SHADERPERMUTATION_TRIPPY;
1492 permutation |= SHADERPERMUTATION_DEPTHRGB;
1494 permutation |= SHADERPERMUTATION_SKELETAL;
1496 if (vid.allowalphatocoverage)
1497 GL_AlphaToCoverage(false);
1498 switch (vid.renderpath)
1500 case RENDERPATH_GL32:
1501 case RENDERPATH_GLES2:
1502 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1503 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1504 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1510 #define BLENDFUNC_ALLOWS_COLORMOD 1
1511 #define BLENDFUNC_ALLOWS_FOG 2
1512 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1513 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1514 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1515 static int R_BlendFuncFlags(int src, int dst)
1519 // a blendfunc allows colormod if:
1520 // a) it can never keep the destination pixel invariant, or
1521 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1522 // this is to prevent unintended side effects from colormod
1524 // a blendfunc allows fog if:
1525 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1526 // this is to prevent unintended side effects from fog
1528 // these checks are the output of fogeval.pl
1530 r |= BLENDFUNC_ALLOWS_COLORMOD;
1531 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1532 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1533 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1534 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1535 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1536 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1537 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1538 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1540 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1543 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1546 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy)
1558 // select a permutation of the lighting shader appropriate to this
1559 // combination of texture, entity, light source, and fogging, only use the
1560 // minimum features necessary to avoid wasting rendering time in the
1561 // fragment shader on features that are not being used
1562 uint64_t permutation = 0;
1563 unsigned int mode = 0;
1565 texture_t *t = rsurface.texture;
1567 matrix4x4_t tempmatrix;
1568 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1569 if (r_trippy.integer && !notrippy)
1570 permutation |= SHADERPERMUTATION_TRIPPY;
1571 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1572 permutation |= SHADERPERMUTATION_ALPHAKILL;
1573 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1574 permutation |= SHADERPERMUTATION_OCCLUDE;
1575 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1576 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1577 if (rsurfacepass == RSURFPASS_BACKGROUND)
1579 // distorted background
1580 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1582 mode = SHADERMODE_WATER;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1584 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1585 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1587 // this is the right thing to do for wateralpha
1588 GL_BlendFunc(GL_ONE, GL_ZERO);
1589 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1593 // this is the right thing to do for entity alpha
1594 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1595 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1598 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1600 mode = SHADERMODE_REFRACTION;
1601 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1602 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1608 mode = SHADERMODE_GENERIC;
1609 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 if (vid.allowalphatocoverage)
1614 GL_AlphaToCoverage(false);
1616 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1618 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1620 switch(t->offsetmapping)
1622 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1623 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1624 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1625 case OFFSETMAPPING_OFF: break;
1628 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1629 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1630 // normalmap (deferred prepass), may use alpha test on diffuse
1631 mode = SHADERMODE_DEFERREDGEOMETRY;
1632 GL_BlendFunc(GL_ONE, GL_ZERO);
1633 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1634 if (vid.allowalphatocoverage)
1635 GL_AlphaToCoverage(false);
1637 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1639 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1641 switch(t->offsetmapping)
1643 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1644 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646 case OFFSETMAPPING_OFF: break;
1649 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1650 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1651 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1652 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1654 mode = SHADERMODE_LIGHTSOURCE;
1655 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1656 permutation |= SHADERPERMUTATION_CUBEFILTER;
1657 if (VectorLength2(rtlightdiffuse) > 0)
1658 permutation |= SHADERPERMUTATION_DIFFUSE;
1659 if (VectorLength2(rtlightspecular) > 0)
1660 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1661 if (r_refdef.fogenabled)
1662 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1663 if (t->colormapping)
1664 permutation |= SHADERPERMUTATION_COLORMAPPING;
1665 if (r_shadow_usingshadowmap2d)
1667 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1668 if(r_shadow_shadowmapvsdct)
1669 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1671 if (r_shadow_shadowmap2ddepthbuffer)
1672 permutation |= SHADERPERMUTATION_DEPTHRGB;
1674 if (t->reflectmasktexture)
1675 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1676 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1677 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1678 if (vid.allowalphatocoverage)
1679 GL_AlphaToCoverage(false);
1681 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1683 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1685 switch(t->offsetmapping)
1687 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1688 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1689 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1690 case OFFSETMAPPING_OFF: break;
1693 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1694 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1695 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1696 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1697 // directional model lighting
1698 mode = SHADERMODE_LIGHTGRID;
1699 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1700 permutation |= SHADERPERMUTATION_GLOW;
1701 permutation |= SHADERPERMUTATION_DIFFUSE;
1702 if (t->glosstexture || t->backgroundglosstexture)
1703 permutation |= SHADERPERMUTATION_SPECULAR;
1704 if (r_refdef.fogenabled)
1705 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1706 if (t->colormapping)
1707 permutation |= SHADERPERMUTATION_COLORMAPPING;
1708 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1710 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1711 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1713 if (r_shadow_shadowmap2ddepthbuffer)
1714 permutation |= SHADERPERMUTATION_DEPTHRGB;
1716 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1717 permutation |= SHADERPERMUTATION_REFLECTION;
1718 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1719 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1720 if (t->reflectmasktexture)
1721 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1722 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1724 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1725 if (r_shadow_bouncegrid_state.directional)
1726 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1728 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1729 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1730 // when using alphatocoverage, we don't need alphakill
1731 if (vid.allowalphatocoverage)
1733 if (r_transparent_alphatocoverage.integer)
1735 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1736 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1739 GL_AlphaToCoverage(false);
1742 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1744 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1746 switch(t->offsetmapping)
1748 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1749 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1750 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1751 case OFFSETMAPPING_OFF: break;
1754 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1755 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1756 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1757 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1758 // directional model lighting
1759 mode = SHADERMODE_LIGHTDIRECTION;
1760 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1761 permutation |= SHADERPERMUTATION_GLOW;
1762 if (VectorLength2(t->render_modellight_diffuse))
1763 permutation |= SHADERPERMUTATION_DIFFUSE;
1764 if (VectorLength2(t->render_modellight_specular) > 0)
1765 permutation |= SHADERPERMUTATION_SPECULAR;
1766 if (r_refdef.fogenabled)
1767 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1768 if (t->colormapping)
1769 permutation |= SHADERPERMUTATION_COLORMAPPING;
1770 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1772 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1773 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1775 if (r_shadow_shadowmap2ddepthbuffer)
1776 permutation |= SHADERPERMUTATION_DEPTHRGB;
1778 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1779 permutation |= SHADERPERMUTATION_REFLECTION;
1780 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1781 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1782 if (t->reflectmasktexture)
1783 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1784 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1786 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1787 if (r_shadow_bouncegrid_state.directional)
1788 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1790 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1791 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1792 // when using alphatocoverage, we don't need alphakill
1793 if (vid.allowalphatocoverage)
1795 if (r_transparent_alphatocoverage.integer)
1797 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1798 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1801 GL_AlphaToCoverage(false);
1806 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1808 switch(t->offsetmapping)
1810 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1811 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1812 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1813 case OFFSETMAPPING_OFF: break;
1816 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1817 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1818 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1819 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1821 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1822 permutation |= SHADERPERMUTATION_GLOW;
1823 if (r_refdef.fogenabled && !notrippy)
1824 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1825 if (t->colormapping)
1826 permutation |= SHADERPERMUTATION_COLORMAPPING;
1827 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1829 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1830 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1832 if (r_shadow_shadowmap2ddepthbuffer)
1833 permutation |= SHADERPERMUTATION_DEPTHRGB;
1835 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1836 permutation |= SHADERPERMUTATION_REFLECTION;
1837 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1839 if (t->reflectmasktexture)
1840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1841 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1843 // deluxemapping (light direction texture)
1844 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1845 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1847 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1848 permutation |= SHADERPERMUTATION_DIFFUSE;
1849 if (VectorLength2(t->render_lightmap_specular) > 0)
1850 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1852 else if (r_glsl_deluxemapping.integer >= 2)
1854 // fake deluxemapping (uniform light direction in tangentspace)
1855 if (rsurface.uselightmaptexture)
1856 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1858 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1859 permutation |= SHADERPERMUTATION_DIFFUSE;
1860 if (VectorLength2(t->render_lightmap_specular) > 0)
1861 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1863 else if (rsurface.uselightmaptexture)
1865 // ordinary lightmapping (q1bsp, q3bsp)
1866 mode = SHADERMODE_LIGHTMAP;
1870 // ordinary vertex coloring (q3bsp)
1871 mode = SHADERMODE_VERTEXCOLOR;
1873 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1875 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1876 if (r_shadow_bouncegrid_state.directional)
1877 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1879 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1880 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1881 // when using alphatocoverage, we don't need alphakill
1882 if (vid.allowalphatocoverage)
1884 if (r_transparent_alphatocoverage.integer)
1886 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1887 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1890 GL_AlphaToCoverage(false);
1893 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1894 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1895 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1896 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1897 switch(vid.renderpath)
1899 case RENDERPATH_GL32:
1900 case RENDERPATH_GLES2:
1901 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1902 RSurf_UploadBuffersForBatch();
1903 // this has to be after RSurf_PrepareVerticesForBatch
1904 if (rsurface.batchskeletaltransform3x4buffer)
1905 permutation |= SHADERPERMUTATION_SKELETAL;
1906 R_SetupShader_SetPermutationGLSL(mode, permutation);
1907 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1908 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1910 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1911 if (mode == SHADERMODE_LIGHTSOURCE)
1913 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1914 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1915 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1917 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1918 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1920 // additive passes are only darkened by fog, not tinted
1921 if (r_glsl_permutation->loc_FogColor >= 0)
1922 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1923 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1927 if (mode == SHADERMODE_FLATCOLOR)
1929 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1931 else if (mode == SHADERMODE_LIGHTGRID)
1933 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1934 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1935 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1936 // other LightGrid uniforms handled below
1938 else if (mode == SHADERMODE_LIGHTDIRECTION)
1940 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1941 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1942 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1943 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1944 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1945 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1946 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1950 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1951 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1952 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1953 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1954 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1956 // additive passes are only darkened by fog, not tinted
1957 if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1959 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1960 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1962 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1964 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1965 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1966 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1967 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1968 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1969 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1970 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1971 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1972 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1974 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1975 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1976 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1977 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1979 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1980 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1984 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1985 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1988 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1989 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1990 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1991 if (r_glsl_permutation->loc_Color_Pants >= 0)
1993 if (t->pantstexture)
1994 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1996 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1998 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2000 if (t->shirttexture)
2001 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2003 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2005 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]);
2006 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2007 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2008 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2009 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2010 r_glsl_offsetmapping_scale.value*t->offsetscale,
2011 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2012 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2013 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2015 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2016 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2017 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]);
2018 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2019 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2020 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2021 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2024 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2025 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2026 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2027 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2028 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2029 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2030 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2031 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2032 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2035 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2036 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2037 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2038 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2039 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2040 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2041 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2042 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2043 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2044 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2045 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2046 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2047 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2048 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2049 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2050 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2051 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2052 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2053 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2054 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2055 if (rsurfacepass == RSURFPASS_BACKGROUND)
2057 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2058 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2059 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2063 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2065 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2066 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2067 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2068 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2070 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2071 if (rsurface.rtlight)
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2077 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2078 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2084 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2086 // select a permutation of the lighting shader appropriate to this
2087 // combination of texture, entity, light source, and fogging, only use the
2088 // minimum features necessary to avoid wasting rendering time in the
2089 // fragment shader on features that are not being used
2090 uint64_t permutation = 0;
2091 unsigned int mode = 0;
2092 const float *lightcolorbase = rtlight->currentcolor;
2093 float ambientscale = rtlight->ambientscale;
2094 float diffusescale = rtlight->diffusescale;
2095 float specularscale = rtlight->specularscale;
2096 // this is the location of the light in view space
2097 vec3_t viewlightorigin;
2098 // this transforms from view space (camera) to light space (cubemap)
2099 matrix4x4_t viewtolight;
2100 matrix4x4_t lighttoview;
2101 float viewtolight16f[16];
2103 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2104 if (rtlight->currentcubemap != r_texture_whitecube)
2105 permutation |= SHADERPERMUTATION_CUBEFILTER;
2106 if (diffusescale > 0)
2107 permutation |= SHADERPERMUTATION_DIFFUSE;
2108 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2109 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2110 if (r_shadow_usingshadowmap2d)
2112 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2113 if (r_shadow_shadowmapvsdct)
2114 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2116 if (r_shadow_shadowmap2ddepthbuffer)
2117 permutation |= SHADERPERMUTATION_DEPTHRGB;
2119 if (vid.allowalphatocoverage)
2120 GL_AlphaToCoverage(false);
2121 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2122 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2123 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2124 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2125 switch(vid.renderpath)
2127 case RENDERPATH_GL32:
2128 case RENDERPATH_GLES2:
2129 R_SetupShader_SetPermutationGLSL(mode, permutation);
2130 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2131 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2132 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2133 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2134 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2135 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2136 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2137 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2138 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]);
2139 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2141 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2142 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2143 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2144 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2145 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2150 #define SKINFRAME_HASH 1024
2154 unsigned int loadsequence; // incremented each level change
2155 memexpandablearray_t array;
2156 skinframe_t *hash[SKINFRAME_HASH];
2159 r_skinframe_t r_skinframe;
2161 void R_SkinFrame_PrepareForPurge(void)
2163 r_skinframe.loadsequence++;
2164 // wrap it without hitting zero
2165 if (r_skinframe.loadsequence >= 200)
2166 r_skinframe.loadsequence = 1;
2169 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2173 // mark the skinframe as used for the purging code
2174 skinframe->loadsequence = r_skinframe.loadsequence;
2177 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2181 if (s->merged == s->base)
2183 R_PurgeTexture(s->stain); s->stain = NULL;
2184 R_PurgeTexture(s->merged); s->merged = NULL;
2185 R_PurgeTexture(s->base); s->base = NULL;
2186 R_PurgeTexture(s->pants); s->pants = NULL;
2187 R_PurgeTexture(s->shirt); s->shirt = NULL;
2188 R_PurgeTexture(s->nmap); s->nmap = NULL;
2189 R_PurgeTexture(s->gloss); s->gloss = NULL;
2190 R_PurgeTexture(s->glow); s->glow = NULL;
2191 R_PurgeTexture(s->fog); s->fog = NULL;
2192 R_PurgeTexture(s->reflect); s->reflect = NULL;
2193 s->loadsequence = 0;
2196 void R_SkinFrame_Purge(void)
2200 for (i = 0;i < SKINFRAME_HASH;i++)
2202 for (s = r_skinframe.hash[i];s;s = s->next)
2204 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2205 R_SkinFrame_PurgeSkinFrame(s);
2210 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2212 char basename[MAX_QPATH];
2214 Image_StripImageExtension(name, basename, sizeof(basename));
2216 if( last == NULL ) {
2218 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2219 item = r_skinframe.hash[hashindex];
2224 // linearly search through the hash bucket
2225 for( ; item ; item = item->next ) {
2226 if( !strcmp( item->basename, basename ) ) {
2233 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2236 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2238 char basename[MAX_QPATH];
2240 Image_StripImageExtension(name, basename, sizeof(basename));
2242 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2243 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2244 if (!strcmp(item->basename, basename) &&
2245 item->textureflags == compareflags &&
2246 item->comparewidth == comparewidth &&
2247 item->compareheight == compareheight &&
2248 item->comparecrc == comparecrc)
2255 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2256 memset(item, 0, sizeof(*item));
2257 strlcpy(item->basename, basename, sizeof(item->basename));
2258 item->textureflags = compareflags;
2259 item->comparewidth = comparewidth;
2260 item->compareheight = compareheight;
2261 item->comparecrc = comparecrc;
2262 item->next = r_skinframe.hash[hashindex];
2263 r_skinframe.hash[hashindex] = item;
2265 else if (textureflags & TEXF_FORCE_RELOAD)
2266 R_SkinFrame_PurgeSkinFrame(item);
2268 R_SkinFrame_MarkUsed(item);
2272 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2274 unsigned long long avgcolor[5], wsum; \
2282 for(pix = 0; pix < cnt; ++pix) \
2285 for(comp = 0; comp < 3; ++comp) \
2287 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2290 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2292 for(comp = 0; comp < 3; ++comp) \
2293 avgcolor[comp] += getpixel * w; \
2296 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2297 avgcolor[4] += getpixel; \
2299 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2301 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2302 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2303 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2304 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2307 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2309 skinframe_t *skinframe;
2311 if (cls.state == ca_dedicated)
2314 // return an existing skinframe if already loaded
2315 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2316 if (skinframe && skinframe->base)
2319 // if the skinframe doesn't exist this will create it
2320 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2323 extern cvar_t gl_picmip;
2324 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2327 unsigned char *pixels;
2328 unsigned char *bumppixels;
2329 unsigned char *basepixels = NULL;
2330 int basepixels_width = 0;
2331 int basepixels_height = 0;
2332 rtexture_t *ddsbase = NULL;
2333 qbool ddshasalpha = false;
2334 float ddsavgcolor[4];
2335 char basename[MAX_QPATH];
2336 int miplevel = R_PicmipForFlags(textureflags);
2337 int savemiplevel = miplevel;
2341 if (cls.state == ca_dedicated)
2344 Image_StripImageExtension(name, basename, sizeof(basename));
2346 // check for DDS texture file first
2347 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2349 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2350 if (basepixels == NULL && fallbacknotexture)
2351 basepixels = Image_GenerateNoTexture();
2352 if (basepixels == NULL)
2356 // FIXME handle miplevel
2358 if (developer_loading.integer)
2359 Con_Printf("loading skin \"%s\"\n", name);
2361 // we've got some pixels to store, so really allocate this new texture now
2363 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2364 textureflags &= ~TEXF_FORCE_RELOAD;
2365 skinframe->stain = NULL;
2366 skinframe->merged = NULL;
2367 skinframe->base = NULL;
2368 skinframe->pants = NULL;
2369 skinframe->shirt = NULL;
2370 skinframe->nmap = NULL;
2371 skinframe->gloss = NULL;
2372 skinframe->glow = NULL;
2373 skinframe->fog = NULL;
2374 skinframe->reflect = NULL;
2375 skinframe->hasalpha = false;
2376 // we could store the q2animname here too
2380 skinframe->base = ddsbase;
2381 skinframe->hasalpha = ddshasalpha;
2382 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2383 if (r_loadfog && skinframe->hasalpha)
2384 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2385 //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]);
2389 basepixels_width = image_width;
2390 basepixels_height = image_height;
2391 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);
2392 if (textureflags & TEXF_ALPHA)
2394 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2396 if (basepixels[j] < 255)
2398 skinframe->hasalpha = true;
2402 if (r_loadfog && skinframe->hasalpha)
2404 // has transparent pixels
2405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2406 for (j = 0;j < image_width * image_height * 4;j += 4)
2411 pixels[j+3] = basepixels[j+3];
2413 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2417 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2419 //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]);
2420 if (r_savedds && skinframe->base)
2421 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2422 if (r_savedds && skinframe->fog)
2423 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2429 mymiplevel = savemiplevel;
2430 if (r_loadnormalmap)
2431 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2432 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2434 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2435 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2436 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2437 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2440 // _norm is the name used by tenebrae and has been adopted as standard
2441 if (r_loadnormalmap && skinframe->nmap == NULL)
2443 mymiplevel = savemiplevel;
2444 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2446 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2450 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2452 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2453 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2454 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2456 Mem_Free(bumppixels);
2458 else if (r_shadow_bumpscale_basetexture.value > 0)
2460 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2461 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2462 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2466 if (r_savedds && skinframe->nmap)
2467 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2471 // _luma is supported only for tenebrae compatibility
2472 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2473 // _glow is the preferred name
2474 mymiplevel = savemiplevel;
2475 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2477 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2479 if (r_savedds && skinframe->glow)
2480 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2482 Mem_Free(pixels);pixels = NULL;
2485 mymiplevel = savemiplevel;
2486 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2488 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2490 if (r_savedds && skinframe->gloss)
2491 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2497 mymiplevel = savemiplevel;
2498 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2500 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2502 if (r_savedds && skinframe->pants)
2503 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2509 mymiplevel = savemiplevel;
2510 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2512 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2514 if (r_savedds && skinframe->shirt)
2515 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2521 mymiplevel = savemiplevel;
2522 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2524 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2526 if (r_savedds && skinframe->reflect)
2527 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2534 Mem_Free(basepixels);
2539 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2542 skinframe_t *skinframe;
2545 if (cls.state == ca_dedicated)
2548 // if already loaded just return it, otherwise make a new skinframe
2549 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2550 if (skinframe->base)
2552 textureflags &= ~TEXF_FORCE_RELOAD;
2554 skinframe->stain = NULL;
2555 skinframe->merged = NULL;
2556 skinframe->base = NULL;
2557 skinframe->pants = NULL;
2558 skinframe->shirt = NULL;
2559 skinframe->nmap = NULL;
2560 skinframe->gloss = NULL;
2561 skinframe->glow = NULL;
2562 skinframe->fog = NULL;
2563 skinframe->reflect = NULL;
2564 skinframe->hasalpha = false;
2566 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2570 if (developer_loading.integer)
2571 Con_Printf("loading 32bit skin \"%s\"\n", name);
2573 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2575 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2576 unsigned char *b = a + width * height * 4;
2577 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2578 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2581 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2582 if (textureflags & TEXF_ALPHA)
2584 for (i = 3;i < width * height * 4;i += 4)
2586 if (skindata[i] < 255)
2588 skinframe->hasalpha = true;
2592 if (r_loadfog && skinframe->hasalpha)
2594 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2595 memcpy(fogpixels, skindata, width * height * 4);
2596 for (i = 0;i < width * height * 4;i += 4)
2597 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2598 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2599 Mem_Free(fogpixels);
2603 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2604 //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]);
2609 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2613 skinframe_t *skinframe;
2615 if (cls.state == ca_dedicated)
2618 // if already loaded just return it, otherwise make a new skinframe
2619 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2620 if (skinframe->base)
2622 //textureflags &= ~TEXF_FORCE_RELOAD;
2624 skinframe->stain = NULL;
2625 skinframe->merged = NULL;
2626 skinframe->base = NULL;
2627 skinframe->pants = NULL;
2628 skinframe->shirt = NULL;
2629 skinframe->nmap = NULL;
2630 skinframe->gloss = NULL;
2631 skinframe->glow = NULL;
2632 skinframe->fog = NULL;
2633 skinframe->reflect = NULL;
2634 skinframe->hasalpha = false;
2636 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2640 if (developer_loading.integer)
2641 Con_Printf("loading quake skin \"%s\"\n", name);
2643 // 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)
2644 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2645 memcpy(skinframe->qpixels, skindata, width*height);
2646 skinframe->qwidth = width;
2647 skinframe->qheight = height;
2650 for (i = 0;i < width * height;i++)
2651 featuresmask |= palette_featureflags[skindata[i]];
2653 skinframe->hasalpha = false;
2656 skinframe->hasalpha = true;
2657 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2658 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2659 skinframe->qgeneratemerged = true;
2660 skinframe->qgeneratebase = skinframe->qhascolormapping;
2661 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2663 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2664 //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]);
2669 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2673 unsigned char *skindata;
2676 if (!skinframe->qpixels)
2679 if (!skinframe->qhascolormapping)
2680 colormapped = false;
2684 if (!skinframe->qgeneratebase)
2689 if (!skinframe->qgeneratemerged)
2693 width = skinframe->qwidth;
2694 height = skinframe->qheight;
2695 skindata = skinframe->qpixels;
2697 if (skinframe->qgeneratenmap)
2699 unsigned char *a, *b;
2700 skinframe->qgeneratenmap = false;
2701 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2702 b = a + width * height * 4;
2703 // use either a custom palette or the quake palette
2704 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2705 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2706 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2710 if (skinframe->qgenerateglow)
2712 skinframe->qgenerateglow = false;
2713 if (skinframe->hasalpha) // fence textures
2714 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2716 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2721 skinframe->qgeneratebase = false;
2722 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2723 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2724 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2728 skinframe->qgeneratemerged = false;
2729 if (skinframe->hasalpha) // fence textures
2730 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2732 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);
2735 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2737 Mem_Free(skinframe->qpixels);
2738 skinframe->qpixels = NULL;
2742 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)
2745 skinframe_t *skinframe;
2748 if (cls.state == ca_dedicated)
2751 // if already loaded just return it, otherwise make a new skinframe
2752 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2753 if (skinframe->base)
2755 textureflags &= ~TEXF_FORCE_RELOAD;
2757 skinframe->stain = NULL;
2758 skinframe->merged = NULL;
2759 skinframe->base = NULL;
2760 skinframe->pants = NULL;
2761 skinframe->shirt = NULL;
2762 skinframe->nmap = NULL;
2763 skinframe->gloss = NULL;
2764 skinframe->glow = NULL;
2765 skinframe->fog = NULL;
2766 skinframe->reflect = NULL;
2767 skinframe->hasalpha = false;
2769 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2773 if (developer_loading.integer)
2774 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2776 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2777 if ((textureflags & TEXF_ALPHA) && alphapalette)
2779 for (i = 0;i < width * height;i++)
2781 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2783 skinframe->hasalpha = true;
2787 if (r_loadfog && skinframe->hasalpha)
2788 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2791 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2792 //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]);
2797 skinframe_t *R_SkinFrame_LoadMissing(void)
2799 skinframe_t *skinframe;
2801 if (cls.state == ca_dedicated)
2804 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2805 skinframe->stain = NULL;
2806 skinframe->merged = NULL;
2807 skinframe->base = NULL;
2808 skinframe->pants = NULL;
2809 skinframe->shirt = NULL;
2810 skinframe->nmap = NULL;
2811 skinframe->gloss = NULL;
2812 skinframe->glow = NULL;
2813 skinframe->fog = NULL;
2814 skinframe->reflect = NULL;
2815 skinframe->hasalpha = false;
2817 skinframe->avgcolor[0] = rand() / RAND_MAX;
2818 skinframe->avgcolor[1] = rand() / RAND_MAX;
2819 skinframe->avgcolor[2] = rand() / RAND_MAX;
2820 skinframe->avgcolor[3] = 1;
2825 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2827 if (cls.state == ca_dedicated)
2830 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2833 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2835 skinframe_t *skinframe;
2836 if (cls.state == ca_dedicated)
2838 // if already loaded just return it, otherwise make a new skinframe
2839 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2840 if (skinframe->base)
2842 textureflags &= ~TEXF_FORCE_RELOAD;
2843 skinframe->stain = NULL;
2844 skinframe->merged = NULL;
2845 skinframe->base = NULL;
2846 skinframe->pants = NULL;
2847 skinframe->shirt = NULL;
2848 skinframe->nmap = NULL;
2849 skinframe->gloss = NULL;
2850 skinframe->glow = NULL;
2851 skinframe->fog = NULL;
2852 skinframe->reflect = NULL;
2853 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2854 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2857 if (developer_loading.integer)
2858 Con_Printf("loading 32bit skin \"%s\"\n", name);
2859 skinframe->base = skinframe->merged = tex;
2860 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2864 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2865 typedef struct suffixinfo_s
2868 qbool flipx, flipy, flipdiagonal;
2871 static suffixinfo_t suffix[3][6] =
2874 {"px", false, false, false},
2875 {"nx", false, false, false},
2876 {"py", false, false, false},
2877 {"ny", false, false, false},
2878 {"pz", false, false, false},
2879 {"nz", false, false, false}
2882 {"posx", false, false, false},
2883 {"negx", false, false, false},
2884 {"posy", false, false, false},
2885 {"negy", false, false, false},
2886 {"posz", false, false, false},
2887 {"negz", false, false, false}
2890 {"rt", true, false, true},
2891 {"lf", false, true, true},
2892 {"ft", true, true, false},
2893 {"bk", false, false, false},
2894 {"up", true, false, true},
2895 {"dn", true, false, true}
2899 static int componentorder[4] = {0, 1, 2, 3};
2901 static rtexture_t *R_LoadCubemap(const char *basename)
2903 int i, j, cubemapsize, forcefilter;
2904 unsigned char *cubemappixels, *image_buffer;
2905 rtexture_t *cubemaptexture;
2908 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2909 forcefilter = TEXF_FORCELINEAR;
2910 if (basename && basename[0] == '!')
