2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
162 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
216 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
218 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
234 extern qboolean v_flipped_state;
236 r_framebufferstate_t r_fb;
238 /// shadow volume bsp struct with automatically growing nodes buffer
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
270 typedef struct r_qwskincache_s
272 char name[MAX_QPATH];
273 skinframe_t *skinframe;
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
290 const float r_d3dscreenvertex3f[12] =
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
301 for (i = 0;i < verts;i++)
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
315 for (i = 0;i < verts;i++)
325 // FIXME: move this to client?
328 if (gamemode == GAME_NEHAHRA)
330 Cvar_Set("gl_fogenable", "0");
331 Cvar_Set("gl_fogdensity", "0.2");
332 Cvar_Set("gl_fogred", "0.3");
333 Cvar_Set("gl_foggreen", "0.3");
334 Cvar_Set("gl_fogblue", "0.3");
336 r_refdef.fog_density = 0;
337 r_refdef.fog_red = 0;
338 r_refdef.fog_green = 0;
339 r_refdef.fog_blue = 0;
340 r_refdef.fog_alpha = 1;
341 r_refdef.fog_start = 0;
342 r_refdef.fog_end = 16384;
343 r_refdef.fog_height = 1<<30;
344 r_refdef.fog_fadedepth = 128;
345 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
348 static void R_BuildBlankTextures(void)
350 unsigned char data[4];
351 data[2] = 128; // normal X
352 data[1] = 128; // normal Y
353 data[0] = 255; // normal Z
354 data[3] = 255; // height
355 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNoTexture(void)
376 unsigned char pix[16][16][4];
377 // this makes a light grey/dark grey checkerboard texture
378 for (y = 0;y < 16;y++)
380 for (x = 0;x < 16;x++)
382 if ((y < 8) ^ (x < 8))
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LordHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
607 //=======================================================================================================================================================
609 typedef struct shaderpermutationinfo_s
614 shaderpermutationinfo_t;
616 typedef struct shadermodeinfo_s
618 const char *vertexfilename;
619 const char *geometryfilename;
620 const char *fragmentfilename;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
657 {"#define USEDEPTHRGB\n", " depthrgb"},
658 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 unsigned int permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_Lightmap;
735 int tex_Texture_Deluxemap;
736 int tex_Texture_Attenuation;
737 int tex_Texture_Cube;
738 int tex_Texture_Refraction;
739 int tex_Texture_Reflection;
740 int tex_Texture_ShadowMap2D;
741 int tex_Texture_CubeProjection;
742 int tex_Texture_ScreenNormalMap;
743 int tex_Texture_ScreenDiffuse;
744 int tex_Texture_ScreenSpecular;
745 int tex_Texture_ReflectMask;
746 int tex_Texture_ReflectCube;
747 int tex_Texture_BounceGrid;
748 /// locations of detected uniforms in program object, or -1 if not found
749 int loc_Texture_First;
750 int loc_Texture_Second;
751 int loc_Texture_GammaRamps;
752 int loc_Texture_Normal;
753 int loc_Texture_Color;
754 int loc_Texture_Gloss;
755 int loc_Texture_Glow;
756 int loc_Texture_SecondaryNormal;
757 int loc_Texture_SecondaryColor;
758 int loc_Texture_SecondaryGloss;
759 int loc_Texture_SecondaryGlow;
760 int loc_Texture_Pants;
761 int loc_Texture_Shirt;
762 int loc_Texture_FogHeightTexture;
763 int loc_Texture_FogMask;
764 int loc_Texture_Lightmap;