2913 forcefilter = TEXF_FORCENEAREST;
2915 // must start 0 so the first loadimagepixels has no requested width/height
2917 cubemappixels = NULL;
2918 cubemaptexture = NULL;
2919 // keep trying different suffix groups (posx, px, rt) until one loads
2920 for (j = 0;j < 3 && !cubemappixels;j++)
2922 // load the 6 images in the suffix group
2923 for (i = 0;i < 6;i++)
2925 // generate an image name based on the base and and suffix
2926 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2928 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2930 // an image loaded, make sure width and height are equal
2931 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2933 // if this is the first image to load successfully, allocate the cubemap memory
2934 if (!cubemappixels && image_width >= 1)
2936 cubemapsize = image_width;
2937 // note this clears to black, so unavailable sides are black
2938 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2940 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2942 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);
2945 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2947 Mem_Free(image_buffer);
2951 // if a cubemap loaded, upload it
2954 if (developer_loading.integer)
2955 Con_Printf("loading cubemap \"%s\"\n", basename);
2957 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) | forcefilter | TEXF_CLAMP, -1, NULL);
2958 Mem_Free(cubemappixels);
2962 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2963 if (developer_loading.integer)
2965 Con_Printf("(tried tried images ");
2966 for (j = 0;j < 3;j++)
2967 for (i = 0;i < 6;i++)
2968 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2969 Con_Print(" and was unable to find any of them).\n");
2972 return cubemaptexture;
2975 rtexture_t *R_GetCubemap(const char *basename)
2978 for (i = 0;i < r_texture_numcubemaps;i++)
2979 if (r_texture_cubemaps[i] != NULL)
2980 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2981 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2982 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2983 return r_texture_whitecube;
2984 r_texture_numcubemaps++;
2985 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2986 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2987 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2988 return r_texture_cubemaps[i]->texture;
2991 static void R_Main_FreeViewCache(void)
2993 if (r_refdef.viewcache.entityvisible)
2994 Mem_Free(r_refdef.viewcache.entityvisible);
2995 if (r_refdef.viewcache.world_pvsbits)
2996 Mem_Free(r_refdef.viewcache.world_pvsbits);
2997 if (r_refdef.viewcache.world_leafvisible)
2998 Mem_Free(r_refdef.viewcache.world_leafvisible);
2999 if (r_refdef.viewcache.world_surfacevisible)
3000 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3001 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3004 static void R_Main_ResizeViewCache(void)
3006 int numentities = r_refdef.scene.numentities;
3007 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3008 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3009 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3010 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3011 if (r_refdef.viewcache.maxentities < numentities)
3013 r_refdef.viewcache.maxentities = numentities;
3014 if (r_refdef.viewcache.entityvisible)
3015 Mem_Free(r_refdef.viewcache.entityvisible);
3016 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3018 if (r_refdef.viewcache.world_numclusters != numclusters)
3020 r_refdef.viewcache.world_numclusters = numclusters;
3021 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3022 if (r_refdef.viewcache.world_pvsbits)
3023 Mem_Free(r_refdef.viewcache.world_pvsbits);
3024 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3026 if (r_refdef.viewcache.world_numleafs != numleafs)
3028 r_refdef.viewcache.world_numleafs = numleafs;
3029 if (r_refdef.viewcache.world_leafvisible)
3030 Mem_Free(r_refdef.viewcache.world_leafvisible);
3031 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3033 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3035 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3036 if (r_refdef.viewcache.world_surfacevisible)
3037 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3038 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3042 extern rtexture_t *loadingscreentexture;
3043 static void gl_main_start(void)
3045 loadingscreentexture = NULL;
3046 r_texture_blanknormalmap = NULL;
3047 r_texture_white = NULL;
3048 r_texture_grey128 = NULL;
3049 r_texture_black = NULL;
3050 r_texture_whitecube = NULL;
3051 r_texture_normalizationcube = NULL;
3052 r_texture_fogattenuation = NULL;
3053 r_texture_fogheighttexture = NULL;
3054 r_texture_gammaramps = NULL;
3055 r_texture_numcubemaps = 0;
3056 r_uniformbufferalignment = 32;
3058 r_loaddds = r_texture_dds_load.integer != 0;
3059 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3061 switch(vid.renderpath)
3063 case RENDERPATH_GL32:
3064 case RENDERPATH_GLES2:
3065 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3066 Cvar_SetValueQuick(&gl_combine, 1);
3067 Cvar_SetValueQuick(&r_glsl, 1);
3068 r_loadnormalmap = true;
3071 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3072 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3078 R_FrameData_Reset();
3079 R_BufferData_Reset();
3083 memset(r_queries, 0, sizeof(r_queries));
3085 r_qwskincache = NULL;
3086 r_qwskincache_size = 0;
3088 // due to caching of texture_t references, the collision cache must be reset
3089 Collision_Cache_Reset(true);
3091 // set up r_skinframe loading system for textures
3092 memset(&r_skinframe, 0, sizeof(r_skinframe));
3093 r_skinframe.loadsequence = 1;
3094 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3096 r_main_texturepool = R_AllocTexturePool();
3097 R_BuildBlankTextures();
3101 R_BuildNormalizationCube();
3103 r_texture_fogattenuation = NULL;
3104 r_texture_fogheighttexture = NULL;
3105 r_texture_gammaramps = NULL;
3106 //r_texture_fogintensity = NULL;
3107 memset(&r_fb, 0, sizeof(r_fb));
3108 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3109 r_glsl_permutation = NULL;
3110 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3111 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3112 memset(&r_svbsp, 0, sizeof (r_svbsp));
3114 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3115 r_texture_numcubemaps = 0;
3117 r_refdef.fogmasktable_density = 0;
3120 // For Steelstorm Android
3121 // FIXME CACHE the program and reload
3122 // FIXME see possible combinations for SS:BR android
3123 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3124 R_SetupShader_SetPermutationGLSL(0, 12);
3125 R_SetupShader_SetPermutationGLSL(0, 13);
3126 R_SetupShader_SetPermutationGLSL(0, 8388621);
3127 R_SetupShader_SetPermutationGLSL(3, 0);
3128 R_SetupShader_SetPermutationGLSL(3, 2048);
3129 R_SetupShader_SetPermutationGLSL(5, 0);
3130 R_SetupShader_SetPermutationGLSL(5, 2);
3131 R_SetupShader_SetPermutationGLSL(5, 2048);
3132 R_SetupShader_SetPermutationGLSL(5, 8388608);
3133 R_SetupShader_SetPermutationGLSL(11, 1);
3134 R_SetupShader_SetPermutationGLSL(11, 2049);
3135 R_SetupShader_SetPermutationGLSL(11, 8193);
3136 R_SetupShader_SetPermutationGLSL(11, 10241);
3137 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3141 extern unsigned int r_shadow_occlusion_buf;
3143 static void gl_main_shutdown(void)
3145 R_RenderTarget_FreeUnused(true);
3146 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3148 R_FrameData_Reset();
3149 R_BufferData_Reset();
3151 R_Main_FreeViewCache();
3153 switch(vid.renderpath)
3155 case RENDERPATH_GL32:
3156 case RENDERPATH_GLES2:
3157 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3159 qglDeleteQueries(r_maxqueries, r_queries);
3163 r_shadow_occlusion_buf = 0;
3166 memset(r_queries, 0, sizeof(r_queries));
3168 r_qwskincache = NULL;
3169 r_qwskincache_size = 0;
3171 // clear out the r_skinframe state
3172 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3173 memset(&r_skinframe, 0, sizeof(r_skinframe));
3176 Mem_Free(r_svbsp.nodes);
3177 memset(&r_svbsp, 0, sizeof (r_svbsp));
3178 R_FreeTexturePool(&r_main_texturepool);
3179 loadingscreentexture = NULL;
3180 r_texture_blanknormalmap = NULL;
3181 r_texture_white = NULL;
3182 r_texture_grey128 = NULL;
3183 r_texture_black = NULL;
3184 r_texture_whitecube = NULL;
3185 r_texture_normalizationcube = NULL;
3186 r_texture_fogattenuation = NULL;
3187 r_texture_fogheighttexture = NULL;
3188 r_texture_gammaramps = NULL;
3189 r_texture_numcubemaps = 0;
3190 //r_texture_fogintensity = NULL;
3191 memset(&r_fb, 0, sizeof(r_fb));
3192 R_GLSL_Restart_f(&cmd_client);
3194 r_glsl_permutation = NULL;
3195 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3196 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3199 static void gl_main_newmap(void)
3201 // FIXME: move this code to client
3202 char *entities, entname[MAX_QPATH];
3204 Mem_Free(r_qwskincache);
3205 r_qwskincache = NULL;
3206 r_qwskincache_size = 0;
3209 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3210 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3212 CL_ParseEntityLump(entities);
3216 if (cl.worldmodel->brush.entities)
3217 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3219 R_Main_FreeViewCache();
3221 R_FrameData_Reset();
3222 R_BufferData_Reset();
3225 void GL_Main_Init(void)
3228 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3229 R_InitShaderModeInfo();
3231 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3232 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3233 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3234 if (gamemode == GAME_NEHAHRA)
3236 Cvar_RegisterVariable (&gl_fogenable);
3237 Cvar_RegisterVariable (&gl_fogdensity);
3238 Cvar_RegisterVariable (&gl_fogred);
3239 Cvar_RegisterVariable (&gl_foggreen);
3240 Cvar_RegisterVariable (&gl_fogblue);
3241 Cvar_RegisterVariable (&gl_fogstart);
3242 Cvar_RegisterVariable (&gl_fogend);
3243 Cvar_RegisterVariable (&gl_skyclip);
3245 Cvar_RegisterVariable(&r_motionblur);
3246 Cvar_RegisterVariable(&r_damageblur);
3247 Cvar_RegisterVariable(&r_motionblur_averaging);
3248 Cvar_RegisterVariable(&r_motionblur_randomize);
3249 Cvar_RegisterVariable(&r_motionblur_minblur);
3250 Cvar_RegisterVariable(&r_motionblur_maxblur);
3251 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3252 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3253 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3254 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3255 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3256 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3257 Cvar_RegisterVariable(&r_depthfirst);
3258 Cvar_RegisterVariable(&r_useinfinitefarclip);
3259 Cvar_RegisterVariable(&r_farclip_base);
3260 Cvar_RegisterVariable(&r_farclip_world);
3261 Cvar_RegisterVariable(&r_nearclip);
3262 Cvar_RegisterVariable(&r_deformvertexes);
3263 Cvar_RegisterVariable(&r_transparent);
3264 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3265 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3266 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3267 Cvar_RegisterVariable(&r_showoverdraw);
3268 Cvar_RegisterVariable(&r_showbboxes);
3269 Cvar_RegisterVariable(&r_showbboxes_client);
3270 Cvar_RegisterVariable(&r_showsurfaces);
3271 Cvar_RegisterVariable(&r_showtris);
3272 Cvar_RegisterVariable(&r_shownormals);
3273 Cvar_RegisterVariable(&r_showlighting);
3274 Cvar_RegisterVariable(&r_showcollisionbrushes);
3275 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3276 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3277 Cvar_RegisterVariable(&r_showdisabledepthtest);
3278 Cvar_RegisterVariable(&r_showspriteedges);
3279 Cvar_RegisterVariable(&r_showparticleedges);
3280 Cvar_RegisterVariable(&r_drawportals);
3281 Cvar_RegisterVariable(&r_drawentities);
3282 Cvar_RegisterVariable(&r_draw2d);
3283 Cvar_RegisterVariable(&r_drawworld);
3284 Cvar_RegisterVariable(&r_cullentities_trace);
3285 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3286 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3287 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3288 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3289 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3290 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3291 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3292 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3293 Cvar_RegisterVariable(&r_sortentities);
3294 Cvar_RegisterVariable(&r_drawviewmodel);
3295 Cvar_RegisterVariable(&r_drawexteriormodel);
3296 Cvar_RegisterVariable(&r_speeds);
3297 Cvar_RegisterVariable(&r_fullbrights);
3298 Cvar_RegisterVariable(&r_wateralpha);
3299 Cvar_RegisterVariable(&r_dynamic);
3300 Cvar_RegisterVariable(&r_fullbright_directed);
3301 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3302 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3303 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3304 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3305 Cvar_RegisterVariable(&r_fullbright);
3306 Cvar_RegisterVariable(&r_shadows);
3307 Cvar_RegisterVariable(&r_shadows_darken);
3308 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3309 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3310 Cvar_RegisterVariable(&r_shadows_throwdistance);
3311 Cvar_RegisterVariable(&r_shadows_throwdirection);
3312 Cvar_RegisterVariable(&r_shadows_focus);
3313 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3314 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3315 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3316 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3317 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3318 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3319 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3320 Cvar_RegisterVariable(&r_fog_exp2);
3321 Cvar_RegisterVariable(&r_fog_clear);
3322 Cvar_RegisterVariable(&r_drawfog);
3323 Cvar_RegisterVariable(&r_transparentdepthmasking);
3324 Cvar_RegisterVariable(&r_transparent_sortmindist);
3325 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3326 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3327 Cvar_RegisterVariable(&r_texture_dds_load);
3328 Cvar_RegisterVariable(&r_texture_dds_save);
3329 Cvar_RegisterVariable(&r_textureunits);
3330 Cvar_RegisterVariable(&gl_combine);
3331 Cvar_RegisterVariable(&r_usedepthtextures);
3332 Cvar_RegisterVariable(&r_viewfbo);
3333 Cvar_RegisterVariable(&r_rendertarget_debug);
3334 Cvar_RegisterVariable(&r_viewscale);
3335 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3336 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3339 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3340 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3341 Cvar_RegisterVariable(&r_glsl);
3342 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3343 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3344 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3345 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3347 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3348 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3349 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3350 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3351 Cvar_RegisterVariable(&r_glsl_postprocess);
3352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3353 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3354 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3355 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3356 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3357 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3358 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3359 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3360 Cvar_RegisterVariable(&r_celshading);
3361 Cvar_RegisterVariable(&r_celoutlines);
3363 Cvar_RegisterVariable(&r_water);
3364 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3365 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3366 Cvar_RegisterVariable(&r_water_clippingplanebias);
3367 Cvar_RegisterVariable(&r_water_refractdistort);
3368 Cvar_RegisterVariable(&r_water_reflectdistort);
3369 Cvar_RegisterVariable(&r_water_scissormode);
3370 Cvar_RegisterVariable(&r_water_lowquality);
3371 Cvar_RegisterVariable(&r_water_hideplayer);
3373 Cvar_RegisterVariable(&r_lerpsprites);
3374 Cvar_RegisterVariable(&r_lerpmodels);
3375 Cvar_RegisterVariable(&r_nolerp_list);
3376 Cvar_RegisterVariable(&r_lerplightstyles);
3377 Cvar_RegisterVariable(&r_waterscroll);
3378 Cvar_RegisterVariable(&r_bloom);
3379 Cvar_RegisterVariable(&r_colorfringe);
3380 Cvar_RegisterVariable(&r_bloom_colorscale);
3381 Cvar_RegisterVariable(&r_bloom_brighten);
3382 Cvar_RegisterVariable(&r_bloom_blur);
3383 Cvar_RegisterVariable(&r_bloom_resolution);
3384 Cvar_RegisterVariable(&r_bloom_colorexponent);
3385 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3386 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3387 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3388 Cvar_RegisterVariable(&r_hdr_glowintensity);
3389 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3390 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3395 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3396 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3397 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3398 Cvar_RegisterVariable(&developer_texturelogging);
3399 Cvar_RegisterVariable(&gl_lightmaps);
3400 Cvar_RegisterVariable(&r_test);
3401 Cvar_RegisterVariable(&r_batch_multidraw);
3402 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3403 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3404 Cvar_RegisterVariable(&r_glsl_skeletal);
3405 Cvar_RegisterVariable(&r_glsl_saturation);
3406 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3407 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3408 Cvar_RegisterVariable(&r_framedatasize);
3409 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3410 Cvar_RegisterVariable(&r_buffermegs[i]);
3411 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3412 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3413 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3414 #ifdef DP_MOBILETOUCH
3415 // GLES devices have terrible depth precision in general, so...
3416 Cvar_SetValueQuick(&r_nearclip, 4);
3417 Cvar_SetValueQuick(&r_farclip_base, 4096);
3418 Cvar_SetValueQuick(&r_farclip_world, 0);
3419 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3421 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3424 void Render_Init(void)
3437 R_LightningBeams_Init();
3441 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3445 if (r_trippy.integer)
3447 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3449 p = r_refdef.view.frustum + i;
3454 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3458 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3462 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3466 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3470 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3474 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3478 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3482 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3490 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3494 if (r_trippy.integer)
3496 for (i = 0;i < numplanes;i++)
3503 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3507 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3511 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3515 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3539 //==================================================================================
3541 // LadyHavoc: this stores temporary data used within the same frame
3543 typedef struct r_framedata_mem_s
3545 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3546 size_t size; // how much usable space
3547 size_t current; // how much space in use
3548 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3549 size_t wantedsize; // how much space was allocated
3550 unsigned char *data; // start of real data (16byte aligned)
3554 static r_framedata_mem_t *r_framedata_mem;
3556 void R_FrameData_Reset(void)
3558 while (r_framedata_mem)
3560 r_framedata_mem_t *next = r_framedata_mem->purge;
3561 Mem_Free(r_framedata_mem);
3562 r_framedata_mem = next;
3566 static void R_FrameData_Resize(qbool mustgrow)
3569 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3570 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3571 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3573 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3574 newmem->wantedsize = wantedsize;
3575 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3576 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3577 newmem->current = 0;
3579 newmem->purge = r_framedata_mem;
3580 r_framedata_mem = newmem;
3584 void R_FrameData_NewFrame(void)
3586 R_FrameData_Resize(false);
3587 if (!r_framedata_mem)
3589 // if we ran out of space on the last frame, free the old memory now
3590 while (r_framedata_mem->purge)
3592 // repeatedly remove the second item in the list, leaving only head
3593 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3594 Mem_Free(r_framedata_mem->purge);
3595 r_framedata_mem->purge = next;
3597 // reset the current mem pointer
3598 r_framedata_mem->current = 0;
3599 r_framedata_mem->mark = 0;
3602 void *R_FrameData_Alloc(size_t size)
3607 // align to 16 byte boundary - the data pointer is already aligned, so we
3608 // only need to ensure the size of every allocation is also aligned
3609 size = (size + 15) & ~15;
3611 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3613 // emergency - we ran out of space, allocate more memory
3614 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3615 newvalue = r_framedatasize.value * 2.0f;
3616 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3617 if (sizeof(size_t) >= 8)
3618 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3620 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3621 // this might not be a growing it, but we'll allocate another buffer every time
3622 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3623 R_FrameData_Resize(true);
3626 data = r_framedata_mem->data + r_framedata_mem->current;
3627 r_framedata_mem->current += size;
3629 // count the usage for stats
3630 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3631 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3633 return (void *)data;
3636 void *R_FrameData_Store(size_t size, void *data)
3638 void *d = R_FrameData_Alloc(size);
3640 memcpy(d, data, size);
3644 void R_FrameData_SetMark(void)
3646 if (!r_framedata_mem)
3648 r_framedata_mem->mark = r_framedata_mem->current;
3651 void R_FrameData_ReturnToMark(void)
3653 if (!r_framedata_mem)
3655 r_framedata_mem->current = r_framedata_mem->mark;
3658 //==================================================================================
3660 // avoid reusing the same buffer objects on consecutive frames
3661 #define R_BUFFERDATA_CYCLE 3
3663 typedef struct r_bufferdata_buffer_s
3665 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3666 size_t size; // how much usable space
3667 size_t current; // how much space in use
3668 r_meshbuffer_t *buffer; // the buffer itself
3670 r_bufferdata_buffer_t;
3672 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3673 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3675 /// frees all dynamic buffers
3676 void R_BufferData_Reset(void)
3679 r_bufferdata_buffer_t **p, *mem;
3680 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3682 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3685 p = &r_bufferdata_buffer[cycle][type];
3691 R_Mesh_DestroyMeshBuffer(mem->buffer);
3698 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3699 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3701 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3703 float newvalue = r_buffermegs[type].value;
3705 // increase the cvar if we have to (but only if we already have a mem)
3706 if (mustgrow && mem)
3708 newvalue = bound(0.25f, newvalue, 256.0f);
3709 while (newvalue * 1024*1024 < minsize)
3712 // clamp the cvar to valid range
3713 newvalue = bound(0.25f, newvalue, 256.0f);
3714 if (r_buffermegs[type].value != newvalue)
3715 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3717 // calculate size in bytes
3718 size = (size_t)(newvalue * 1024*1024);
3719 size = bound(131072, size, 256*1024*1024);
3721 // allocate a new buffer if the size is different (purge old one later)
3722 // or if we were told we must grow the buffer
3723 if (!mem || mem->size != size || mustgrow)
3725 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3728 if (type == R_BUFFERDATA_VERTEX)
3729 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3730 else if (type == R_BUFFERDATA_INDEX16)
3731 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3732 else if (type == R_BUFFERDATA_INDEX32)
3733 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3734 else if (type == R_BUFFERDATA_UNIFORM)
3735 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3736 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3737 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3741 void R_BufferData_NewFrame(void)
3744 r_bufferdata_buffer_t **p, *mem;
3745 // cycle to the next frame's buffers
3746 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3747 // if we ran out of space on the last time we used these buffers, free the old memory now
3748 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3750 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3752 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3753 // free all but the head buffer, this is how we recycle obsolete
3754 // buffers after they are no longer in use
3755 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3761 R_Mesh_DestroyMeshBuffer(mem->buffer);
3764 // reset the current offset
3765 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3770 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3772 r_bufferdata_buffer_t *mem;
3776 *returnbufferoffset = 0;
3778 // align size to a byte boundary appropriate for the buffer type, this
3779 // makes all allocations have aligned start offsets
3780 if (type == R_BUFFERDATA_UNIFORM)
3781 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3783 padsize = (datasize + 15) & ~15;
3785 // if we ran out of space in this buffer we must allocate a new one
3786 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3787 R_BufferData_Resize(type, true, padsize);
3789 // if the resize did not give us enough memory, fail
3790 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3791 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3793 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3794 offset = (int)mem->current;
3795 mem->current += padsize;
3797 // upload the data to the buffer at the chosen offset
3799 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3800 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3802 // count the usage for stats
3803 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3804 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3806 // return the buffer offset
3807 *returnbufferoffset = offset;
3812 //==================================================================================
3814 // LadyHavoc: animcache originally written by Echon, rewritten since then
3817 * Animation cache prevents re-generating mesh data for an animated model
3818 * multiple times in one frame for lighting, shadowing, reflections, etc.
3821 void R_AnimCache_Free(void)
3825 void R_AnimCache_ClearCache(void)
3828 entity_render_t *ent;
3830 for (i = 0;i < r_refdef.scene.numentities;i++)
3832 ent = r_refdef.scene.entities[i];
3833 ent->animcache_vertex3f = NULL;
3834 ent->animcache_vertex3f_vertexbuffer = NULL;
3835 ent->animcache_vertex3f_bufferoffset = 0;
3836 ent->animcache_normal3f = NULL;
3837 ent->animcache_normal3f_vertexbuffer = NULL;
3838 ent->animcache_normal3f_bufferoffset = 0;
3839 ent->animcache_svector3f = NULL;
3840 ent->animcache_svector3f_vertexbuffer = NULL;
3841 ent->animcache_svector3f_bufferoffset = 0;
3842 ent->animcache_tvector3f = NULL;
3843 ent->animcache_tvector3f_vertexbuffer = NULL;
3844 ent->animcache_tvector3f_bufferoffset = 0;
3845 ent->animcache_skeletaltransform3x4 = NULL;
3846 ent->animcache_skeletaltransform3x4buffer = NULL;
3847 ent->animcache_skeletaltransform3x4offset = 0;
3848 ent->animcache_skeletaltransform3x4size = 0;
3852 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3854 model_t *model = ent->model;
3857 // see if this ent is worth caching
3858 if (!model || !model->Draw || !model->AnimateVertices)
3860 // nothing to cache if it contains no animations and has no skeleton
3861 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3863 // see if it is already cached for gpuskeletal
3864 if (ent->animcache_skeletaltransform3x4)
3866 // see if it is already cached as a mesh
3867 if (ent->animcache_vertex3f)
3869 // check if we need to add normals or tangents
3870 if (ent->animcache_normal3f)
3871 wantnormals = false;
3872 if (ent->animcache_svector3f)
3873 wanttangents = false;
3874 if (!wantnormals && !wanttangents)
3878 // check which kind of cache we need to generate
3879 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3881 // cache the skeleton so the vertex shader can use it
3882 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3883 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3884 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3885 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3886 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3887 // note: this can fail if the buffer is at the grow limit
3888 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3889 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3891 else if (ent->animcache_vertex3f)
3893 // mesh was already cached but we may need to add normals/tangents
3894 // (this only happens with multiple views, reflections, cameras, etc)
3895 if (wantnormals || wanttangents)
3897 numvertices = model->surfmesh.num_vertices;
3899 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3902 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3903 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3905 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3906 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3907 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3908 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3913 // generate mesh cache
3914 numvertices = model->surfmesh.num_vertices;
3915 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3917 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3920 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3921 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3923 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3924 if (wantnormals || wanttangents)
3926 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3927 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3928 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3930 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3931 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3932 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3937 void R_AnimCache_CacheVisibleEntities(void)
3941 // TODO: thread this
3942 // NOTE: R_PrepareRTLights() also caches entities
3944 for (i = 0;i < r_refdef.scene.numentities;i++)
3945 if (r_refdef.viewcache.entityvisible[i])
3946 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3949 //==================================================================================
3951 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3953 long unsigned int i;
3955 vec3_t eyemins, eyemaxs;
3956 vec3_t boxmins, boxmaxs;
3957 vec3_t padmins, padmaxs;
3960 model_t *model = r_refdef.scene.worldmodel;
3961 static vec3_t positions[] = {
3962 { 0.5f, 0.5f, 0.5f },
3963 { 0.0f, 0.0f, 0.0f },
3964 { 0.0f, 0.0f, 1.0f },
3965 { 0.0f, 1.0f, 0.0f },
3966 { 0.0f, 1.0f, 1.0f },
3967 { 1.0f, 0.0f, 0.0f },
3968 { 1.0f, 0.0f, 1.0f },
3969 { 1.0f, 1.0f, 0.0f },
3970 { 1.0f, 1.0f, 1.0f },
3973 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3977 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3978 if (!r_refdef.view.usevieworiginculling)
3981 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3984 // expand the eye box a little
3985 eyemins[0] = eye[0] - eyejitter;
3986 eyemaxs[0] = eye[0] + eyejitter;
3987 eyemins[1] = eye[1] - eyejitter;
3988 eyemaxs[1] = eye[1] + eyejitter;
3989 eyemins[2] = eye[2] - eyejitter;
3990 eyemaxs[2] = eye[2] + eyejitter;
3991 // expand the box a little
3992 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3993 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3994 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3995 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3996 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3997 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3998 // make an even larger box for the acceptable area
3999 padmins[0] = boxmins[0] - pad;
4000 padmaxs[0] = boxmaxs[0] + pad;
4001 padmins[1] = boxmins[1] - pad;
4002 padmaxs[1] = boxmaxs[1] + pad;
4003 padmins[2] = boxmins[2] - pad;
4004 padmaxs[2] = boxmaxs[2] + pad;
4006 // return true if eye overlaps enlarged box
4007 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4010 // try specific positions in the box first - note that these can be cached
4011 if (r_cullentities_trace_entityocclusion.integer)
4013 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4016 VectorCopy(eye, start);
4017 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4018 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4019 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4020 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4021 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4022 // not picky - if the trace ended anywhere in the box we're good
4023 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4027 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4030 // try various random positions
4031 for (j = 0; j < numsamples; j++)
4033 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4034 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4035 if (r_cullentities_trace_entityocclusion.integer)
4037 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4038 // not picky - if the trace ended anywhere in the box we're good
4039 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4042 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4050 static void R_View_UpdateEntityVisible (void)
4055 entity_render_t *ent;
4057 if (r_refdef.envmap || r_fb.water.hideplayer)
4058 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4059 else if (chase_active.integer || r_fb.water.renderingscene)
4060 renderimask = RENDER_VIEWMODEL;
4062 renderimask = RENDER_EXTERIORMODEL;
4063 if (!r_drawviewmodel.integer)
4064 renderimask |= RENDER_VIEWMODEL;
4065 if (!r_drawexteriormodel.integer)
4066 renderimask |= RENDER_EXTERIORMODEL;
4067 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4068 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4070 // worldmodel can check visibility
4071 for (i = 0;i < r_refdef.scene.numentities;i++)
4073 ent = r_refdef.scene.entities[i];
4074 if (!(ent->flags & renderimask))
4075 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)))
4076 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4077 r_refdef.viewcache.entityvisible[i] = true;
4082 // no worldmodel or it can't check visibility
4083 for (i = 0;i < r_refdef.scene.numentities;i++)
4085 ent = r_refdef.scene.entities[i];
4086 if (!(ent->flags & renderimask))
4087 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)))
4088 r_refdef.viewcache.entityvisible[i] = true;
4091 if (r_cullentities_trace.integer)
4093 for (i = 0;i < r_refdef.scene.numentities;i++)
4095 if (!r_refdef.viewcache.entityvisible[i])
4097 ent = r_refdef.scene.entities[i];
4098 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4100 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4101 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4102 ent->last_trace_visibility = host.realtime;
4103 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4104 r_refdef.viewcache.entityvisible[i] = 0;
4110 /// only used if skyrendermasked, and normally returns false
4111 static int R_DrawBrushModelsSky (void)
4114 entity_render_t *ent;
4117 for (i = 0;i < r_refdef.scene.numentities;i++)
4119 if (!r_refdef.viewcache.entityvisible[i])
4121 ent = r_refdef.scene.entities[i];
4122 if (!ent->model || !ent->model->DrawSky)
4124 ent->model->DrawSky(ent);
4130 static void R_DrawNoModel(entity_render_t *ent);
4131 static void R_DrawModels(void)
4134 entity_render_t *ent;
4136 for (i = 0;i < r_refdef.scene.numentities;i++)
4138 if (!r_refdef.viewcache.entityvisible[i])
4140 ent = r_refdef.scene.entities[i];
4141 r_refdef.stats[r_stat_entities]++;
4143 if (ent->model && ent->model->Draw != NULL)
4144 ent->model->Draw(ent);
4150 static void R_DrawModelsDepth(void)
4153 entity_render_t *ent;
4155 for (i = 0;i < r_refdef.scene.numentities;i++)
4157 if (!r_refdef.viewcache.entityvisible[i])
4159 ent = r_refdef.scene.entities[i];
4160 if (ent->model && ent->model->DrawDepth != NULL)
4161 ent->model->DrawDepth(ent);
4165 static void R_DrawModelsDebug(void)
4168 entity_render_t *ent;
4170 for (i = 0;i < r_refdef.scene.numentities;i++)
4172 if (!r_refdef.viewcache.entityvisible[i])
4174 ent = r_refdef.scene.entities[i];
4175 if (ent->model && ent->model->DrawDebug != NULL)
4176 ent->model->DrawDebug(ent);
4180 static void R_DrawModelsAddWaterPlanes(void)
4183 entity_render_t *ent;
4185 for (i = 0;i < r_refdef.scene.numentities;i++)
4187 if (!r_refdef.viewcache.entityvisible[i])
4189 ent = r_refdef.scene.entities[i];
4190 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4191 ent->model->DrawAddWaterPlanes(ent);
4195 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4197 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4199 if (r_hdr_irisadaptation.integer)
4204 vec3_t diffusenormal;
4206 vec_t brightness = 0.0f;
4211 VectorCopy(r_refdef.view.forward, forward);
4212 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4214 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4215 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4216 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4217 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4218 d = DotProduct(forward, diffusenormal);
4219 brightness += VectorLength(ambient);
4221 brightness += d * VectorLength(diffuse);
4223 brightness *= 1.0f / c;
4224 brightness += 0.00001f; // make sure it's never zero
4225 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4226 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4227 current = r_hdr_irisadaptation_value.value;
4229 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4230 else if (current > goal)
4231 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4232 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4233 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4235 else if (r_hdr_irisadaptation_value.value != 1.0f)
4236 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4239 extern cvar_t r_lockvisibility;
4240 extern cvar_t r_lockpvs;
4242 static void R_View_SetFrustum(const int *scissor)
4245 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4246 vec3_t forward, left, up, origin, v;
4247 if(r_lockvisibility.integer || r_lockpvs.integer)
4251 // flipped x coordinates (because x points left here)
4252 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4253 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4254 // non-flipped y coordinates
4255 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4256 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4259 // we can't trust r_refdef.view.forward and friends in reflected scenes
4260 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4263 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4264 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4265 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4266 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4267 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4268 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4269 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4270 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4271 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4272 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4273 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4274 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4278 zNear = r_refdef.nearclip;
4279 nudge = 1.0 - 1.0 / (1<<23);
4280 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4281 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4282 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4283 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4284 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4285 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4286 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4287 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4293 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4294 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4295 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4296 r_refdef.view.frustum[0].dist = m[15] - m[12];
4298 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4299 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4300 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4301 r_refdef.view.frustum[1].dist = m[15] + m[12];
4303 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4304 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4305 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4306 r_refdef.view.frustum[2].dist = m[15] - m[13];
4308 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4309 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4310 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4311 r_refdef.view.frustum[3].dist = m[15] + m[13];
4313 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4314 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4315 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4316 r_refdef.view.frustum[4].dist = m[15] - m[14];
4318 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4319 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4320 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4321 r_refdef.view.frustum[5].dist = m[15] + m[14];
4324 if (r_refdef.view.useperspective)
4326 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4327 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]);
4328 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]);
4329 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]);
4330 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]);
4332 // then the normals from the corners relative to origin
4333 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4334 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4335 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4336 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4338 // in a NORMAL view, forward cross left == up
4339 // in a REFLECTED view, forward cross left == down
4340 // so our cross products above need to be adjusted for a left handed coordinate system
4341 CrossProduct(forward, left, v);
4342 if(DotProduct(v, up) < 0)
4344 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4345 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4346 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4347 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4350 // Leaving those out was a mistake, those were in the old code, and they
4351 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4352 // I couldn't reproduce it after adding those normalizations. --blub
4353 VectorNormalize(r_refdef.view.frustum[0].normal);
4354 VectorNormalize(r_refdef.view.frustum[1].normal);
4355 VectorNormalize(r_refdef.view.frustum[2].normal);
4356 VectorNormalize(r_refdef.view.frustum[3].normal);
4358 // make the corners absolute
4359 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4360 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4361 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4362 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4365 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4367 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4368 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4369 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4370 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4371 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4375 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4376 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4377 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4378 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4379 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4380 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4381 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4382 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4383 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4384 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4386 r_refdef.view.numfrustumplanes = 5;
4388 if (r_refdef.view.useclipplane)
4390 r_refdef.view.numfrustumplanes = 6;
4391 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4394 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4395 PlaneClassify(r_refdef.view.frustum + i);
4397 // LadyHavoc: note to all quake engine coders, Quake had a special case
4398 // for 90 degrees which assumed a square view (wrong), so I removed it,
4399 // Quake2 has it disabled as well.
4401 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4402 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4403 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4404 //PlaneClassify(&frustum[0]);
4406 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4407 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4408 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4409 //PlaneClassify(&frustum[1]);
4411 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4412 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4413 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4414 //PlaneClassify(&frustum[2]);
4416 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4417 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4418 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4419 //PlaneClassify(&frustum[3]);
4422 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4423 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4424 //PlaneClassify(&frustum[4]);
4427 static void R_View_UpdateWithScissor(const int *myscissor)
4429 R_Main_ResizeViewCache();
4430 R_View_SetFrustum(myscissor);
4431 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4432 R_View_UpdateEntityVisible();
4435 static void R_View_Update(void)
4437 R_Main_ResizeViewCache();
4438 R_View_SetFrustum(NULL);
4439 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4440 R_View_UpdateEntityVisible();
4443 float viewscalefpsadjusted = 1.0f;
4445 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4447 const float *customclipplane = NULL;
4449 int /*rtwidth,*/ rtheight;
4450 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4452 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4453 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4454 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4455 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4456 dist = r_refdef.view.clipplane.dist;
4457 plane[0] = r_refdef.view.clipplane.normal[0];
4458 plane[1] = r_refdef.view.clipplane.normal[1];
4459 plane[2] = r_refdef.view.clipplane.normal[2];
4461 customclipplane = plane;
4464 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4465 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4467 if (!r_refdef.view.useperspective)
4468 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4469 else if (vid.stencil && r_useinfinitefarclip.integer)
4470 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4472 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4473 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4474 R_SetViewport(&r_refdef.view.viewport);
4477 void R_EntityMatrix(const matrix4x4_t *matrix)
4479 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4481 gl_modelmatrixchanged = false;
4482 gl_modelmatrix = *matrix;
4483 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4484 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4485 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4486 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4488 switch(vid.renderpath)
4490 case RENDERPATH_GL32:
4491 case RENDERPATH_GLES2:
4492 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4493 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4499 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4501 r_viewport_t viewport;
4505 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4506 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4507 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4508 R_SetViewport(&viewport);
4509 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4510 GL_Color(1, 1, 1, 1);
4511 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4512 GL_BlendFunc(GL_ONE, GL_ZERO);
4513 GL_ScissorTest(false);
4514 GL_DepthMask(false);
4515 GL_DepthRange(0, 1);
4516 GL_DepthTest(false);
4517 GL_DepthFunc(GL_LEQUAL);
4518 R_EntityMatrix(&identitymatrix);
4519 R_Mesh_ResetTextureState();
4520 GL_PolygonOffset(0, 0);
4521 switch(vid.renderpath)
4523 case RENDERPATH_GL32:
4524 case RENDERPATH_GLES2:
4525 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4528 GL_CullFace(GL_NONE);
4533 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4535 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4538 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4540 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4541 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4542 GL_Color(1, 1, 1, 1);
4543 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4544 GL_BlendFunc(GL_ONE, GL_ZERO);
4545 GL_ScissorTest(true);
4547 GL_DepthRange(0, 1);
4549 GL_DepthFunc(GL_LEQUAL);
4550 R_EntityMatrix(&identitymatrix);
4551 R_Mesh_ResetTextureState();
4552 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4553 switch(vid.renderpath)
4555 case RENDERPATH_GL32:
4556 case RENDERPATH_GLES2:
4557 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4560 GL_CullFace(r_refdef.view.cullface_back);
4565 R_RenderView_UpdateViewVectors
4568 void R_RenderView_UpdateViewVectors(void)
4570 // break apart the view matrix into vectors for various purposes
4571 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4572 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4573 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4574 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4575 // make an inverted copy of the view matrix for tracking sprites
4576 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4579 void R_RenderTarget_FreeUnused(qbool force)
4581 unsigned int i, j, end;
4582 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4583 for (i = 0; i < end; i++)
4585 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4586 // free resources for rendertargets that have not been used for a while
4587 // (note: this check is run after the frame render, so any targets used
4588 // this frame will not be affected even at low framerates)
4589 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4592 R_Mesh_DestroyFramebufferObject(r->fbo);
4593 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4594 if (r->colortexture[j])
4595 R_FreeTexture(r->colortexture[j]);
4596 if (r->depthtexture)
4597 R_FreeTexture(r->depthtexture);
4598 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4603 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4605 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4609 y2 = (th - y - h) * ih;
4620 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4622 unsigned int i, j, end;
4623 r_rendertarget_t *r = NULL;
4625 // first try to reuse an existing slot if possible
4626 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4627 for (i = 0; i < end; i++)
4629 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4630 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4635 // no unused exact match found, so we have to make one in the first unused slot
4636 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4637 r->texturewidth = texturewidth;
4638 r->textureheight = textureheight;
4639 r->colortextype[0] = colortextype0;
4640 r->colortextype[1] = colortextype1;
4641 r->colortextype[2] = colortextype2;
4642 r->colortextype[3] = colortextype3;
4643 r->depthtextype = depthtextype;
4644 r->depthisrenderbuffer = depthisrenderbuffer;
4645 for (j = 0; j < 4; j++)
4646 if (r->colortextype[j])
4647 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4648 if (r->depthtextype)
4650 if (r->depthisrenderbuffer)
4651 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4653 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4655 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4657 r_refdef.stats[r_stat_rendertargets_used]++;
4658 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4659 r->lastusetime = host.realtime;
4660 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4664 static void R_Water_StartFrame(int viewwidth, int viewheight)
4666 int waterwidth, waterheight;
4668 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4671 // set waterwidth and waterheight to the water resolution that will be
4672 // used (often less than the screen resolution for faster rendering)
4673 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4674 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4676 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4677 waterwidth = waterheight = 0;
4679 // set up variables that will be used in shader setup
4680 r_fb.water.waterwidth = waterwidth;
4681 r_fb.water.waterheight = waterheight;
4682 r_fb.water.texturewidth = waterwidth;
4683 r_fb.water.textureheight = waterheight;
4684 r_fb.water.camerawidth = waterwidth;
4685 r_fb.water.cameraheight = waterheight;
4686 r_fb.water.screenscale[0] = 0.5f;
4687 r_fb.water.screenscale[1] = 0.5f;
4688 r_fb.water.screencenter[0] = 0.5f;
4689 r_fb.water.screencenter[1] = 0.5f;
4690 r_fb.water.enabled = waterwidth != 0;
4692 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4693 r_fb.water.numwaterplanes = 0;
4696 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4698 int planeindex, bestplaneindex, vertexindex;
4699 vec3_t mins, maxs, normal, center, v, n;
4700 vec_t planescore, bestplanescore;
4702 r_waterstate_waterplane_t *p;
4703 texture_t *t = R_GetCurrentTexture(surface->texture);
4705 rsurface.texture = t;
4706 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4707 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4708 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4710 // average the vertex normals, find the surface bounds (after deformvertexes)
4711 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4712 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4713 VectorCopy(n, normal);
4714 VectorCopy(v, mins);
4715 VectorCopy(v, maxs);
4716 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4718 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4719 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4720 VectorAdd(normal, n, normal);
4721 mins[0] = min(mins[0], v[0]);
4722 mins[1] = min(mins[1], v[1]);
4723 mins[2] = min(mins[2], v[2]);
4724 maxs[0] = max(maxs[0], v[0]);
4725 maxs[1] = max(maxs[1], v[1]);
4726 maxs[2] = max(maxs[2], v[2]);
4728 VectorNormalize(normal);
4729 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4731 VectorCopy(normal, plane.normal);
4732 VectorNormalize(plane.normal);
4733 plane.dist = DotProduct(center, plane.normal);
4734 PlaneClassify(&plane);
4735 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4737 // skip backfaces (except if nocullface is set)
4738 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4740 VectorNegate(plane.normal, plane.normal);
4742 PlaneClassify(&plane);
4746 // find a matching plane if there is one
4747 bestplaneindex = -1;
4748 bestplanescore = 1048576.0f;
4749 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4751 if(p->camera_entity == t->camera_entity)
4753 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4754 if (bestplaneindex < 0 || bestplanescore > planescore)
4756 bestplaneindex = planeindex;
4757 bestplanescore = planescore;
4761 planeindex = bestplaneindex;
4763 // if this surface does not fit any known plane rendered this frame, add one
4764 if (planeindex < 0 || bestplanescore > 0.001f)
4766 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4768 // store the new plane
4769 planeindex = r_fb.water.numwaterplanes++;
4770 p = r_fb.water.waterplanes + planeindex;
4772 // clear materialflags and pvs
4773 p->materialflags = 0;
4774 p->pvsvalid = false;
4775 p->camera_entity = t->camera_entity;
4776 VectorCopy(mins, p->mins);
4777 VectorCopy(maxs, p->maxs);
4781 // We're totally screwed.
4787 // merge mins/maxs when we're adding this surface to the plane
4788 p = r_fb.water.waterplanes + planeindex;
4789 p->mins[0] = min(p->mins[0], mins[0]);
4790 p->mins[1] = min(p->mins[1], mins[1]);
4791 p->mins[2] = min(p->mins[2], mins[2]);
4792 p->maxs[0] = max(p->maxs[0], maxs[0]);
4793 p->maxs[1] = max(p->maxs[1], maxs[1]);
4794 p->maxs[2] = max(p->maxs[2], maxs[2]);
4796 // merge this surface's materialflags into the waterplane
4797 p->materialflags |= t->currentmaterialflags;
4798 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4800 // merge this surface's PVS into the waterplane
4801 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4802 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4804 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4810 extern cvar_t r_drawparticles;
4811 extern cvar_t r_drawdecals;
4813 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4816 r_refdef_view_t originalview;
4817 r_refdef_view_t myview;
4818 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;
4819 r_waterstate_waterplane_t *p;
4821 r_rendertarget_t *rt;
4823 originalview = r_refdef.view;
4825 // lowquality hack, temporarily shut down some cvars and restore afterwards
4826 qualityreduction = r_water_lowquality.integer;
4827 if (qualityreduction > 0)
4829 if (qualityreduction >= 1)
4831 old_r_shadows = r_shadows.integer;
4832 old_r_worldrtlight = r_shadow_realtime_world.integer;
4833 old_r_dlight = r_shadow_realtime_dlight.integer;
4834 Cvar_SetValueQuick(&r_shadows, 0);
4835 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4836 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4838 if (qualityreduction >= 2)
4840 old_r_dynamic = r_dynamic.integer;
4841 old_r_particles = r_drawparticles.integer;
4842 old_r_decals = r_drawdecals.integer;
4843 Cvar_SetValueQuick(&r_dynamic, 0);
4844 Cvar_SetValueQuick(&r_drawparticles, 0);
4845 Cvar_SetValueQuick(&r_drawdecals, 0);
4849 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4851 p->rt_reflection = NULL;
4852 p->rt_refraction = NULL;
4853 p->rt_camera = NULL;
4857 r_refdef.view = originalview;
4858 r_refdef.view.showdebug = false;
4859 r_refdef.view.width = r_fb.water.waterwidth;
4860 r_refdef.view.height = r_fb.water.waterheight;
4861 r_refdef.view.useclipplane = true;
4862 myview = r_refdef.view;
4863 r_fb.water.renderingscene = true;
4864 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4866 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4869 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4871 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4872 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4874 r_refdef.view = myview;
4875 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4876 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4877 if(r_water_scissormode.integer)
4879 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4880 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4882 p->rt_reflection = NULL;
4883 p->rt_refraction = NULL;
4884 p->rt_camera = NULL;
4889 r_refdef.view.clipplane = p->plane;
4890 // reflected view origin may be in solid, so don't cull with it
4891 r_refdef.view.usevieworiginculling = false;
4892 // reverse the cullface settings for this render
4893 r_refdef.view.cullface_front = GL_FRONT;
4894 r_refdef.view.cullface_back = GL_BACK;
4895 // combined pvs (based on what can be seen from each surface center)
4896 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4898 r_refdef.view.usecustompvs = true;
4900 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4902 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4905 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4906 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4907 GL_ScissorTest(false);
4908 R_ClearScreen(r_refdef.fogenabled);
4909 GL_ScissorTest(true);
4910 if(r_water_scissormode.integer & 2)
4911 R_View_UpdateWithScissor(myscissor);
4914 R_AnimCache_CacheVisibleEntities();
4915 if(r_water_scissormode.integer & 1)
4916 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4917 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4919 r_fb.water.hideplayer = false;
4920 p->rt_reflection = rt;
4923 // render the normal view scene and copy into texture
4924 // (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)
4925 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4927 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4928 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4930 r_refdef.view = myview;
4931 if(r_water_scissormode.integer)
4933 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4934 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4936 p->rt_reflection = NULL;
4937 p->rt_refraction = NULL;
4938 p->rt_camera = NULL;
4943 // combined pvs (based on what can be seen from each surface center)
4944 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4946 r_refdef.view.usecustompvs = true;
4948 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4950 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4953 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4955 r_refdef.view.clipplane = p->plane;
4956 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4957 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4959 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4961 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4962 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4963 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4964 R_RenderView_UpdateViewVectors();
4965 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4967 r_refdef.view.usecustompvs = true;
4968 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);
4972 PlaneClassify(&r_refdef.view.clipplane);
4974 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4975 GL_ScissorTest(false);
4976 R_ClearScreen(r_refdef.fogenabled);
4977 GL_ScissorTest(true);
4978 if(r_water_scissormode.integer & 2)
4979 R_View_UpdateWithScissor(myscissor);
4982 R_AnimCache_CacheVisibleEntities();
4983 if(r_water_scissormode.integer & 1)
4984 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4985 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4987 r_fb.water.hideplayer = false;
4988 p->rt_refraction = rt;
4990 else if (p->materialflags & MATERIALFLAG_CAMERA)
4992 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4993 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4995 r_refdef.view = myview;
4997 r_refdef.view.clipplane = p->plane;
4998 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4999 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5001 r_refdef.view.width = r_fb.water.camerawidth;
5002 r_refdef.view.height = r_fb.water.cameraheight;
5003 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5004 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5005 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5006 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5008 if(p->camera_entity)
5010 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5011 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5014 // note: all of the view is used for displaying... so
5015 // there is no use in scissoring
5017 // reverse the cullface settings for this render
5018 r_refdef.view.cullface_front = GL_FRONT;
5019 r_refdef.view.cullface_back = GL_BACK;
5020 // also reverse the view matrix
5021 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
5022 R_RenderView_UpdateViewVectors();
5023 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5025 r_refdef.view.usecustompvs = true;
5026 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);
5029 // camera needs no clipplane
5030 r_refdef.view.useclipplane = false;
5031 // TODO: is the camera origin always valid? if so we don't need to clear this
5032 r_refdef.view.usevieworiginculling = false;
5034 PlaneClassify(&r_refdef.view.clipplane);
5036 r_fb.water.hideplayer = false;
5038 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5039 GL_ScissorTest(false);
5040 R_ClearScreen(r_refdef.fogenabled);
5041 GL_ScissorTest(true);
5043 R_AnimCache_CacheVisibleEntities();
5044 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5046 r_fb.water.hideplayer = false;
5051 r_fb.water.renderingscene = false;
5052 r_refdef.view = originalview;
5053 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5055 R_AnimCache_CacheVisibleEntities();
5058 r_refdef.view = originalview;
5059 r_fb.water.renderingscene = false;
5060 Cvar_SetValueQuick(&r_water, 0);
5061 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5063 // lowquality hack, restore cvars
5064 if (qualityreduction > 0)
5066 if (qualityreduction >= 1)
5068 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5069 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5070 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5072 if (qualityreduction >= 2)
5074 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5075 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5076 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5081 static void R_Bloom_StartFrame(void)
5083 int screentexturewidth, screentextureheight;
5084 textype_t textype = TEXTYPE_COLORBUFFER;
5087 // clear the pointers to rendertargets from last frame as they're stale
5088 r_fb.rt_screen = NULL;
5089 r_fb.rt_bloom = NULL;
5091 switch (vid.renderpath)
5093 case RENDERPATH_GL32:
5094 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5095 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5096 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5098 case RENDERPATH_GLES2:
5099 r_fb.usedepthtextures = false;
5103 if (r_viewscale_fpsscaling.integer)
5105 double actualframetime;
5106 double targetframetime;
5108 actualframetime = r_refdef.lastdrawscreentime;
5109 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5110 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5111 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5112 if (r_viewscale_fpsscaling_stepsize.value > 0)
5115 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5117 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5119 viewscalefpsadjusted += adjust;
5120 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5123 viewscalefpsadjusted = 1.0f;
5125 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5127 scale *= sqrt(vid.samples); // supersampling
5128 scale = bound(0.03125f, scale, 4.0f);
5129 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5130 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5131 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5132 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5134 // set bloomwidth and bloomheight to the bloom resolution that will be
5135 // used (often less than the screen resolution for faster rendering)
5136 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5137 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5138 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5139 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5140 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5142 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5144 Cvar_SetValueQuick(&r_bloom, 0);
5145 Cvar_SetValueQuick(&r_motionblur, 0);
5146 Cvar_SetValueQuick(&r_damageblur, 0);
5148 if (!r_bloom.integer)
5149 r_fb.bloomwidth = r_fb.bloomheight = 0;
5151 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5152 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5154 if (r_fb.ghosttexture)
5155 R_FreeTexture(r_fb.ghosttexture);
5156 r_fb.ghosttexture = NULL;
5158 r_fb.screentexturewidth = screentexturewidth;
5159 r_fb.screentextureheight = screentextureheight;
5160 r_fb.textype = textype;
5162 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5164 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5165 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5166 r_fb.ghosttexture_valid = false;
5170 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5172 r_refdef.view.clear = true;
5175 static void R_Bloom_MakeTexture(void)
5178 float xoffset, yoffset, r, brighten;
5179 float colorscale = r_bloom_colorscale.value;
5180 r_viewport_t bloomviewport;
5181 r_rendertarget_t *prev, *cur;
5182 textype_t textype = r_fb.rt_screen->colortextype[0];
5184 r_refdef.stats[r_stat_bloom]++;
5186 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5188 // scale down screen texture to the bloom texture size
5190 prev = r_fb.rt_screen;
5191 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5192 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5193 R_SetViewport(&bloomviewport);
5194 GL_CullFace(GL_NONE);
5195 GL_DepthTest(false);
5196 GL_BlendFunc(GL_ONE, GL_ZERO);
5197 GL_Color(colorscale, colorscale, colorscale, 1);
5198 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5199 // TODO: do boxfilter scale-down in shader?
5200 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5201 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5202 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5203 // we now have a properly scaled bloom image
5205 // multiply bloom image by itself as many times as desired to darken it
5206 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5207 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5210 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5211 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5213 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5215 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5216 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5217 GL_Color(1,1,1,1); // no fix factor supported here
5218 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5219 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5220 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5221 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5225 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5226 brighten = r_bloom_brighten.value;
5227 brighten = sqrt(brighten);
5229 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5231 for (dir = 0;dir < 2;dir++)
5234 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5235 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5236 // blend on at multiple vertical offsets to achieve a vertical blur
5237 // TODO: do offset blends using GLSL
5238 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5240 GL_BlendFunc(GL_ONE, GL_ZERO);
5242 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5244 for (x = -range;x <= range;x++)
5246 if (!dir){xoffset = 0;yoffset = x;}
5247 else {xoffset = x;yoffset = 0;}
5248 xoffset /= (float)prev->texturewidth;
5249 yoffset /= (float)prev->textureheight;
5250 // compute a texcoord array with the specified x and y offset
5251 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5252 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5253 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5254 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5255 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5256 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5257 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5258 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5259 // this r value looks like a 'dot' particle, fading sharply to
5260 // black at the edges
5261 // (probably not realistic but looks good enough)
5262 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5263 //r = brighten/(range*2+1);
5264 r = brighten / (range * 2 + 1);
5266 r *= (1 - x*x/(float)((range+1)*(range+1)));
5270 GL_Color(r, r, r, 1);
5272 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5274 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5275 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5277 GL_BlendFunc(GL_ONE, GL_ONE);
5282 // now we have the bloom image, so keep track of it
5283 r_fb.rt_bloom = cur;
5286 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5288 uint64_t permutation;
5289 float uservecs[4][4];
5290 rtexture_t *viewtexture;
5291 rtexture_t *bloomtexture;
5293 R_EntityMatrix(&identitymatrix);
5295 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5297 // declare variables
5298 float blur_factor, blur_mouseaccel, blur_velocity;
5299 static float blur_average;
5300 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5302 // set a goal for the factoring
5303 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5304 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5305 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5306 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5307 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5308 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5310 // from the goal, pick an averaged value between goal and last value
5311 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5312 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5314 // enforce minimum amount of blur
5315 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5317 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5319 // calculate values into a standard alpha
5320 cl.motionbluralpha = 1 - exp(-
5322 (r_motionblur.value * blur_factor / 80)
5324 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5327 max(0.0001, cl.time - cl.oldtime) // fps independent
5330 // randomization for the blur value to combat persistent ghosting
5331 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5332 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5335 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5336 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5338 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5339 GL_Color(1, 1, 1, cl.motionbluralpha);
5340 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5341 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5342 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5343 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5344 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5347 // updates old view angles for next pass
5348 VectorCopy(cl.viewangles, blur_oldangles);
5350 // copy view into the ghost texture
5351 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5352 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5353 r_fb.ghosttexture_valid = true;
5356 if (r_fb.bloomwidth)
5358 // make the bloom texture
5359 R_Bloom_MakeTexture();
5362 #if _MSC_VER >= 1400
5363 #define sscanf sscanf_s
5365 memset(uservecs, 0, sizeof(uservecs));
5366 if (r_glsl_postprocess_uservec1_enable.integer)
5367 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5368 if (r_glsl_postprocess_uservec2_enable.integer)
5369 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5370 if (r_glsl_postprocess_uservec3_enable.integer)
5371 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5372 if (r_glsl_postprocess_uservec4_enable.integer)
5373 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5375 // render to the screen fbo
5376 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5377 GL_Color(1, 1, 1, 1);
5378 GL_BlendFunc(GL_ONE, GL_ZERO);
5380 viewtexture = r_fb.rt_screen->colortexture[0];
5381 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5383 if (r_rendertarget_debug.integer >= 0)
5385 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5386 if (rt && rt->colortexture[0])
5388 viewtexture = rt->colortexture[0];
5389 bloomtexture = NULL;
5393 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5394 switch(vid.renderpath)
5396 case RENDERPATH_GL32:
5397 case RENDERPATH_GLES2:
5399 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5400 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5401 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5402 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5403 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5404 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5405 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5406 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5407 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5408 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]);
5409 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5410 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]);
5411 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]);
5412 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]);
5413 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]);
5414 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5415 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5416 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);
5417 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5420 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5421 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5424 matrix4x4_t r_waterscrollmatrix;
5426 void R_UpdateFog(void)
5429 if (gamemode == GAME_NEHAHRA)
5431 if (gl_fogenable.integer)
5433 r_refdef.oldgl_fogenable = true;
5434 r_refdef.fog_density = gl_fogdensity.value;
5435 r_refdef.fog_red = gl_fogred.value;
5436 r_refdef.fog_green = gl_foggreen.value;
5437 r_refdef.fog_blue = gl_fogblue.value;
5438 r_refdef.fog_alpha = 1;
5439 r_refdef.fog_start = 0;
5440 r_refdef.fog_end = gl_skyclip.value;
5441 r_refdef.fog_height = 1<<30;
5442 r_refdef.fog_fadedepth = 128;
5444 else if (r_refdef.oldgl_fogenable)
5446 r_refdef.oldgl_fogenable = false;
5447 r_refdef.fog_density = 0;
5448 r_refdef.fog_red = 0;
5449 r_refdef.fog_green = 0;
5450 r_refdef.fog_blue = 0;
5451 r_refdef.fog_alpha = 0;
5452 r_refdef.fog_start = 0;
5453 r_refdef.fog_end = 0;
5454 r_refdef.fog_height = 1<<30;
5455 r_refdef.fog_fadedepth = 128;
5460 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5461 r_refdef.fog_start = max(0, r_refdef.fog_start);
5462 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5464 if (r_refdef.fog_density && r_drawfog.integer)
5466 r_refdef.fogenabled = true;
5467 // this is the point where the fog reaches 0.9986 alpha, which we
5468 // consider a good enough cutoff point for the texture
5469 // (0.9986 * 256 == 255.6)
5470 if (r_fog_exp2.integer)
5471 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5473 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5474 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5475 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5476 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5477 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5478 R_BuildFogHeightTexture();
5479 // fog color was already set
5480 // update the fog texture
5481 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)
5482 R_BuildFogTexture();
5483 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5484 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5487 r_refdef.fogenabled = false;
5490 if (r_refdef.fog_density)
5492 r_refdef.fogcolor[0] = r_refdef.fog_red;
5493 r_refdef.fogcolor[1] = r_refdef.fog_green;
5494 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5496 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5497 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5498 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5499 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5503 VectorCopy(r_refdef.fogcolor, fogvec);
5504 // color.rgb *= ContrastBoost * SceneBrightness;
5505 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5506 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5507 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5508 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5513 void R_UpdateVariables(void)
5517 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5519 r_refdef.farclip = r_farclip_base.value;
5520 if (r_refdef.scene.worldmodel)
5521 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5522 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5524 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5525 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5526 r_refdef.polygonfactor = 0;
5527 r_refdef.polygonoffset = 0;
5529 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5530 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5531 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5532 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5533 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5534 if (r_refdef.scene.worldmodel)
5536 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5538 if (r_showsurfaces.integer)
5540 r_refdef.scene.rtworld = false;
5541 r_refdef.scene.rtworldshadows = false;
5542 r_refdef.scene.rtdlight = false;
5543 r_refdef.scene.rtdlightshadows = false;
5544 r_refdef.scene.lightmapintensity = 0;
5547 r_gpuskeletal = false;
5548 switch(vid.renderpath)
5550 case RENDERPATH_GL32:
5551 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5552 case RENDERPATH_GLES2:
5553 if(!vid_gammatables_trivial)
5555 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5557 // build GLSL gamma texture
5558 #define RAMPWIDTH 256
5559 unsigned short ramp[RAMPWIDTH * 3];
5560 unsigned char rampbgr[RAMPWIDTH][4];
5563 r_texture_gammaramps_serial = vid_gammatables_serial;
5565 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5566 for(i = 0; i < RAMPWIDTH; ++i)
5568 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5569 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5570 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5573 if (r_texture_gammaramps)
5575 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5579 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5585 // remove GLSL gamma texture
5591 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5592 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5598 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5599 if( scenetype != r_currentscenetype ) {
5600 // store the old scenetype
5601 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5602 r_currentscenetype = scenetype;
5603 // move in the new scene
5604 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5613 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5615 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5616 if( scenetype == r_currentscenetype ) {
5617 return &r_refdef.scene;
5619 return &r_scenes_store[ scenetype ];
5623 static int R_SortEntities_Compare(const void *ap, const void *bp)
5625 const entity_render_t *a = *(const entity_render_t **)ap;
5626 const entity_render_t *b = *(const entity_render_t **)bp;
5629 if(a->model < b->model)
5631 if(a->model > b->model)
5635 // TODO possibly calculate the REAL skinnum here first using
5637 if(a->skinnum < b->skinnum)
5639 if(a->skinnum > b->skinnum)
5642 // everything we compared is equal
5645 static void R_SortEntities(void)
5647 // below or equal 2 ents, sorting never gains anything
5648 if(r_refdef.scene.numentities <= 2)
5651 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5659 extern cvar_t r_shadow_bouncegrid;
5660 extern cvar_t v_isometric;
5661 extern void V_MakeViewIsometric(void);
5662 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5664 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5666 rtexture_t *viewdepthtexture = NULL;
5667 rtexture_t *viewcolortexture = NULL;
5668 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5670 // finish any 2D rendering that was queued
5673 if (r_timereport_active)
5674 R_TimeReport("start");
5675 r_textureframe++; // used only by R_GetCurrentTexture
5676 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5678 if(R_CompileShader_CheckStaticParms())
5679 R_GLSL_Restart_f(&cmd_client);
5681 if (!r_drawentities.integer)
5682 r_refdef.scene.numentities = 0;
5683 else if (r_sortentities.integer)
5686 R_AnimCache_ClearCache();
5688 /* adjust for stereo display */
5689 if(R_Stereo_Active())
5691 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);
5692 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5695 if (r_refdef.view.isoverlay)
5697 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5698 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5699 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5700 R_TimeReport("depthclear");
5702 r_refdef.view.showdebug = false;
5704 r_fb.water.enabled = false;
5705 r_fb.water.numwaterplanes = 0;
5707 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5709 r_refdef.view.matrix = originalmatrix;
5715 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5717 r_refdef.view.matrix = originalmatrix;
5721 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5722 if (v_isometric.integer && r_refdef.view.ismain)
5723 V_MakeViewIsometric();
5725 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5727 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5728 // in sRGB fallback, behave similar to true sRGB: convert this
5729 // value from linear to sRGB
5730 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5732 R_RenderView_UpdateViewVectors();
5734 R_Shadow_UpdateWorldLightSelection();
5736 // this will set up r_fb.rt_screen
5737 R_Bloom_StartFrame();
5739 // apply bloom brightness offset
5741 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5743 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5746 viewfbo = r_fb.rt_screen->fbo;
5747 viewdepthtexture = r_fb.rt_screen->depthtexture;
5748 viewcolortexture = r_fb.rt_screen->colortexture[0];
5751 viewwidth = r_fb.rt_screen->texturewidth;
5752 viewheight = r_fb.rt_screen->textureheight;
5755 R_Water_StartFrame(viewwidth, viewheight);
5758 if (r_timereport_active)
5759 R_TimeReport("viewsetup");
5761 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5763 // clear the whole fbo every frame - otherwise the driver will consider
5764 // it to be an inter-frame texture and stall in multi-gpu configurations
5766 GL_ScissorTest(false);
5767 R_ClearScreen(r_refdef.fogenabled);
5768 if (r_timereport_active)
5769 R_TimeReport("viewclear");
5771 r_refdef.view.clear = true;
5773 r_refdef.view.showdebug = true;
5776 if (r_timereport_active)
5777 R_TimeReport("visibility");
5779 R_AnimCache_CacheVisibleEntities();
5780 if (r_timereport_active)
5781 R_TimeReport("animcache");
5783 R_Shadow_UpdateBounceGridTexture();
5784 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5786 r_fb.water.numwaterplanes = 0;
5787 if (r_fb.water.enabled)
5788 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5790 // for the actual view render we use scissoring a fair amount, so scissor
5791 // test needs to be on
5793 GL_ScissorTest(true);
5794 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5795 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5796 r_fb.water.numwaterplanes = 0;
5798 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5799 GL_ScissorTest(false);
5801 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5802 if (r_timereport_active)
5803 R_TimeReport("blendview");
5805 r_refdef.view.matrix = originalmatrix;
5809 // go back to 2d rendering
5813 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5815 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5817 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5818 if (r_timereport_active)
5819 R_TimeReport("waterworld");
5822 // don't let sound skip if going slow
5823 if (r_refdef.scene.extraupdate)
5826 R_DrawModelsAddWaterPlanes();
5827 if (r_timereport_active)
5828 R_TimeReport("watermodels");
5830 if (r_fb.water.numwaterplanes)
5832 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5833 if (r_timereport_active)
5834 R_TimeReport("waterscenes");
5838 extern cvar_t cl_locs_show;
5839 static void R_DrawLocs(void);
5840 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5841 static void R_DrawModelDecals(void);
5842 extern qbool r_shadow_usingdeferredprepass;
5843 extern int r_shadow_shadowmapatlas_modelshadows_size;
5844 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5846 qbool shadowmapping = false;
5848 if (r_timereport_active)
5849 R_TimeReport("beginscene");
5851 r_refdef.stats[r_stat_renders]++;
5855 // don't let sound skip if going slow
5856 if (r_refdef.scene.extraupdate)
5859 R_MeshQueue_BeginScene();
5863 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);
5865 if (r_timereport_active)
5866 R_TimeReport("skystartframe");
5868 if (cl.csqc_vidvars.drawworld)
5870 // don't let sound skip if going slow
5871 if (r_refdef.scene.extraupdate)
5874 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5876 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5877 if (r_timereport_active)
5878 R_TimeReport("worldsky");
5881 if (R_DrawBrushModelsSky() && r_timereport_active)
5882 R_TimeReport("bmodelsky");
5884 if (skyrendermasked && skyrenderlater)
5886 // we have to force off the water clipping plane while rendering sky
5887 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5889 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5890 if (r_timereport_active)
5891 R_TimeReport("sky");
5895 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5896 r_shadow_viewfbo = viewfbo;
5897 r_shadow_viewdepthtexture = viewdepthtexture;
5898 r_shadow_viewcolortexture = viewcolortexture;
5899 r_shadow_viewx = viewx;
5900 r_shadow_viewy = viewy;
5901 r_shadow_viewwidth = viewwidth;
5902 r_shadow_viewheight = viewheight;
5904 R_Shadow_PrepareModelShadows();
5905 R_Shadow_PrepareLights();
5906 if (r_timereport_active)
5907 R_TimeReport("preparelights");
5909 // render all the shadowmaps that will be used for this view
5910 shadowmapping = R_Shadow_ShadowMappingEnabled();
5911 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5913 R_Shadow_DrawShadowMaps();
5914 if (r_timereport_active)
5915 R_TimeReport("shadowmaps");
5918 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5919 if (r_shadow_usingdeferredprepass)
5920 R_Shadow_DrawPrepass();
5922 // now we begin the forward pass of the view render
5923 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5925 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5926 if (r_timereport_active)
5927 R_TimeReport("worlddepth");
5929 if (r_depthfirst.integer >= 2)
5931 R_DrawModelsDepth();
5932 if (r_timereport_active)
5933 R_TimeReport("modeldepth");
5936 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5938 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5939 if (r_timereport_active)
5940 R_TimeReport("world");
5943 // don't let sound skip if going slow
5944 if (r_refdef.scene.extraupdate)
5948 if (r_timereport_active)
5949 R_TimeReport("models");
5951 // don't let sound skip if going slow
5952 if (r_refdef.scene.extraupdate)
5955 if (!r_shadow_usingdeferredprepass)
5957 R_Shadow_DrawLights();
5958 if (r_timereport_active)
5959 R_TimeReport("rtlights");
5962 // don't let sound skip if going slow
5963 if (r_refdef.scene.extraupdate)
5966 if (cl.csqc_vidvars.drawworld)
5968 R_DrawModelDecals();
5969 if (r_timereport_active)
5970 R_TimeReport("modeldecals");
5973 if (r_timereport_active)
5974 R_TimeReport("particles");
5977 if (r_timereport_active)
5978 R_TimeReport("explosions");
5981 if (r_refdef.view.showdebug)
5983 if (cl_locs_show.integer)
5986 if (r_timereport_active)
5987 R_TimeReport("showlocs");
5990 if (r_drawportals.integer)
5993 if (r_timereport_active)
5994 R_TimeReport("portals");
5997 if (r_showbboxes_client.value > 0)
5999 R_DrawEntityBBoxes(CLVM_prog);
6000 if (r_timereport_active)
6001 R_TimeReport("clbboxes");
6003 if (r_showbboxes.value > 0)
6005 R_DrawEntityBBoxes(SVVM_prog);
6006 if (r_timereport_active)
6007 R_TimeReport("svbboxes");
6011 if (r_transparent.integer)
6013 R_MeshQueue_RenderTransparent();
6014 if (r_timereport_active)
6015 R_TimeReport("drawtrans");
6018 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))
6020 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6021 if (r_timereport_active)
6022 R_TimeReport("worlddebug");
6023 R_DrawModelsDebug();
6024 if (r_timereport_active)
6025 R_TimeReport("modeldebug");
6028 if (cl.csqc_vidvars.drawworld)
6030 R_Shadow_DrawCoronas();
6031 if (r_timereport_active)
6032 R_TimeReport("coronas");
6035 // don't let sound skip if going slow
6036 if (r_refdef.scene.extraupdate)
6040 static const unsigned short bboxelements[36] =
6050 #define BBOXEDGES 13
6051 static const float bboxedges[BBOXEDGES][6] =
6054 { 0, 0, 0, 1, 1, 1 },
6056 { 0, 0, 0, 0, 1, 0 },
6057 { 0, 0, 0, 1, 0, 0 },
6058 { 0, 1, 0, 1, 1, 0 },
6059 { 1, 0, 0, 1, 1, 0 },
6061 { 0, 0, 1, 0, 1, 1 },
6062 { 0, 0, 1, 1, 0, 1 },
6063 { 0, 1, 1, 1, 1, 1 },
6064 { 1, 0, 1, 1, 1, 1 },
6066 { 0, 0, 0, 0, 0, 1 },
6067 { 1, 0, 0, 1, 0, 1 },
6068 { 0, 1, 0, 0, 1, 1 },
6069 { 1, 1, 0, 1, 1, 1 },
6072 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6074 int numvertices = BBOXEDGES * 8;
6075 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6076 int numtriangles = BBOXEDGES * 12;
6077 unsigned short elements[BBOXEDGES * 36];
6079 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6081 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6083 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6084 GL_DepthMask(false);
6085 GL_DepthRange(0, 1);
6086 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6088 for (edge = 0; edge < BBOXEDGES; edge++)
6090 for (i = 0; i < 3; i++)
6092 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6093 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6095 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6096 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6097 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6098 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6099 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6100 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6101 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6102 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6103 for (i = 0; i < 36; i++)
6104 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6106 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6107 if (r_refdef.fogenabled)
6109 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6111 f1 = RSurf_FogVertex(v);
6113 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6114 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6115 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6118 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6119 R_Mesh_ResetTextureState();
6120 R_SetupShader_Generic_NoTexture(false, false);
6121 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6124 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6126 // hacky overloading of the parameters
6127 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6130 prvm_edict_t *edict;
6132 GL_CullFace(GL_NONE);
6133 R_SetupShader_Generic_NoTexture(false, false);
6135 for (i = 0;i < numsurfaces;i++)
6137 edict = PRVM_EDICT_NUM(surfacelist[i]);
6138 switch ((int)PRVM_serveredictfloat(edict, solid))
6140 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6141 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6142 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6143 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6144 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6145 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6146 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6148 if (prog == CLVM_prog)
6149 color[3] *= r_showbboxes_client.value;
6151 color[3] *= r_showbboxes.value;
6152 color[3] = bound(0, color[3], 1);
6153 GL_DepthTest(!r_showdisabledepthtest.integer);
6154 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6158 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6161 prvm_edict_t *edict;
6167 for (i = 0; i < prog->num_edicts; i++)
6169 edict = PRVM_EDICT_NUM(i);
6170 if (edict->priv.server->free)
6172 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6173 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6175 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6177 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6178 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6182 static const int nomodelelement3i[24] =
6194 static const unsigned short nomodelelement3s[24] =
6206 static const float nomodelvertex3f[6*3] =
6216 static const float nomodelcolor4f[6*4] =
6218 0.0f, 0.0f, 0.5f, 1.0f,
6219 0.0f, 0.0f, 0.5f, 1.0f,
6220 0.0f, 0.5f, 0.0f, 1.0f,
6221 0.0f, 0.5f, 0.0f, 1.0f,
6222 0.5f, 0.0f, 0.0f, 1.0f,
6223 0.5f, 0.0f, 0.0f, 1.0f
6226 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6232 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);
6234 // this is only called once per entity so numsurfaces is always 1, and
6235 // surfacelist is always {0}, so this code does not handle batches
6237 if (rsurface.ent_flags & RENDER_ADDITIVE)
6239 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6240 GL_DepthMask(false);
6242 else if (ent->alpha < 1)
6244 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6245 GL_DepthMask(false);
6249 GL_BlendFunc(GL_ONE, GL_ZERO);
6252 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6253 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6254 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6255 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6256 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6257 for (i = 0, c = color4f;i < 6;i++, c += 4)
6259 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6260 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6261 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6264 if (r_refdef.fogenabled)
6266 for (i = 0, c = color4f;i < 6;i++, c += 4)
6268 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6270 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6271 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6272 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6275 // R_Mesh_ResetTextureState();
6276 R_SetupShader_Generic_NoTexture(false, false);
6277 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6278 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6281 void R_DrawNoModel(entity_render_t *ent)
6284 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6285 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6286 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6288 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6291 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6293 vec3_t right1, right2, diff, normal;
6295 VectorSubtract (org2, org1, normal);
6297 // calculate 'right' vector for start
6298 VectorSubtract (r_refdef.view.origin, org1, diff);
6299 CrossProduct (normal, diff, right1);
6300 VectorNormalize (right1);
6302 // calculate 'right' vector for end
6303 VectorSubtract (r_refdef.view.origin, org2, diff);
6304 CrossProduct (normal, diff, right2);
6305 VectorNormalize (right2);
6307 vert[ 0] = org1[0] + width * right1[0];
6308 vert[ 1] = org1[1] + width * right1[1];
6309 vert[ 2] = org1[2] + width * right1[2];
6310 vert[ 3] = org1[0] - width * right1[0];
6311 vert[ 4] = org1[1] - width * right1[1];
6312 vert[ 5] = org1[2] - width * right1[2];
6313 vert[ 6] = org2[0] - width * right2[0];
6314 vert[ 7] = org2[1] - width * right2[1];
6315 vert[ 8] = org2[2] - width * right2[2];
6316 vert[ 9] = org2[0] + width * right2[0];
6317 vert[10] = org2[1] + width * right2[1];
6318 vert[11] = org2[2] + width * right2[2];
6321 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)
6323 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6324 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6325 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6326 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6327 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6328 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6329 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6330 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6331 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6332 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6333 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6334 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6337 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6342 VectorSet(v, x, y, z);
6343 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6344 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6346 if (i == mesh->numvertices)
6348 if (mesh->numvertices < mesh->maxvertices)
6350 VectorCopy(v, vertex3f);
6351 mesh->numvertices++;
6353 return mesh->numvertices;
6359 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6363 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6364 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6365 e = mesh->element3i + mesh->numtriangles * 3;
6366 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6368 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6369 if (mesh->numtriangles < mesh->maxtriangles)
6374 mesh->numtriangles++;
6376 element[1] = element[2];
6380 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6384 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6385 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6386 e = mesh->element3i + mesh->numtriangles * 3;
6387 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6389 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6390 if (mesh->numtriangles < mesh->maxtriangles)
6395 mesh->numtriangles++;
6397 element[1] = element[2];
6401 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6402 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6404 int planenum, planenum2;
6407 mplane_t *plane, *plane2;
6409 double temppoints[2][256*3];
6410 // figure out how large a bounding box we need to properly compute this brush
6412 for (w = 0;w < numplanes;w++)
6413 maxdist = max(maxdist, fabs(planes[w].dist));
6414 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6415 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6416 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6420 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6421 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6423 if (planenum2 == planenum)
6425 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);
6428 if (tempnumpoints < 3)
6430 // generate elements forming a triangle fan for this polygon
6431 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6435 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6437 if(parms[0] == 0 && parms[1] == 0)
6439 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6440 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6445 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6448 index = parms[2] + rsurface.shadertime * parms[3];
6449 index -= floor(index);
6450 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6453 case Q3WAVEFUNC_NONE:
6454 case Q3WAVEFUNC_NOISE:
6455 case Q3WAVEFUNC_COUNT:
6458 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6459 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6460 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6461 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6462 case Q3WAVEFUNC_TRIANGLE:
6464 f = index - floor(index);
6477 f = parms[0] + parms[1] * f;
6478 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6479 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6483 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6490 matrix4x4_t matrix, temp;
6491 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6492 // it's better to have one huge fixup every 9 hours than gradual
6493 // degradation over time which looks consistently bad after many hours.
6495 // tcmod scroll in particular suffers from this degradation which can't be
6496 // effectively worked around even with floor() tricks because we don't
6497 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6498 // a workaround involving floor() would be incorrect anyway...
6499 shadertime = rsurface.shadertime;
6500 if (shadertime >= 32768.0f)
6501 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6502 switch(tcmod->tcmod)
6506 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6507 matrix = r_waterscrollmatrix;
6509 matrix = identitymatrix;
6511 case Q3TCMOD_ENTITYTRANSLATE:
6512 // this is used in Q3 to allow the gamecode to control texcoord
6513 // scrolling on the entity, which is not supported in darkplaces yet.
6514 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6516 case Q3TCMOD_ROTATE:
6517 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6518 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6519 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6522 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6524 case Q3TCMOD_SCROLL:
6525 // this particular tcmod is a "bug for bug" compatible one with regards to
6526 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6527 // specifically did the wrapping and so we must mimic that...
6528 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6529 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6530 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6532 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6533 w = (int) tcmod->parms[0];
6534 h = (int) tcmod->parms[1];
6535 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6537 idx = (int) floor(f * w * h);
6538 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6540 case Q3TCMOD_STRETCH:
6541 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6542 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6544 case Q3TCMOD_TRANSFORM:
6545 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6546 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6547 VectorSet(tcmat + 6, 0 , 0 , 1);
6548 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6549 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6551 case Q3TCMOD_TURBULENT:
6552 // this is handled in the RSurf_PrepareVertices function
6553 matrix = identitymatrix;
6557 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6560 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6562 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6563 char name[MAX_QPATH];
6564 skinframe_t *skinframe;
6565 unsigned char pixels[296*194];
6566 strlcpy(cache->name, skinname, sizeof(cache->name));
6567 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6568 if (developer_loading.integer)
6569 Con_Printf("loading %s\n", name);
6570 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6571 if (!skinframe || !skinframe->base)
6574 fs_offset_t filesize;
6576 f = FS_LoadFile(name, tempmempool, true, &filesize);
6579 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6580 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6584 cache->skinframe = skinframe;
6587 texture_t *R_GetCurrentTexture(texture_t *t)
6590 const entity_render_t *ent = rsurface.entity;
6591 model_t *model = ent->model; // when calling this, ent must not be NULL
6592 q3shaderinfo_layer_tcmod_t *tcmod;
6593 float specularscale = 0.0f;
6595 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6596 return t->currentframe;
6597 t->update_lastrenderframe = r_textureframe;
6598 t->update_lastrenderentity = (void *)ent;
6600 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6601 t->camera_entity = ent->entitynumber;
6603 t->camera_entity = 0;
6605 // switch to an alternate material if this is a q1bsp animated material
6607 texture_t *texture = t;
6608 int s = rsurface.ent_skinnum;
6609 if ((unsigned int)s >= (unsigned int)model->numskins)
6611 if (model->skinscenes)
6613 if (model->skinscenes[s].framecount > 1)
6614 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6616 s = model->skinscenes[s].firstframe;
6619 t = t + s * model->num_surfaces;
6622 // use an alternate animation if the entity's frame is not 0,
6623 // and only if the texture has an alternate animation
6624 if (t->animated == 2) // q2bsp
6625 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6626 else if (rsurface.ent_alttextures && t->anim_total[1])
6627 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6629 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6631 texture->currentframe = t;
6634 // update currentskinframe to be a qw skin or animation frame
6635 if (rsurface.ent_qwskin >= 0)
6637 i = rsurface.ent_qwskin;
6638 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6640 r_qwskincache_size = cl.maxclients;
6642 Mem_Free(r_qwskincache);
6643 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6645 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6646 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6647 t->currentskinframe = r_qwskincache[i].skinframe;
6648 if (t->materialshaderpass && t->currentskinframe == NULL)
6649 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6651 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6652 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6653 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6654 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6656 t->currentmaterialflags = t->basematerialflags;
6657 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6658 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6659 t->currentalpha *= r_wateralpha.value;
6660 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6661 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6662 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6663 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6665 // decide on which type of lighting to use for this surface
6666 if (rsurface.entity->render_modellight_forced)
6667 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6668 if (rsurface.entity->render_rtlight_disabled)
6669 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6670 if (rsurface.entity->render_lightgrid)
6671 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6672 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6674 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6675 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6676 for (q = 0; q < 3; q++)
6678 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6679 t->render_modellight_lightdir_world[q] = q == 2;
6680 t->render_modellight_lightdir_local[q] = q == 2;
6681 t->render_modellight_ambient[q] = 1;
6682 t->render_modellight_diffuse[q] = 0;
6683 t->render_modellight_specular[q] = 0;
6684 t->render_lightmap_ambient[q] = 0;
6685 t->render_lightmap_diffuse[q] = 0;
6686 t->render_lightmap_specular[q] = 0;
6687 t->render_rtlight_diffuse[q] = 0;
6688 t->render_rtlight_specular[q] = 0;
6691 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6693 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6694 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6695 for (q = 0; q < 3; q++)
6697 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6698 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6699 t->render_modellight_lightdir_world[q] = q == 2;
6700 t->render_modellight_lightdir_local[q] = q == 2;
6701 t->render_modellight_diffuse[q] = 0;
6702 t->render_modellight_specular[q] = 0;
6703 t->render_lightmap_ambient[q] = 0;
6704 t->render_lightmap_diffuse[q] = 0;
6705 t->render_lightmap_specular[q] = 0;
6706 t->render_rtlight_diffuse[q] = 0;
6707 t->render_rtlight_specular[q] = 0;
6710 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6712 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6713 for (q = 0; q < 3; q++)
6715 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6716 t->render_modellight_lightdir_world[q] = q == 2;
6717 t->render_modellight_lightdir_local[q] = q == 2;
6718 t->render_modellight_ambient[q] = 0;
6719 t->render_modellight_diffuse[q] = 0;
6720 t->render_modellight_specular[q] = 0;
6721 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6722 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6723 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6724 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6725 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6728 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6730 // ambient + single direction light (modellight)
6731 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6732 for (q = 0; q < 3; q++)
6734 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6735 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6736 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6737 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6738 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6739 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6740 t->render_lightmap_ambient[q] = 0;
6741 t->render_lightmap_diffuse[q] = 0;
6742 t->render_lightmap_specular[q] = 0;
6743 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6744 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6749 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6750 for (q = 0; q < 3; q++)
6752 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6753 t->render_modellight_lightdir_world[q] = q == 2;
6754 t->render_modellight_lightdir_local[q] = q == 2;
6755 t->render_modellight_ambient[q] = 0;
6756 t->render_modellight_diffuse[q] = 0;
6757 t->render_modellight_specular[q] = 0;
6758 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6759 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6760 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6761 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6762 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6766 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6768 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6769 // attribute, we punt it to the lightmap path and hope for the best,
6770 // but lighting doesn't work.
6772 // FIXME: this is fine for effects but CSQC polygons should be subject
6774 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6775 for (q = 0; q < 3; q++)
6777 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6778 t->render_modellight_lightdir_world[q] = q == 2;
6779 t->render_modellight_lightdir_local[q] = q == 2;
6780 t->render_modellight_ambient[q] = 0;
6781 t->render_modellight_diffuse[q] = 0;
6782 t->render_modellight_specular[q] = 0;
6783 t->render_lightmap_ambient[q] = 0;
6784 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6785 t->render_lightmap_specular[q] = 0;
6786 t->render_rtlight_diffuse[q] = 0;
6787 t->render_rtlight_specular[q] = 0;
6791 for (q = 0; q < 3; q++)
6793 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6794 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6797 if (rsurface.ent_flags & RENDER_ADDITIVE)
6798 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6799 else if (t->currentalpha < 1)
6800 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6801 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6802 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6803 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6804 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6805 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6806 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6807 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6808 if (t->backgroundshaderpass)
6809 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6810 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6812 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6813 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6816 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6817 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6819 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6820 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6822 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6823 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6825 // there is no tcmod
6826 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6828 t->currenttexmatrix = r_waterscrollmatrix;
6829 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6831 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6833 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6834 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6837 if (t->materialshaderpass)
6838 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6839 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6841 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6842 if (t->currentskinframe->qpixels)
6843 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6844 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6845 if (!t->basetexture)
6846 t->basetexture = r_texture_notexture;
6847 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6848 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6849 t->nmaptexture = t->currentskinframe->nmap;
6850 if (!t->nmaptexture)
6851 t->nmaptexture = r_texture_blanknormalmap;
6852 t->glosstexture = r_texture_black;
6853 t->glowtexture = t->currentskinframe->glow;
6854 t->fogtexture = t->currentskinframe->fog;
6855 t->reflectmasktexture = t->currentskinframe->reflect;
6856 if (t->backgroundshaderpass)
6858 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6859 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6860 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6861 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6862 t->backgroundglosstexture = r_texture_black;
6863 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6864 if (!t->backgroundnmaptexture)
6865 t->backgroundnmaptexture = r_texture_blanknormalmap;
6866 // make sure that if glow is going to be used, both textures are not NULL
6867 if (!t->backgroundglowtexture && t->glowtexture)
6868 t->backgroundglowtexture = r_texture_black;
6869 if (!t->glowtexture && t->backgroundglowtexture)
6870 t->glowtexture = r_texture_black;
6874 t->backgroundbasetexture = r_texture_white;
6875 t->backgroundnmaptexture = r_texture_blanknormalmap;
6876 t->backgroundglosstexture = r_texture_black;
6877 t->backgroundglowtexture = NULL;
6879 t->specularpower = r_shadow_glossexponent.value;
6880 // TODO: store reference values for these in the texture?
6881 if (r_shadow_gloss.integer > 0)
6883 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6885 if (r_shadow_glossintensity.value > 0)
6887 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6888 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6889 specularscale = r_shadow_glossintensity.value;
6892 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6894 t->glosstexture = r_texture_white;
6895 t->backgroundglosstexture = r_texture_white;
6896 specularscale = r_shadow_gloss2intensity.value;
6897 t->specularpower = r_shadow_gloss2exponent.value;
6900 specularscale *= t->specularscalemod;
6901 t->specularpower *= t->specularpowermod;
6903 // lightmaps mode looks bad with dlights using actual texturing, so turn
6904 // off the colormap and glossmap, but leave the normalmap on as it still
6905 // accurately represents the shading involved
6906 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6908 t->basetexture = r_texture_grey128;
6909 t->pantstexture = r_texture_black;
6910 t->shirttexture = r_texture_black;
6911 if (gl_lightmaps.integer < 2)
6912 t->nmaptexture = r_texture_blanknormalmap;
6913 t->glosstexture = r_texture_black;
6914 t->glowtexture = NULL;
6915 t->fogtexture = NULL;
6916 t->reflectmasktexture = NULL;
6917 t->backgroundbasetexture = NULL;
6918 if (gl_lightmaps.integer < 2)
6919 t->backgroundnmaptexture = r_texture_blanknormalmap;
6920 t->backgroundglosstexture = r_texture_black;
6921 t->backgroundglowtexture = NULL;
6923 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6926 if (specularscale != 1.0f)
6928 for (q = 0; q < 3; q++)
6930 t->render_modellight_specular[q] *= specularscale;
6931 t->render_lightmap_specular[q] *= specularscale;
6932 t->render_rtlight_specular[q] *= specularscale;
6936 t->currentblendfunc[0] = GL_ONE;
6937 t->currentblendfunc[1] = GL_ZERO;
6938 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6940 t->currentblendfunc[0] = GL_SRC_ALPHA;
6941 t->currentblendfunc[1] = GL_ONE;
6943 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6945 t->currentblendfunc[0] = GL_SRC_ALPHA;
6946 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6948 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6950 t->currentblendfunc[0] = t->customblendfunc[0];
6951 t->currentblendfunc[1] = t->customblendfunc[1];
6957 rsurfacestate_t rsurface;
6959 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6961 model_t *model = ent->model;
6962 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6964 rsurface.entity = (entity_render_t *)ent;
6965 rsurface.skeleton = ent->skeleton;
6966 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6967 rsurface.ent_skinnum = ent->skinnum;
6968 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;
6969 rsurface.ent_flags = ent->flags;
6970 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6971 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6972 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6973 rsurface.matrix = ent->matrix;
6974 rsurface.inversematrix = ent->inversematrix;
6975 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6976 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6977 R_EntityMatrix(&rsurface.matrix);
6978 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6979 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6980 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6981 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6982 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6983 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6984 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6985 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6986 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6987 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6988 if (ent->model->brush.submodel && !prepass)
6990 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6991 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6993 // if the animcache code decided it should use the shader path, skip the deform step
6994 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6995 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6996 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6997 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6998 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6999 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7001 if (ent->animcache_vertex3f)
7003 r_refdef.stats[r_stat_batch_entitycache_count]++;
7004 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7005 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7006 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7007 rsurface.modelvertex3f = ent->animcache_vertex3f;
7008 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7009 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7010 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7011 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7012 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7013 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7014 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7015 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7016 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7017 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7018 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7020 else if (wanttangents)
7022 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7023 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7024 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7025 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7026 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7027 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7028 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7029 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7030 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7031 rsurface.modelvertex3f_vertexbuffer = NULL;
7032 rsurface.modelvertex3f_bufferoffset = 0;
7033 rsurface.modelvertex3f_vertexbuffer = 0;
7034 rsurface.modelvertex3f_bufferoffset = 0;
7035 rsurface.modelsvector3f_vertexbuffer = 0;
7036 rsurface.modelsvector3f_bufferoffset = 0;
7037 rsurface.modeltvector3f_vertexbuffer = 0;
7038 rsurface.modeltvector3f_bufferoffset = 0;
7039 rsurface.modelnormal3f_vertexbuffer = 0;
7040 rsurface.modelnormal3f_bufferoffset = 0;
7042 else if (wantnormals)
7044 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7045 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7046 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7047 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7048 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7049 rsurface.modelsvector3f = NULL;
7050 rsurface.modeltvector3f = NULL;
7051 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7052 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7053 rsurface.modelvertex3f_vertexbuffer = NULL;
7054 rsurface.modelvertex3f_bufferoffset = 0;
7055 rsurface.modelvertex3f_vertexbuffer = 0;
7056 rsurface.modelvertex3f_bufferoffset = 0;
7057 rsurface.modelsvector3f_vertexbuffer = 0;
7058 rsurface.modelsvector3f_bufferoffset = 0;
7059 rsurface.modeltvector3f_vertexbuffer = 0;
7060 rsurface.modeltvector3f_bufferoffset = 0;
7061 rsurface.modelnormal3f_vertexbuffer = 0;
7062 rsurface.modelnormal3f_bufferoffset = 0;
7066 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7067 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7068 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7069 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7070 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7071 rsurface.modelsvector3f = NULL;
7072 rsurface.modeltvector3f = NULL;
7073 rsurface.modelnormal3f = NULL;
7074 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7075 rsurface.modelvertex3f_vertexbuffer = NULL;
7076 rsurface.modelvertex3f_bufferoffset = 0;
7077 rsurface.modelvertex3f_vertexbuffer = 0;
7078 rsurface.modelvertex3f_bufferoffset = 0;
7079 rsurface.modelsvector3f_vertexbuffer = 0;
7080 rsurface.modelsvector3f_bufferoffset = 0;
7081 rsurface.modeltvector3f_vertexbuffer = 0;
7082 rsurface.modeltvector3f_bufferoffset = 0;
7083 rsurface.modelnormal3f_vertexbuffer = 0;
7084 rsurface.modelnormal3f_bufferoffset = 0;
7086 rsurface.modelgeneratedvertex = true;
7090 if (rsurface.entityskeletaltransform3x4)
7092 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7093 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7094 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7095 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7099 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7100 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7101 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7102 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7104 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7105 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7106 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7107 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7108 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7109 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7110 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7111 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7112 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7113 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7114 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7115 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7116 rsurface.modelgeneratedvertex = false;
7118 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7119 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7120 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7121 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7122 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7123 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7124 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7125 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7126 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7127 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7128 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7129 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7130 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7131 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7132 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7133 rsurface.modelelement3i = model->surfmesh.data_element3i;
7134 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7135 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7136 rsurface.modelelement3s = model->surfmesh.data_element3s;
7137 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7138 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7139 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7140 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7141 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7142 rsurface.modelsurfaces = model->data_surfaces;
7143 rsurface.batchgeneratedvertex = false;
7144 rsurface.batchfirstvertex = 0;
7145 rsurface.batchnumvertices = 0;
7146 rsurface.batchfirsttriangle = 0;
7147 rsurface.batchnumtriangles = 0;
7148 rsurface.batchvertex3f = NULL;
7149 rsurface.batchvertex3f_vertexbuffer = NULL;
7150 rsurface.batchvertex3f_bufferoffset = 0;
7151 rsurface.batchsvector3f = NULL;
7152 rsurface.batchsvector3f_vertexbuffer = NULL;
7153 rsurface.batchsvector3f_bufferoffset = 0;
7154 rsurface.batchtvector3f = NULL;
7155 rsurface.batchtvector3f_vertexbuffer = NULL;
7156 rsurface.batchtvector3f_bufferoffset = 0;
7157 rsurface.batchnormal3f = NULL;
7158 rsurface.batchnormal3f_vertexbuffer = NULL;
7159 rsurface.batchnormal3f_bufferoffset = 0;
7160 rsurface.batchlightmapcolor4f = NULL;
7161 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7162 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7163 rsurface.batchtexcoordtexture2f = NULL;
7164 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7165 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7166 rsurface.batchtexcoordlightmap2f = NULL;
7167 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7168 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7169 rsurface.batchskeletalindex4ub = NULL;
7170 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7171 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7172 rsurface.batchskeletalweight4ub = NULL;
7173 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7174 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7175 rsurface.batchelement3i = NULL;
7176 rsurface.batchelement3i_indexbuffer = NULL;
7177 rsurface.batchelement3i_bufferoffset = 0;
7178 rsurface.batchelement3s = NULL;
7179 rsurface.batchelement3s_indexbuffer = NULL;
7180 rsurface.batchelement3s_bufferoffset = 0;
7181 rsurface.forcecurrenttextureupdate = false;
7184 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, qbool wantnormals, qbool wanttangents)
7186 rsurface.entity = r_refdef.scene.worldentity;
7187 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7188 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7189 // A better approach could be making this copy only once per frame.
7190 static entity_render_t custom_entity;
7192 custom_entity = *rsurface.entity;
7193 for (q = 0; q < 3; ++q) {
7194 float colormod = q == 0 ? r : q == 1 ? g : b;
7195 custom_entity.render_fullbright[q] *= colormod;
7196 custom_entity.render_modellight_ambient[q] *= colormod;
7197 custom_entity.render_modellight_diffuse[q] *= colormod;
7198 custom_entity.render_lightmap_ambient[q] *= colormod;
7199 custom_entity.render_lightmap_diffuse[q] *= colormod;
7200 custom_entity.render_rtlight_diffuse[q] *= colormod;
7202 custom_entity.alpha *= a;
7203 rsurface.entity = &custom_entity;
7205 rsurface.skeleton = NULL;
7206 rsurface.ent_skinnum = 0;
7207 rsurface.ent_qwskin = -1;
7208 rsurface.ent_flags = entflags;
7209 rsurface.shadertime = r_refdef.scene.time - shadertime;
7210 rsurface.modelnumvertices = numvertices;
7211 rsurface.modelnumtriangles = numtriangles;
7212 rsurface.matrix = *matrix;
7213 rsurface.inversematrix = *inversematrix;
7214 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7215 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7216 R_EntityMatrix(&rsurface.matrix);
7217 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7218 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7219 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7220 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7221 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7222 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7223 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7224 rsurface.frameblend[0].lerp = 1;
7225 rsurface.ent_alttextures = false;
7226 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7227 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7228 rsurface.entityskeletaltransform3x4 = NULL;
7229 rsurface.entityskeletaltransform3x4buffer = NULL;
7230 rsurface.entityskeletaltransform3x4offset = 0;
7231 rsurface.entityskeletaltransform3x4size = 0;
7232 rsurface.entityskeletalnumtransforms = 0;
7233 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7234 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7235 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7236 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7239 rsurface.modelvertex3f = (float *)vertex3f;
7240 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7241 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7242 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7244 else if (wantnormals)
7246 rsurface.modelvertex3f = (float *)vertex3f;
7247 rsurface.modelsvector3f = NULL;
7248 rsurface.modeltvector3f = NULL;
7249 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7253 rsurface.modelvertex3f = (float *)vertex3f;
7254 rsurface.modelsvector3f = NULL;
7255 rsurface.modeltvector3f = NULL;
7256 rsurface.modelnormal3f = NULL;
7258 rsurface.modelvertex3f_vertexbuffer = 0;
7259 rsurface.modelvertex3f_bufferoffset = 0;
7260 rsurface.modelsvector3f_vertexbuffer = 0;
7261 rsurface.modelsvector3f_bufferoffset = 0;
7262 rsurface.modeltvector3f_vertexbuffer = 0;
7263 rsurface.modeltvector3f_bufferoffset = 0;
7264 rsurface.modelnormal3f_vertexbuffer = 0;
7265 rsurface.modelnormal3f_bufferoffset = 0;
7266 rsurface.modelgeneratedvertex = true;
7267 rsurface.modellightmapcolor4f = (float *)color4f;
7268 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7269 rsurface.modellightmapcolor4f_bufferoffset = 0;
7270 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7271 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7272 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7273 rsurface.modeltexcoordlightmap2f = NULL;
7274 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7275 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7276 rsurface.modelskeletalindex4ub = NULL;
7277 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7278 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7279 rsurface.modelskeletalweight4ub = NULL;
7280 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7281 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7282 rsurface.modelelement3i = (int *)element3i;
7283 rsurface.modelelement3i_indexbuffer = NULL;
7284 rsurface.modelelement3i_bufferoffset = 0;
7285 rsurface.modelelement3s = (unsigned short *)element3s;
7286 rsurface.modelelement3s_indexbuffer = NULL;
7287 rsurface.modelelement3s_bufferoffset = 0;
7288 rsurface.modellightmapoffsets = NULL;
7289 rsurface.modelsurfaces = NULL;
7290 rsurface.batchgeneratedvertex = false;
7291 rsurface.batchfirstvertex = 0;
7292 rsurface.batchnumvertices = 0;
7293 rsurface.batchfirsttriangle = 0;
7294 rsurface.batchnumtriangles = 0;
7295 rsurface.batchvertex3f = NULL;
7296 rsurface.batchvertex3f_vertexbuffer = NULL;
7297 rsurface.batchvertex3f_bufferoffset = 0;
7298 rsurface.batchsvector3f = NULL;
7299 rsurface.batchsvector3f_vertexbuffer = NULL;
7300 rsurface.batchsvector3f_bufferoffset = 0;
7301 rsurface.batchtvector3f = NULL;
7302 rsurface.batchtvector3f_vertexbuffer = NULL;
7303 rsurface.batchtvector3f_bufferoffset = 0;
7304 rsurface.batchnormal3f = NULL;
7305 rsurface.batchnormal3f_vertexbuffer = NULL;
7306 rsurface.batchnormal3f_bufferoffset = 0;
7307 rsurface.batchlightmapcolor4f = NULL;
7308 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7309 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7310 rsurface.batchtexcoordtexture2f = NULL;
7311 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7312 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7313 rsurface.batchtexcoordlightmap2f = NULL;
7314 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7315 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7316 rsurface.batchskeletalindex4ub = NULL;
7317 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7318 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7319 rsurface.batchskeletalweight4ub = NULL;
7320 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7321 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7322 rsurface.batchelement3i = NULL;
7323 rsurface.batchelement3i_indexbuffer = NULL;
7324 rsurface.batchelement3i_bufferoffset = 0;
7325 rsurface.batchelement3s = NULL;
7326 rsurface.batchelement3s_indexbuffer = NULL;
7327 rsurface.batchelement3s_bufferoffset = 0;
7328 rsurface.forcecurrenttextureupdate = true;
7330 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7332 if ((wantnormals || wanttangents) && !normal3f)
7334 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7335 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7337 if (wanttangents && !svector3f)
7339 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7340 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7341 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7346 float RSurf_FogPoint(const float *v)
7348 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7349 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7350 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7351 float FogHeightFade = r_refdef.fogheightfade;
7353 unsigned int fogmasktableindex;
7354 if (r_refdef.fogplaneviewabove)
7355 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7357 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7358 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7359 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7362 float RSurf_FogVertex(const float *v)
7364 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7365 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7366 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7367 float FogHeightFade = rsurface.fogheightfade;
7369 unsigned int fogmasktableindex;
7370 if (r_refdef.fogplaneviewabove)
7371 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7373 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7374 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7375 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7378 void RSurf_UploadBuffersForBatch(void)
7380 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7381 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7382 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7383 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7384 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7385 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7386 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7387 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7388 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7389 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7390 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7391 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7392 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7393 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7394 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7395 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7396 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7397 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7398 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7399 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7401 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7402 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7403 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7404 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7406 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7407 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7408 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7409 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7410 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7411 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7412 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7413 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7414 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7415 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7418 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7421 for (i = 0;i < numelements;i++)
7422 outelement3i[i] = inelement3i[i] + adjust;
7425 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7426 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7434 int surfacefirsttriangle;
7435 int surfacenumtriangles;
7436 int surfacefirstvertex;
7437 int surfaceendvertex;
7438 int surfacenumvertices;
7439 int batchnumsurfaces = texturenumsurfaces;
7440 int batchnumvertices;
7441 int batchnumtriangles;
7444 qbool dynamicvertex;
7447 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7450 q3shaderinfo_deform_t *deform;
7451 const msurface_t *surface, *firstsurface;
7452 if (!texturenumsurfaces)
7454 // find vertex range of this surface batch
7456 firstsurface = texturesurfacelist[0];
7457 firsttriangle = firstsurface->num_firsttriangle;
7458 batchnumvertices = 0;
7459 batchnumtriangles = 0;
7460 firstvertex = endvertex = firstsurface->num_firstvertex;
7461 for (i = 0;i < texturenumsurfaces;i++)
7463 surface = texturesurfacelist[i];
7464 if (surface != firstsurface + i)
7466 surfacefirstvertex = surface->num_firstvertex;
7467 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7468 surfacenumvertices = surface->num_vertices;
7469 surfacenumtriangles = surface->num_triangles;
7470 if (firstvertex > surfacefirstvertex)
7471 firstvertex = surfacefirstvertex;
7472 if (endvertex < surfaceendvertex)
7473 endvertex = surfaceendvertex;
7474 batchnumvertices += surfacenumvertices;
7475 batchnumtriangles += surfacenumtriangles;
7478 r_refdef.stats[r_stat_batch_batches]++;
7480 r_refdef.stats[r_stat_batch_withgaps]++;
7481 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7482 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7483 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7485 // we now know the vertex range used, and if there are any gaps in it
7486 rsurface.batchfirstvertex = firstvertex;
7487 rsurface.batchnumvertices = endvertex - firstvertex;
7488 rsurface.batchfirsttriangle = firsttriangle;
7489 rsurface.batchnumtriangles = batchnumtriangles;
7491 // check if any dynamic vertex processing must occur
7492 dynamicvertex = false;
7494 // we must use vertexbuffers for rendering, we can upload vertex buffers
7495 // easily enough but if the basevertex is non-zero it becomes more
7496 // difficult, so force dynamicvertex path in that case - it's suboptimal
7497 // but the most optimal case is to have the geometry sources provide their
7499 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7500 dynamicvertex = true;
7502 // a cvar to force the dynamic vertex path to be taken, for debugging
7503 if (r_batch_debugdynamicvertexpath.integer)
7507 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7508 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7509 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7510 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7512 dynamicvertex = true;
7515 // if there is a chance of animated vertex colors, it's a dynamic batch
7516 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7520 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7521 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7522 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7523 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7525 dynamicvertex = true;
7528 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7530 switch (deform->deform)
7533 case Q3DEFORM_PROJECTIONSHADOW:
7534 case Q3DEFORM_TEXT0:
7535 case Q3DEFORM_TEXT1:
7536 case Q3DEFORM_TEXT2:
7537 case Q3DEFORM_TEXT3:
7538 case Q3DEFORM_TEXT4:
7539 case Q3DEFORM_TEXT5:
7540 case Q3DEFORM_TEXT6:
7541 case Q3DEFORM_TEXT7:
7544 case Q3DEFORM_AUTOSPRITE:
7547 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7548 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7549 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7550 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7552 dynamicvertex = true;
7553 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7555 case Q3DEFORM_AUTOSPRITE2:
7558 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7559 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7560 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7561 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7563 dynamicvertex = true;
7564 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7566 case Q3DEFORM_NORMAL:
7569 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7570 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7571 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7572 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7574 dynamicvertex = true;
7575 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7578 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7579 break; // if wavefunc is a nop, ignore this transform
7582 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7583 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7584 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7585 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7587 dynamicvertex = true;
7588 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7590 case Q3DEFORM_BULGE:
7593 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7594 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7595 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7596 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7598 dynamicvertex = true;
7599 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7602 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7603 break; // if wavefunc is a nop, ignore this transform
7606 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7607 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7608 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7609 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7611 dynamicvertex = true;
7612 batchneed |= BATCHNEED_ARRAY_VERTEX;
7616 if (rsurface.texture->materialshaderpass)
7618 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7621 case Q3TCGEN_TEXTURE:
7623 case Q3TCGEN_LIGHTMAP:
7626 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7627 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7628 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7629 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7631 dynamicvertex = true;
7632 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7634 case Q3TCGEN_VECTOR:
7637 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7638 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7639 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7640 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7642 dynamicvertex = true;
7643 batchneed |= BATCHNEED_ARRAY_VERTEX;
7645 case Q3TCGEN_ENVIRONMENT:
7648 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7649 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7650 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7651 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7653 dynamicvertex = true;
7654 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7657 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7661 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7662 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7663 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7664 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7666 dynamicvertex = true;
7667 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7671 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7672 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7673 // we ensure this by treating the vertex batch as dynamic...
7674 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7678 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7679 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7680 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7681 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7683 dynamicvertex = true;
7686 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7687 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7688 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7690 rsurface.batchvertex3f = rsurface.modelvertex3f;
7691 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7692 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7693 rsurface.batchsvector3f = rsurface.modelsvector3f;
7694 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7695 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7696 rsurface.batchtvector3f = rsurface.modeltvector3f;
7697 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7698 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7699 rsurface.batchnormal3f = rsurface.modelnormal3f;
7700 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7701 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7702 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7703 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7704 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7705 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7706 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7707 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7708 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7709 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7710 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7711 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7712 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7713 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7714 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7715 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7716 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7717 rsurface.batchelement3i = rsurface.modelelement3i;
7718 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7719 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7720 rsurface.batchelement3s = rsurface.modelelement3s;
7721 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7722 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7723 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7724 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7725 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7726 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7727 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7729 // if any dynamic vertex processing has to occur in software, we copy the
7730 // entire surface list together before processing to rebase the vertices
7731 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7733 // if any gaps exist and we do not have a static vertex buffer, we have to
7734 // copy the surface list together to avoid wasting upload bandwidth on the
7735 // vertices in the gaps.
7737 // if gaps exist and we have a static vertex buffer, we can choose whether
7738 // to combine the index buffer ranges into one dynamic index buffer or
7739 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7741 // in many cases the batch is reduced to one draw call.
7743 rsurface.batchmultidraw = false;
7744 rsurface.batchmultidrawnumsurfaces = 0;
7745 rsurface.batchmultidrawsurfacelist = NULL;
7749 // static vertex data, just set pointers...
7750 rsurface.batchgeneratedvertex = false;
7751 // if there are gaps, we want to build a combined index buffer,
7752 // otherwise use the original static buffer with an appropriate offset
7755 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7756 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7757 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7758 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7759 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7761 rsurface.batchmultidraw = true;
7762 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7763 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7766 // build a new triangle elements array for this batch
7767 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7768 rsurface.batchfirsttriangle = 0;
7770 for (i = 0;i < texturenumsurfaces;i++)
7772 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7773 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7774 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7775 numtriangles += surfacenumtriangles;
7777 rsurface.batchelement3i_indexbuffer = NULL;
7778 rsurface.batchelement3i_bufferoffset = 0;
7779 rsurface.batchelement3s = NULL;
7780 rsurface.batchelement3s_indexbuffer = NULL;
7781 rsurface.batchelement3s_bufferoffset = 0;
7782 if (endvertex <= 65536)
7784 // make a 16bit (unsigned short) index array if possible
7785 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7786 for (i = 0;i < numtriangles*3;i++)
7787 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7792 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7793 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7794 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7795 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7800 // something needs software processing, do it for real...
7801 // we only directly handle separate array data in this case and then
7802 // generate interleaved data if needed...
7803 rsurface.batchgeneratedvertex = true;
7804 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7805 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7806 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7807 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7809 // now copy the vertex data into a combined array and make an index array
7810 // (this is what Quake3 does all the time)
7811 // we also apply any skeletal animation here that would have been done in
7812 // the vertex shader, because most of the dynamic vertex animation cases
7813 // need actual vertex positions and normals
7814 //if (dynamicvertex)
7816 rsurface.batchvertex3f = NULL;
7817 rsurface.batchvertex3f_vertexbuffer = NULL;
7818 rsurface.batchvertex3f_bufferoffset = 0;
7819 rsurface.batchsvector3f = NULL;
7820 rsurface.batchsvector3f_vertexbuffer = NULL;
7821 rsurface.batchsvector3f_bufferoffset = 0;
7822 rsurface.batchtvector3f = NULL;
7823 rsurface.batchtvector3f_vertexbuffer = NULL;
7824 rsurface.batchtvector3f_bufferoffset = 0;
7825 rsurface.batchnormal3f = NULL;
7826 rsurface.batchnormal3f_vertexbuffer = NULL;
7827 rsurface.batchnormal3f_bufferoffset = 0;
7828 rsurface.batchlightmapcolor4f = NULL;
7829 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7830 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7831 rsurface.batchtexcoordtexture2f = NULL;
7832 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7833 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7834 rsurface.batchtexcoordlightmap2f = NULL;
7835 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7836 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7837 rsurface.batchskeletalindex4ub = NULL;
7838 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7839 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7840 rsurface.batchskeletalweight4ub = NULL;
7841 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7842 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7843 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7844 rsurface.batchelement3i_indexbuffer = NULL;
7845 rsurface.batchelement3i_bufferoffset = 0;
7846 rsurface.batchelement3s = NULL;
7847 rsurface.batchelement3s_indexbuffer = NULL;
7848 rsurface.batchelement3s_bufferoffset = 0;
7849 rsurface.batchskeletaltransform3x4buffer = NULL;
7850 rsurface.batchskeletaltransform3x4offset = 0;
7851 rsurface.batchskeletaltransform3x4size = 0;
7852 // we'll only be setting up certain arrays as needed
7853 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7854 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7855 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7856 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7857 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7859 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7860 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7862 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7863 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7864 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7865 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7866 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7867 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7868 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7870 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7871 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7875 for (i = 0;i < texturenumsurfaces;i++)
7877 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7878 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7879 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7880 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7881 // copy only the data requested
7882 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7884 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7886 if (rsurface.batchvertex3f)
7887 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7889 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7891 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7893 if (rsurface.modelnormal3f)
7894 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7896 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7898 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7900 if (rsurface.modelsvector3f)
7902 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7903 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7907 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7908 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7911 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7913 if (rsurface.modellightmapcolor4f)
7914 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7916 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7918 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7920 if (rsurface.modeltexcoordtexture2f)
7921 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7923 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7925 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7927 if (rsurface.modeltexcoordlightmap2f)
7928 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7930 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7932 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7934 if (rsurface.modelskeletalindex4ub)
7936 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7937 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7941 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7942 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7943 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7944 for (j = 0;j < surfacenumvertices;j++)
7949 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7950 numvertices += surfacenumvertices;
7951 numtriangles += surfacenumtriangles;
7954 // generate a 16bit index array as well if possible
7955 // (in general, dynamic batches fit)
7956 if (numvertices <= 65536)
7958 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7959 for (i = 0;i < numtriangles*3;i++)
7960 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7963 // since we've copied everything, the batch now starts at 0
7964 rsurface.batchfirstvertex = 0;
7965 rsurface.batchnumvertices = batchnumvertices;
7966 rsurface.batchfirsttriangle = 0;
7967 rsurface.batchnumtriangles = batchnumtriangles;
7970 // apply skeletal animation that would have been done in the vertex shader
7971 if (rsurface.batchskeletaltransform3x4)
7973 const unsigned char *si;
7974 const unsigned char *sw;
7976 const float *b = rsurface.batchskeletaltransform3x4;
7977 float *vp, *vs, *vt, *vn;
7979 float m[3][4], n[3][4];
7980 float tp[3], ts[3], tt[3], tn[3];
7981 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7982 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7983 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7984 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7985 si = rsurface.batchskeletalindex4ub;
7986 sw = rsurface.batchskeletalweight4ub;
7987 vp = rsurface.batchvertex3f;
7988 vs = rsurface.batchsvector3f;
7989 vt = rsurface.batchtvector3f;
7990 vn = rsurface.batchnormal3f;
7991 memset(m[0], 0, sizeof(m));
7992 memset(n[0], 0, sizeof(n));
7993 for (i = 0;i < batchnumvertices;i++)
7995 t[0] = b + si[0]*12;
7998 // common case - only one matrix
8012 else if (sw[2] + sw[3])
8015 t[1] = b + si[1]*12;
8016 t[2] = b + si[2]*12;
8017 t[3] = b + si[3]*12;
8018 w[0] = sw[0] * (1.0f / 255.0f);
8019 w[1] = sw[1] * (1.0f / 255.0f);
8020 w[2] = sw[2] * (1.0f / 255.0f);
8021 w[3] = sw[3] * (1.0f / 255.0f);
8022 // blend the matrices
8023 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8024 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8025 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8026 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8027 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8028 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8029 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8030 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8031 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8032 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8033 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8034 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8039 t[1] = b + si[1]*12;
8040 w[0] = sw[0] * (1.0f / 255.0f);
8041 w[1] = sw[1] * (1.0f / 255.0f);
8042 // blend the matrices
8043 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8044 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8045 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8046 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8047 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8048 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8049 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8050 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8051 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8052 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8053 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8054 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8058 // modify the vertex
8060 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8061 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8062 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8066 // the normal transformation matrix is a set of cross products...
8067 CrossProduct(m[1], m[2], n[0]);
8068 CrossProduct(m[2], m[0], n[1]);
8069 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8071 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8072 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8073 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8074 VectorNormalize(vn);
8079 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8080 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8081 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8082 VectorNormalize(vs);
8085 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8086 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8087 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8088 VectorNormalize(vt);
8093 rsurface.batchskeletaltransform3x4 = NULL;
8094 rsurface.batchskeletalnumtransforms = 0;
8097 // q1bsp surfaces rendered in vertex color mode have to have colors
8098 // calculated based on lightstyles
8099 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8101 // generate color arrays for the surfaces in this list
8106 const unsigned char *lm;
8107 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8108 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8109 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8111 for (i = 0;i < texturenumsurfaces;i++)
8113 surface = texturesurfacelist[i];
8114 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8115 surfacenumvertices = surface->num_vertices;
8116 if (surface->lightmapinfo->samples)
8118 for (j = 0;j < surfacenumvertices;j++)
8120 lm = surface->lightmapinfo->samples + offsets[j];
8121 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8122 VectorScale(lm, scale, c);
8123 if (surface->lightmapinfo->styles[1] != 255)
8125 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8127 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8128 VectorMA(c, scale, lm, c);
8129 if (surface->lightmapinfo->styles[2] != 255)
8132 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8133 VectorMA(c, scale, lm, c);
8134 if (surface->lightmapinfo->styles[3] != 255)
8137 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8138 VectorMA(c, scale, lm, c);
8145 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);
8151 for (j = 0;j < surfacenumvertices;j++)
8153 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8160 // if vertices are deformed (sprite flares and things in maps, possibly
8161 // water waves, bulges and other deformations), modify the copied vertices
8163 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8166 switch (deform->deform)
8169 case Q3DEFORM_PROJECTIONSHADOW:
8170 case Q3DEFORM_TEXT0:
8171 case Q3DEFORM_TEXT1:
8172 case Q3DEFORM_TEXT2:
8173 case Q3DEFORM_TEXT3:
8174 case Q3DEFORM_TEXT4:
8175 case Q3DEFORM_TEXT5:
8176 case Q3DEFORM_TEXT6:
8177 case Q3DEFORM_TEXT7:
8180 case Q3DEFORM_AUTOSPRITE:
8181 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8182 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8183 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8184 VectorNormalize(newforward);
8185 VectorNormalize(newright);
8186 VectorNormalize(newup);
8187 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8188 // rsurface.batchvertex3f_vertexbuffer = NULL;
8189 // rsurface.batchvertex3f_bufferoffset = 0;
8190 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8191 // rsurface.batchsvector3f_vertexbuffer = NULL;
8192 // rsurface.batchsvector3f_bufferoffset = 0;
8193 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8194 // rsurface.batchtvector3f_vertexbuffer = NULL;
8195 // rsurface.batchtvector3f_bufferoffset = 0;
8196 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8197 // rsurface.batchnormal3f_vertexbuffer = NULL;
8198 // rsurface.batchnormal3f_bufferoffset = 0;
8199 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8200 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8201 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8202 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8203 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);
8204 // a single autosprite surface can contain multiple sprites...
8205 for (j = 0;j < batchnumvertices - 3;j += 4)
8207 VectorClear(center);
8208 for (i = 0;i < 4;i++)
8209 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8210 VectorScale(center, 0.25f, center);
8211 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8212 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8213 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8214 for (i = 0;i < 4;i++)
8216 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8217 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8220 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8221 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8222 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);
8224 case Q3DEFORM_AUTOSPRITE2:
8225 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8226 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8227 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8228 VectorNormalize(newforward);
8229 VectorNormalize(newright);
8230 VectorNormalize(newup);
8231 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8232 // rsurface.batchvertex3f_vertexbuffer = NULL;
8233 // rsurface.batchvertex3f_bufferoffset = 0;
8235 const float *v1, *v2;
8245 memset(shortest, 0, sizeof(shortest));
8246 // a single autosprite surface can contain multiple sprites...
8247 for (j = 0;j < batchnumvertices - 3;j += 4)
8249 VectorClear(center);
8250 for (i = 0;i < 4;i++)
8251 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8252 VectorScale(center, 0.25f, center);
8253 // find the two shortest edges, then use them to define the
8254 // axis vectors for rotating around the central axis
8255 for (i = 0;i < 6;i++)
8257 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8258 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8259 l = VectorDistance2(v1, v2);
8260 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8262 l += (1.0f / 1024.0f);
8263 if (shortest[0].length2 > l || i == 0)
8265 shortest[1] = shortest[0];
8266 shortest[0].length2 = l;
8267 shortest[0].v1 = v1;
8268 shortest[0].v2 = v2;
8270 else if (shortest[1].length2 > l || i == 1)
8272 shortest[1].length2 = l;
8273 shortest[1].v1 = v1;
8274 shortest[1].v2 = v2;
8277 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8278 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8279 // this calculates the right vector from the shortest edge
8280 // and the up vector from the edge midpoints
8281 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8282 VectorNormalize(right);
8283 VectorSubtract(end, start, up);
8284 VectorNormalize(up);
8285 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8286 VectorSubtract(rsurface.localvieworigin, center, forward);
8287 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8288 VectorNegate(forward, forward);
8289 VectorReflect(forward, 0, up, forward);
8290 VectorNormalize(forward);
8291 CrossProduct(up, forward, newright);
8292 VectorNormalize(newright);
8293 // rotate the quad around the up axis vector, this is made
8294 // especially easy by the fact we know the quad is flat,
8295 // so we only have to subtract the center position and
8296 // measure distance along the right vector, and then
8297 // multiply that by the newright vector and add back the
8299 // we also need to subtract the old position to undo the
8300 // displacement from the center, which we do with a
8301 // DotProduct, the subtraction/addition of center is also
8302 // optimized into DotProducts here
8303 l = DotProduct(right, center);
8304 for (i = 0;i < 4;i++)
8306 v1 = rsurface.batchvertex3f + 3*(j+i);
8307 f = DotProduct(right, v1) - l;
8308 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8312 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8314 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8315 // rsurface.batchnormal3f_vertexbuffer = NULL;
8316 // rsurface.batchnormal3f_bufferoffset = 0;
8317 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8319 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8321 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8322 // rsurface.batchsvector3f_vertexbuffer = NULL;
8323 // rsurface.batchsvector3f_bufferoffset = 0;
8324 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8325 // rsurface.batchtvector3f_vertexbuffer = NULL;
8326 // rsurface.batchtvector3f_bufferoffset = 0;
8327 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);
8330 case Q3DEFORM_NORMAL:
8331 // deform the normals to make reflections wavey
8332 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8333 rsurface.batchnormal3f_vertexbuffer = NULL;
8334 rsurface.batchnormal3f_bufferoffset = 0;
8335 for (j = 0;j < batchnumvertices;j++)
8338 float *normal = rsurface.batchnormal3f + 3*j;
8339 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8340 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8341 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8342 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8343 VectorNormalize(normal);
8345 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8347 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8348 // rsurface.batchsvector3f_vertexbuffer = NULL;
8349 // rsurface.batchsvector3f_bufferoffset = 0;
8350 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8351 // rsurface.batchtvector3f_vertexbuffer = NULL;
8352 // rsurface.batchtvector3f_bufferoffset = 0;
8353 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);
8357 // deform vertex array to make wavey water and flags and such
8358 waveparms[0] = deform->waveparms[0];
8359 waveparms[1] = deform->waveparms[1];
8360 waveparms[2] = deform->waveparms[2];
8361 waveparms[3] = deform->waveparms[3];
8362 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8363 break; // if wavefunc is a nop, don't make a dynamic vertex array
8364 // this is how a divisor of vertex influence on deformation
8365 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8366 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8367 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8368 // rsurface.batchvertex3f_vertexbuffer = NULL;
8369 // rsurface.batchvertex3f_bufferoffset = 0;
8370 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8371 // rsurface.batchnormal3f_vertexbuffer = NULL;
8372 // rsurface.batchnormal3f_bufferoffset = 0;
8373 for (j = 0;j < batchnumvertices;j++)
8375 // if the wavefunc depends on time, evaluate it per-vertex
8378 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8379 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8381 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8383 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8384 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8385 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8387 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8388 // rsurface.batchsvector3f_vertexbuffer = NULL;
8389 // rsurface.batchsvector3f_bufferoffset = 0;
8390 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8391 // rsurface.batchtvector3f_vertexbuffer = NULL;
8392 // rsurface.batchtvector3f_bufferoffset = 0;
8393 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);
8396 case Q3DEFORM_BULGE:
8397 // deform vertex array to make the surface have moving bulges
8398 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8399 // rsurface.batchvertex3f_vertexbuffer = NULL;
8400 // rsurface.batchvertex3f_bufferoffset = 0;
8401 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8402 // rsurface.batchnormal3f_vertexbuffer = NULL;
8403 // rsurface.batchnormal3f_bufferoffset = 0;
8404 for (j = 0;j < batchnumvertices;j++)
8406 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8407 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8409 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8410 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8411 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8413 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8414 // rsurface.batchsvector3f_vertexbuffer = NULL;
8415 // rsurface.batchsvector3f_bufferoffset = 0;
8416 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8417 // rsurface.batchtvector3f_vertexbuffer = NULL;
8418 // rsurface.batchtvector3f_bufferoffset = 0;
8419 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);
8423 // deform vertex array
8424 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8425 break; // if wavefunc is a nop, don't make a dynamic vertex array
8426 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8427 VectorScale(deform->parms, scale, waveparms);
8428 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8429 // rsurface.batchvertex3f_vertexbuffer = NULL;
8430 // rsurface.batchvertex3f_bufferoffset = 0;
8431 for (j = 0;j < batchnumvertices;j++)
8432 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8437 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8439 // generate texcoords based on the chosen texcoord source
8440 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8443 case Q3TCGEN_TEXTURE:
8445 case Q3TCGEN_LIGHTMAP:
8446 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8447 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8448 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8449 if (rsurface.batchtexcoordlightmap2f)
8450 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8452 case Q3TCGEN_VECTOR:
8453 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8454 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8455 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8456 for (j = 0;j < batchnumvertices;j++)
8458 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8459 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8462 case Q3TCGEN_ENVIRONMENT:
8463 // make environment reflections using a spheremap
8464 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8465 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8466 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8467 for (j = 0;j < batchnumvertices;j++)
8469 // identical to Q3A's method, but executed in worldspace so
8470 // carried models can be shiny too
8472 float viewer[3], d, reflected[3], worldreflected[3];
8474 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8475 // VectorNormalize(viewer);
8477 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8479 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8480 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8481 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8482 // note: this is proportinal to viewer, so we can normalize later
8484 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8485 VectorNormalize(worldreflected);
8487 // note: this sphere map only uses world x and z!
8488 // so positive and negative y will LOOK THE SAME.
8489 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8490 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8494 // the only tcmod that needs software vertex processing is turbulent, so
8495 // check for it here and apply the changes if needed
8496 // and we only support that as the first one
8497 // (handling a mixture of turbulent and other tcmods would be problematic
8498 // without punting it entirely to a software path)
8499 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8501 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8502 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8503 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8504 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8505 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8506 for (j = 0;j < batchnumvertices;j++)
8508 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);
8509 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8515 void RSurf_DrawBatch(void)
8517 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8518 // through the pipeline, killing it earlier in the pipeline would have
8519 // per-surface overhead rather than per-batch overhead, so it's best to
8520 // reject it here, before it hits glDraw.
8521 if (rsurface.batchnumtriangles == 0)
8524 // batch debugging code
8525 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8531 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8532 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8535 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8537 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8539 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8540 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);
8547 if (rsurface.batchmultidraw)
8549 // issue multiple draws rather than copying index data
8550 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8551 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8552 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8553 for (i = 0;i < numsurfaces;)
8555 // combine consecutive surfaces as one draw
8556 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8557 if (surfacelist[j] != surfacelist[k] + 1)
8559 firstvertex = surfacelist[i]->num_firstvertex;
8560 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8561 firsttriangle = surfacelist[i]->num_firsttriangle;
8562 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8563 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8569 // there is only one consecutive run of index data (may have been combined)
8570 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);
8574 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8576 // pick the closest matching water plane
8577 int planeindex, vertexindex, bestplaneindex = -1;
8581 r_waterstate_waterplane_t *p;
8582 qbool prepared = false;
8584 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8586 if(p->camera_entity != rsurface.texture->camera_entity)
8591 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8593 if(rsurface.batchnumvertices == 0)
8596 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8598 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8599 d += fabs(PlaneDiff(vert, &p->plane));
8601 if (bestd > d || bestplaneindex < 0)
8604 bestplaneindex = planeindex;
8607 return bestplaneindex;
8608 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8609 // this situation though, as it might be better to render single larger
8610 // batches with useless stuff (backface culled for example) than to
8611 // render multiple smaller batches
8614 void RSurf_SetupDepthAndCulling(void)
8616 // submodels are biased to avoid z-fighting with world surfaces that they
8617 // may be exactly overlapping (avoids z-fighting artifacts on certain
8618 // doors and things in Quake maps)
8619 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8620 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8621 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8622 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8625 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8629 float p[3], mins[3], maxs[3];
8631 // transparent sky would be ridiculous
8632 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8634 R_SetupShader_Generic_NoTexture(false, false);
8635 skyrenderlater = true;
8636 RSurf_SetupDepthAndCulling();
8639 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8640 if (r_sky_scissor.integer)
8642 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8643 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8645 Matrix4x4_Transform(&rsurface.matrix, v, p);
8648 if (mins[0] > p[0]) mins[0] = p[0];
8649 if (mins[1] > p[1]) mins[1] = p[1];
8650 if (mins[2] > p[2]) mins[2] = p[2];
8651 if (maxs[0] < p[0]) maxs[0] = p[0];
8652 if (maxs[1] < p[1]) maxs[1] = p[1];
8653 if (maxs[2] < p[2]) maxs[2] = p[2];
8657 VectorCopy(p, mins);
8658 VectorCopy(p, maxs);
8661 if (!R_ScissorForBBox(mins, maxs, scissor))
8665 if (skyscissor[0] > scissor[0])
8667 skyscissor[2] += skyscissor[0] - scissor[0];
8668 skyscissor[0] = scissor[0];
8670 if (skyscissor[1] > scissor[1])
8672 skyscissor[3] += skyscissor[1] - scissor[1];
8673 skyscissor[1] = scissor[1];
8675 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8676 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8677 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8678 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8681 Vector4Copy(scissor, skyscissor);
8685 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8686 // skymasking on them, and Quake3 never did sky masking (unlike
8687 // software Quake and software Quake2), so disable the sky masking
8688 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8689 // and skymasking also looks very bad when noclipping outside the
8690 // level, so don't use it then either.
8691 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8693 R_Mesh_ResetTextureState();
8694 if (skyrendermasked)
8696 R_SetupShader_DepthOrShadow(false, false, false);
8697 // depth-only (masking)
8698 GL_ColorMask(0, 0, 0, 0);
8699 // just to make sure that braindead drivers don't draw
8700 // anything despite that colormask...
8701 GL_BlendFunc(GL_ZERO, GL_ONE);
8702 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8703 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8707 R_SetupShader_Generic_NoTexture(false, false);
8709 GL_BlendFunc(GL_ONE, GL_ZERO);
8710 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8711 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8712 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8715 if (skyrendermasked)
8716 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8718 R_Mesh_ResetTextureState();
8719 GL_Color(1, 1, 1, 1);
8722 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8723 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8724 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8726 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8730 // render screenspace normalmap to texture
8732 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8737 // bind lightmap texture
8739 // water/refraction/reflection/camera surfaces have to be handled specially
8740 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8742 int start, end, startplaneindex;
8743 for (start = 0;start < texturenumsurfaces;start = end)
8745 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8746 if(startplaneindex < 0)
8748 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8749 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8753 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8755 // now that we have a batch using the same planeindex, render it
8756 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8758 // render water or distortion background
8760 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8762 // blend surface on top
8763 GL_DepthMask(false);
8764 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8767 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8769 // render surface with reflection texture as input
8770 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8771 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8778 // render surface batch normally
8779 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8780 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8784 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8788 int texturesurfaceindex;
8790 const msurface_t *surface;
8791 float surfacecolor4f[4];
8793 // R_Mesh_ResetTextureState();
8794 R_SetupShader_Generic_NoTexture(false, false);
8796 GL_BlendFunc(GL_ONE, GL_ZERO);
8797 GL_DepthMask(writedepth);
8799 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8801 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8803 surface = texturesurfacelist[texturesurfaceindex];
8804 k = (int)(((size_t)surface) / sizeof(msurface_t));
8805 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8806 for (j = 0;j < surface->num_vertices;j++)
8808 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8812 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8816 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8819 RSurf_SetupDepthAndCulling();
8820 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8822 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8825 switch (vid.renderpath)
8827 case RENDERPATH_GL32:
8828 case RENDERPATH_GLES2:
8829 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8835 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8838 int texturenumsurfaces, endsurface;
8840 const msurface_t *surface;
8841 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8843 RSurf_ActiveModelEntity(ent, true, true, false);
8845 if (r_transparentdepthmasking.integer)
8847 qbool setup = false;
8848 for (i = 0;i < numsurfaces;i = j)
8851 surface = rsurface.modelsurfaces + surfacelist[i];
8852 texture = surface->texture;
8853 rsurface.texture = R_GetCurrentTexture(texture);
8854 rsurface.lightmaptexture = NULL;
8855 rsurface.deluxemaptexture = NULL;
8856 rsurface.uselightmaptexture = false;
8857 // scan ahead until we find a different texture
8858 endsurface = min(i + 1024, numsurfaces);
8859 texturenumsurfaces = 0;
8860 texturesurfacelist[texturenumsurfaces++] = surface;
8861 for (;j < endsurface;j++)
8863 surface = rsurface.modelsurfaces + surfacelist[j];
8864 if (texture != surface->texture)
8866 texturesurfacelist[texturenumsurfaces++] = surface;
8868 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8870 // render the range of surfaces as depth
8874 GL_ColorMask(0,0,0,0);
8877 GL_BlendFunc(GL_ONE, GL_ZERO);
8879 // R_Mesh_ResetTextureState();
8881 RSurf_SetupDepthAndCulling();
8882 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8883 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8884 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8888 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8891 for (i = 0;i < numsurfaces;i = j)
8894 surface = rsurface.modelsurfaces + surfacelist[i];
8895 texture = surface->texture;
8896 rsurface.texture = R_GetCurrentTexture(texture);
8897 // scan ahead until we find a different texture
8898 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8899 texturenumsurfaces = 0;
8900 texturesurfacelist[texturenumsurfaces++] = surface;
8901 rsurface.lightmaptexture = surface->lightmaptexture;
8902 rsurface.deluxemaptexture = surface->deluxemaptexture;
8903 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8904 for (;j < endsurface;j++)
8906 surface = rsurface.modelsurfaces + surfacelist[j];
8907 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8909 texturesurfacelist[texturenumsurfaces++] = surface;
8911 // render the range of surfaces
8912 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8914 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8917 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8919 // transparent surfaces get pushed off into the transparent queue
8920 int surfacelistindex;
8921 const msurface_t *surface;
8922 vec3_t tempcenter, center;
8923 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8925 surface = texturesurfacelist[surfacelistindex];
8926 if (r_transparent_sortsurfacesbynearest.integer)
8928 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8929 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8930 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8934 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8935 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8936 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8938 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8939 if (rsurface.entity->transparent_offset) // transparent offset
8941 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8942 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8943 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8945 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8949 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8951 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8953 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8955 RSurf_SetupDepthAndCulling();
8956 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8957 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8958 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8962 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8966 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8968 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8971 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8973 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8974 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8976 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8978 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8979 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8980 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8982 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8984 // in the deferred case, transparent surfaces were queued during prepass
8985 if (!r_shadow_usingdeferredprepass)
8986 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8990 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8991 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8996 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9000 R_FrameData_SetMark();
9001 // break the surface list down into batches by texture and use of lightmapping
9002 for (i = 0;i < numsurfaces;i = j)
9005 // texture is the base texture pointer, rsurface.texture is the
9006 // current frame/skin the texture is directing us to use (for example
9007 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9008 // use skin 1 instead)
9009 texture = surfacelist[i]->texture;
9010 rsurface.texture = R_GetCurrentTexture(texture);
9011 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9013 // if this texture is not the kind we want, skip ahead to the next one
9014 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9018 if(depthonly || prepass)
9020 rsurface.lightmaptexture = NULL;
9021 rsurface.deluxemaptexture = NULL;
9022 rsurface.uselightmaptexture = false;
9023 // simply scan ahead until we find a different texture or lightmap state
9024 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9029 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9030 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9031 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9032 // simply scan ahead until we find a different texture or lightmap state
9033 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9036 // render the range of surfaces
9037 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9039 R_FrameData_ReturnToMark();
9042 float locboxvertex3f[6*4*3] =
9044 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9045 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9046 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9047 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9048 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9049 1,0,0, 0,0,0, 0,1,0, 1,1,0
9052 unsigned short locboxelements[6*2*3] =
9062 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9065 cl_locnode_t *loc = (cl_locnode_t *)ent;
9067 float vertex3f[6*4*3];
9069 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9070 GL_DepthMask(false);
9071 GL_DepthRange(0, 1);
9072 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9074 GL_CullFace(GL_NONE);
9075 R_EntityMatrix(&identitymatrix);
9077 // R_Mesh_ResetTextureState();
9080 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9081 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9082 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9083 surfacelist[0] < 0 ? 0.5f : 0.125f);
9085 if (VectorCompare(loc->mins, loc->maxs))
9087 VectorSet(size, 2, 2, 2);
9088 VectorMA(loc->mins, -0.5f, size, mins);
9092 VectorCopy(loc->mins, mins);
9093 VectorSubtract(loc->maxs, loc->mins, size);
9096 for (i = 0;i < 6*4*3;)
9097 for (j = 0;j < 3;j++, i++)
9098 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9100 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9101 R_SetupShader_Generic_NoTexture(false, false);
9102 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9105 void R_DrawLocs(void)
9108 cl_locnode_t *loc, *nearestloc;
9110 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9111 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9113 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9114 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9118 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9120 if (decalsystem->decals)
9121 Mem_Free(decalsystem->decals);
9122 memset(decalsystem, 0, sizeof(*decalsystem));
9125 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9131 // expand or initialize the system
9132 if (decalsystem->maxdecals <= decalsystem->numdecals)
9134 decalsystem_t old = *decalsystem;
9135 qbool useshortelements;
9136 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9137 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9138 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)));
9139 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9140 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9141 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9142 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9143 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9144 if (decalsystem->numdecals)
9145 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9147 Mem_Free(old.decals);
9148 for (i = 0;i < decalsystem->maxdecals*3;i++)
9149 decalsystem->element3i[i] = i;
9150 if (useshortelements)
9151 for (i = 0;i < decalsystem->maxdecals*3;i++)
9152 decalsystem->element3s[i] = i;
9155 // grab a decal and search for another free slot for the next one
9156 decals = decalsystem->decals;
9157 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9158 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9160 decalsystem->freedecal = i;
9161 if (decalsystem->numdecals <= i)
9162 decalsystem->numdecals = i + 1;
9164 // initialize the decal
9166 decal->triangleindex = triangleindex;
9167 decal->surfaceindex = surfaceindex;
9168 decal->decalsequence = decalsequence;
9169 decal->color4f[0][0] = c0[0];
9170 decal->color4f[0][1] = c0[1];
9171 decal->color4f[0][2] = c0[2];
9172 decal->color4f[0][3] = 1;
9173 decal->color4f[1][0] = c1[0];
9174 decal->color4f[1][1] = c1[1];
9175 decal->color4f[1][2] = c1[2];
9176 decal->color4f[1][3] = 1;
9177 decal->color4f[2][0] = c2[0];
9178 decal->color4f[2][1] = c2[1];
9179 decal->color4f[2][2] = c2[2];
9180 decal->color4f[2][3] = 1;
9181 decal->vertex3f[0][0] = v0[0];
9182 decal->vertex3f[0][1] = v0[1];
9183 decal->vertex3f[0][2] = v0[2];
9184 decal->vertex3f[1][0] = v1[0];
9185 decal->vertex3f[1][1] = v1[1];
9186 decal->vertex3f[1][2] = v1[2];
9187 decal->vertex3f[2][0] = v2[0];
9188 decal->vertex3f[2][1] = v2[1];
9189 decal->vertex3f[2][2] = v2[2];
9190 decal->texcoord2f[0][0] = t0[0];
9191 decal->texcoord2f[0][1] = t0[1];
9192 decal->texcoord2f[1][0] = t1[0];
9193 decal->texcoord2f[1][1] = t1[1];
9194 decal->texcoord2f[2][0] = t2[0];
9195 decal->texcoord2f[2][1] = t2[1];
9196 TriangleNormal(v0, v1, v2, decal->plane);
9197 VectorNormalize(decal->plane);
9198 decal->plane[3] = DotProduct(v0, decal->plane);
9201 extern cvar_t cl_decals_bias;
9202 extern cvar_t cl_decals_models;
9203 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9204 // baseparms, parms, temps
9205 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9210 const float *vertex3f;
9211 const float *normal3f;
9213 float points[2][9][3];
9220 e = rsurface.modelelement3i + 3*triangleindex;
9222 vertex3f = rsurface.modelvertex3f;
9223 normal3f = rsurface.modelnormal3f;
9227 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9229 index = 3*e[cornerindex];
9230 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9235 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9237 index = 3*e[cornerindex];
9238 VectorCopy(vertex3f + index, v[cornerindex]);
9243 //TriangleNormal(v[0], v[1], v[2], normal);
9244 //if (DotProduct(normal, localnormal) < 0.0f)
9246 // clip by each of the box planes formed from the projection matrix
9247 // if anything survives, we emit the decal
9248 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]);
9251 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]);
9254 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]);
9257 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]);
9260 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]);
9263 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]);
9266 // some part of the triangle survived, so we have to accept it...
9269 // dynamic always uses the original triangle
9271 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9273 index = 3*e[cornerindex];
9274 VectorCopy(vertex3f + index, v[cornerindex]);
9277 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9279 // convert vertex positions to texcoords
9280 Matrix4x4_Transform(projection, v[cornerindex], temp);
9281 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9282 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9283 // calculate distance fade from the projection origin
9284 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9285 f = bound(0.0f, f, 1.0f);
9286 c[cornerindex][0] = r * f;
9287 c[cornerindex][1] = g * f;
9288 c[cornerindex][2] = b * f;
9289 c[cornerindex][3] = 1.0f;
9290 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9293 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);
9295 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9296 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);
9298 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9300 matrix4x4_t projection;
9301 decalsystem_t *decalsystem;
9304 const msurface_t *surface;
9305 const msurface_t *surfaces;
9306 const int *surfacelist;
9307 const texture_t *texture;
9310 int surfacelistindex;
9313 float localorigin[3];
9314 float localnormal[3];
9322 int bih_triangles_count;
9323 int bih_triangles[256];
9324 int bih_surfaces[256];
9326 decalsystem = &ent->decalsystem;
9328 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9330 R_DecalSystem_Reset(&ent->decalsystem);
9334 if (!model->brush.data_leafs && !cl_decals_models.integer)
9336 if (decalsystem->model)
9337 R_DecalSystem_Reset(decalsystem);
9341 if (decalsystem->model != model)
9342 R_DecalSystem_Reset(decalsystem);
9343 decalsystem->model = model;
9345 RSurf_ActiveModelEntity(ent, true, false, false);
9347 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9348 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9349 VectorNormalize(localnormal);
9350 localsize = worldsize*rsurface.inversematrixscale;
9351 localmins[0] = localorigin[0] - localsize;
9352 localmins[1] = localorigin[1] - localsize;
9353 localmins[2] = localorigin[2] - localsize;
9354 localmaxs[0] = localorigin[0] + localsize;
9355 localmaxs[1] = localorigin[1] + localsize;
9356 localmaxs[2] = localorigin[2] + localsize;
9358 //VectorCopy(localnormal, planes[4]);
9359 //VectorVectors(planes[4], planes[2], planes[0]);
9360 AnglesFromVectors(angles, localnormal, NULL, false);
9361 AngleVectors(angles, planes[0], planes[2], planes[4]);
9362 VectorNegate(planes[0], planes[1]);
9363 VectorNegate(planes[2], planes[3]);
9364 VectorNegate(planes[4], planes[5]);
9365 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9366 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9367 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9368 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9369 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9370 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9375 matrix4x4_t forwardprojection;
9376 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9377 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9382 float projectionvector[4][3];
9383 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9384 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9385 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9386 projectionvector[0][0] = planes[0][0] * ilocalsize;
9387 projectionvector[0][1] = planes[1][0] * ilocalsize;
9388 projectionvector[0][2] = planes[2][0] * ilocalsize;
9389 projectionvector[1][0] = planes[0][1] * ilocalsize;
9390 projectionvector[1][1] = planes[1][1] * ilocalsize;
9391 projectionvector[1][2] = planes[2][1] * ilocalsize;
9392 projectionvector[2][0] = planes[0][2] * ilocalsize;
9393 projectionvector[2][1] = planes[1][2] * ilocalsize;
9394 projectionvector[2][2] = planes[2][2] * ilocalsize;
9395 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9396 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9397 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9398 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9402 dynamic = model->surfmesh.isanimated;
9403 numsurfacelist = model->nummodelsurfaces;
9404 surfacelist = model->sortedmodelsurfaces;
9405 surfaces = model->data_surfaces;
9408 bih_triangles_count = -1;
9411 if(model->render_bih.numleafs)
9412 bih = &model->render_bih;
9413 else if(model->collision_bih.numleafs)
9414 bih = &model->collision_bih;
9417 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9418 if(bih_triangles_count == 0)
9420 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9422 if(bih_triangles_count > 0)
9424 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9426 surfaceindex = bih_surfaces[triangleindex];
9427 surface = surfaces + surfaceindex;
9428 texture = surface->texture;
9431 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9433 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9435 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9440 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9442 surfaceindex = surfacelist[surfacelistindex];
9443 surface = surfaces + surfaceindex;
9444 // check cull box first because it rejects more than any other check
9445 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9447 // skip transparent surfaces
9448 texture = surface->texture;
9451 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9453 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9455 numtriangles = surface->num_triangles;
9456 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9457 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9462 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9463 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9465 int renderentityindex;
9468 entity_render_t *ent;
9470 worldmins[0] = worldorigin[0] - worldsize;
9471 worldmins[1] = worldorigin[1] - worldsize;
9472 worldmins[2] = worldorigin[2] - worldsize;
9473 worldmaxs[0] = worldorigin[0] + worldsize;
9474 worldmaxs[1] = worldorigin[1] + worldsize;
9475 worldmaxs[2] = worldorigin[2] + worldsize;
9477 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9479 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9481 ent = r_refdef.scene.entities[renderentityindex];
9482 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9485 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9489 typedef struct r_decalsystem_splatqueue_s
9496 unsigned int decalsequence;
9498 r_decalsystem_splatqueue_t;
9500 int r_decalsystem_numqueued = 0;
9501 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9503 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)
9505 r_decalsystem_splatqueue_t *queue;
9507 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9510 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9511 VectorCopy(worldorigin, queue->worldorigin);
9512 VectorCopy(worldnormal, queue->worldnormal);
9513 Vector4Set(queue->color, r, g, b, a);
9514 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9515 queue->worldsize = worldsize;
9516 queue->decalsequence = cl.decalsequence++;
9519 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9522 r_decalsystem_splatqueue_t *queue;
9524 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9525 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);
9526 r_decalsystem_numqueued = 0;
9529 extern cvar_t cl_decals_max;
9530 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9533 decalsystem_t *decalsystem = &ent->decalsystem;
9535 unsigned int killsequence;
9540 if (!decalsystem->numdecals)
9543 if (r_showsurfaces.integer)
9546 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9548 R_DecalSystem_Reset(decalsystem);
9552 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9553 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9555 if (decalsystem->lastupdatetime)
9556 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9559 decalsystem->lastupdatetime = r_refdef.scene.time;
9560 numdecals = decalsystem->numdecals;
9562 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9564 if (decal->color4f[0][3])
9566 decal->lived += frametime;
9567 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9569 memset(decal, 0, sizeof(*decal));
9570 if (decalsystem->freedecal > i)
9571 decalsystem->freedecal = i;
9575 decal = decalsystem->decals;
9576 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9579 // collapse the array by shuffling the tail decals into the gaps
9582 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9583 decalsystem->freedecal++;
9584 if (decalsystem->freedecal == numdecals)
9586 decal[decalsystem->freedecal] = decal[--numdecals];
9589 decalsystem->numdecals = numdecals;
9593 // if there are no decals left, reset decalsystem
9594 R_DecalSystem_Reset(decalsystem);
9598 extern skinframe_t *decalskinframe;
9599 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9602 decalsystem_t *decalsystem = &ent->decalsystem;
9611 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9614 numdecals = decalsystem->numdecals;
9618 if (r_showsurfaces.integer)
9621 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9623 R_DecalSystem_Reset(decalsystem);
9627 // if the model is static it doesn't matter what value we give for
9628 // wantnormals and wanttangents, so this logic uses only rules applicable
9629 // to a model, knowing that they are meaningless otherwise
9630 RSurf_ActiveModelEntity(ent, false, false, false);
9632 decalsystem->lastupdatetime = r_refdef.scene.time;
9634 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9636 // update vertex positions for animated models
9637 v3f = decalsystem->vertex3f;
9638 c4f = decalsystem->color4f;
9639 t2f = decalsystem->texcoord2f;
9640 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9642 if (!decal->color4f[0][3])
9645 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9649 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9652 // update color values for fading decals
9653 if (decal->lived >= cl_decals_time.value)
9654 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9658 c4f[ 0] = decal->color4f[0][0] * alpha;
9659 c4f[ 1] = decal->color4f[0][1] * alpha;
9660 c4f[ 2] = decal->color4f[0][2] * alpha;
9662 c4f[ 4] = decal->color4f[1][0] * alpha;
9663 c4f[ 5] = decal->color4f[1][1] * alpha;
9664 c4f[ 6] = decal->color4f[1][2] * alpha;
9666 c4f[ 8] = decal->color4f[2][0] * alpha;
9667 c4f[ 9] = decal->color4f[2][1] * alpha;
9668 c4f[10] = decal->color4f[2][2] * alpha;
9671 t2f[0] = decal->texcoord2f[0][0];
9672 t2f[1] = decal->texcoord2f[0][1];
9673 t2f[2] = decal->texcoord2f[1][0];
9674 t2f[3] = decal->texcoord2f[1][1];
9675 t2f[4] = decal->texcoord2f[2][0];
9676 t2f[5] = decal->texcoord2f[2][1];
9678 // update vertex positions for animated models
9679 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9681 e = rsurface.modelelement3i + 3*decal->triangleindex;
9682 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9683 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9684 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9688 VectorCopy(decal->vertex3f[0], v3f);
9689 VectorCopy(decal->vertex3f[1], v3f + 3);
9690 VectorCopy(decal->vertex3f[2], v3f + 6);
9693 if (r_refdef.fogenabled)
9695 alpha = RSurf_FogVertex(v3f);
9696 VectorScale(c4f, alpha, c4f);
9697 alpha = RSurf_FogVertex(v3f + 3);
9698 VectorScale(c4f + 4, alpha, c4f + 4);
9699 alpha = RSurf_FogVertex(v3f + 6);
9700 VectorScale(c4f + 8, alpha, c4f + 8);
9711 r_refdef.stats[r_stat_drawndecals] += numtris;
9713 // now render the decals all at once
9714 // (this assumes they all use one particle font texture!)
9715 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);
9716 // R_Mesh_ResetTextureState();
9717 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9718 GL_DepthMask(false);
9719 GL_DepthRange(0, 1);
9720 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9722 GL_CullFace(GL_NONE);
9723 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9724 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9725 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9729 static void R_DrawModelDecals(void)
9733 // fade faster when there are too many decals
9734 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9735 for (i = 0;i < r_refdef.scene.numentities;i++)
9736 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9738 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9739 for (i = 0;i < r_refdef.scene.numentities;i++)
9740 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9741 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9743 R_DecalSystem_ApplySplatEntitiesQueue();
9745 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9746 for (i = 0;i < r_refdef.scene.numentities;i++)
9747 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9749 r_refdef.stats[r_stat_totaldecals] += numdecals;
9751 if (r_showsurfaces.integer || !r_drawdecals.integer)
9754 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9756 for (i = 0;i < r_refdef.scene.numentities;i++)
9758 if (!r_refdef.viewcache.entityvisible[i])
9760 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9761 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9765 static void R_DrawDebugModel(void)
9767 entity_render_t *ent = rsurface.entity;
9768 int i, j, flagsmask;
9769 const msurface_t *surface;
9770 model_t *model = ent->model;
9772 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9775 if (r_showoverdraw.value > 0)
9777 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9778 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9779 R_SetupShader_Generic_NoTexture(false, false);
9780 GL_DepthTest(false);
9781 GL_DepthMask(false);
9782 GL_DepthRange(0, 1);
9783 GL_BlendFunc(GL_ONE, GL_ONE);
9784 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9786 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9788 rsurface.texture = R_GetCurrentTexture(surface->texture);
9789 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9791 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9792 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9793 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9794 GL_Color(c, 0, 0, 1.0f);
9795 else if (ent == r_refdef.scene.worldentity)
9796 GL_Color(c, c, c, 1.0f);
9798 GL_Color(0, c, 0, 1.0f);
9799 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9803 rsurface.texture = NULL;
9806 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9808 // R_Mesh_ResetTextureState();
9809 R_SetupShader_Generic_NoTexture(false, false);
9810 GL_DepthRange(0, 1);
9811 GL_DepthTest(!r_showdisabledepthtest.integer);
9812 GL_DepthMask(false);
9813 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9815 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9819 qbool cullbox = false;
9820 const q3mbrush_t *brush;
9821 const bih_t *bih = &model->collision_bih;
9822 const bih_leaf_t *bihleaf;
9823 float vertex3f[3][3];
9824 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9825 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9827 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9829 switch (bihleaf->type)
9832 brush = model->brush.data_brushes + bihleaf->itemindex;
9833 if (brush->colbrushf && brush->colbrushf->numtriangles)
9835 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);
9836 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9837 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9840 case BIH_COLLISIONTRIANGLE:
9841 triangleindex = bihleaf->itemindex;
9842 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9843 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9844 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9845 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);
9846 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9847 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9849 case BIH_RENDERTRIANGLE:
9850 triangleindex = bihleaf->itemindex;
9851 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9852 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9853 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9854 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);
9855 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9856 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9862 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9865 if (r_showtris.value > 0 && qglPolygonMode)
9867 if (r_showdisabledepthtest.integer)
9869 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9870 GL_DepthMask(false);
9874 GL_BlendFunc(GL_ONE, GL_ZERO);
9877 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9878 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9880 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9882 rsurface.texture = R_GetCurrentTexture(surface->texture);
9883 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9885 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9886 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9887 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9888 else if (ent == r_refdef.scene.worldentity)
9889 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9891 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9892 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9896 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9897 rsurface.texture = NULL;
9901 // FIXME! implement r_shownormals with just triangles
9902 if (r_shownormals.value != 0 && qglBegin)
9906 if (r_showdisabledepthtest.integer)
9908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9909 GL_DepthMask(false);
9913 GL_BlendFunc(GL_ONE, GL_ZERO);
9916 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9918 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9920 rsurface.texture = R_GetCurrentTexture(surface->texture);
9921 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9923 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9925 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9927 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9929 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9930 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9931 qglVertex3f(v[0], v[1], v[2]);
9932 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9933 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9934 qglVertex3f(v[0], v[1], v[2]);
9937 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9939 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9941 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9942 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9943 qglVertex3f(v[0], v[1], v[2]);
9944 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9945 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9946 qglVertex3f(v[0], v[1], v[2]);
9949 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9951 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9953 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9954 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9955 qglVertex3f(v[0], v[1], v[2]);
9956 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9957 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9958 qglVertex3f(v[0], v[1], v[2]);
9961 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9963 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9965 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9966 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9967 qglVertex3f(v[0], v[1], v[2]);
9968 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9969 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9970 qglVertex3f(v[0], v[1], v[2]);
9977 rsurface.texture = NULL;
9983 int r_maxsurfacelist = 0;
9984 const msurface_t **r_surfacelist = NULL;
9985 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9987 int i, j, endj, flagsmask;
9988 model_t *model = ent->model;
9989 msurface_t *surfaces;
9990 unsigned char *update;
9991 int numsurfacelist = 0;
9995 if (r_maxsurfacelist < model->num_surfaces)
9997 r_maxsurfacelist = model->num_surfaces;
9999 Mem_Free((msurface_t **)r_surfacelist);
10000 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10003 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10004 RSurf_ActiveModelEntity(ent, false, false, false);
10006 RSurf_ActiveModelEntity(ent, true, true, true);
10007 else if (depthonly)
10008 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10010 RSurf_ActiveModelEntity(ent, true, true, false);
10012 surfaces = model->data_surfaces;
10013 update = model->brushq1.lightmapupdateflags;
10015 // update light styles
10016 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10018 model_brush_lightstyleinfo_t *style;
10019 // Iterate over each active style
10020 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10022 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10024 int *list = style->surfacelist;
10025 style->value = r_refdef.scene.lightstylevalue[style->style];
10026 // Iterate over every surface this style applies to
10027 for (j = 0;j < style->numsurfaces;j++)
10028 // Update brush entities even if not visible otherwise they'll render solid black.
10029 if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity)
10030 update[list[j]] = true;
10035 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10039 R_DrawDebugModel();
10040 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10044 rsurface.lightmaptexture = NULL;
10045 rsurface.deluxemaptexture = NULL;
10046 rsurface.uselightmaptexture = false;
10047 rsurface.texture = NULL;
10048 rsurface.rtlight = NULL;
10049 numsurfacelist = 0;
10050 // add visible surfaces to draw list
10051 if (ent == r_refdef.scene.worldentity)
10053 // for the world entity, check surfacevisible
10054 for (i = 0;i < model->nummodelsurfaces;i++)
10056 j = model->sortedmodelsurfaces[i];
10057 if (r_refdef.viewcache.world_surfacevisible[j])
10058 r_surfacelist[numsurfacelist++] = surfaces + j;
10063 // for ui we have to preserve the order of surfaces
10064 for (i = 0; i < model->nummodelsurfaces; i++)
10065 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10069 // add all surfaces
10070 for (i = 0; i < model->nummodelsurfaces; i++)
10071 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10073 // don't do anything if there were no surfaces
10074 if (!numsurfacelist)
10076 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10079 // update lightmaps if needed
10083 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10088 R_BuildLightMap(ent, surfaces + j);
10093 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10095 // add to stats if desired
10096 if (r_speeds.integer && !skysurfaces && !depthonly)
10098 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10099 for (j = 0;j < numsurfacelist;j++)
10100 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10103 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10106 void R_DebugLine(vec3_t start, vec3_t end)
10108 model_t *mod = CL_Mesh_UI();
10110 int e0, e1, e2, e3;
10111 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10112 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10113 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10116 // transform to screen coords first
10117 Vector4Set(w[0], start[0], start[1], start[2], 1);
10118 Vector4Set(w[1], end[0], end[1], end[2], 1);
10119 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10120 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10121 x1 = s[0][0] * vid_conwidth.value / vid.width;
10122 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10123 x2 = s[1][0] * vid_conwidth.value / vid.width;
10124 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10125 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10127 // add the line to the UI mesh for drawing later
10129 // width is measured in real pixels
10130 if (fabs(x2 - x1) > fabs(y2 - y1))
10133 offsety = 0.5f * width * vid_conheight.value / vid.height;
10137 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10140 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10141 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10142 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10143 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10144 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10145 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10146 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10151 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10153 static texture_t texture;
10155 // fake enough texture and surface state to render this geometry
10157 texture.update_lastrenderframe = -1; // regenerate this texture
10158 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10159 texture.basealpha = 1.0f;
10160 texture.currentskinframe = skinframe;
10161 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10162 texture.offsetmapping = OFFSETMAPPING_OFF;
10163 texture.offsetscale = 1;
10164 texture.specularscalemod = 1;
10165 texture.specularpowermod = 1;
10166 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10168 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10171 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10173 static msurface_t surface;
10174 const msurface_t *surfacelist = &surface;
10176 // fake enough texture and surface state to render this geometry
10177 surface.texture = texture;
10178 surface.num_triangles = numtriangles;
10179 surface.num_firsttriangle = firsttriangle;
10180 surface.num_vertices = numvertices;
10181 surface.num_firstvertex = firstvertex;
10184 rsurface.texture = R_GetCurrentTexture(surface.texture);
10185 rsurface.lightmaptexture = NULL;
10186 rsurface.deluxemaptexture = NULL;
10187 rsurface.uselightmaptexture = false;
10188 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);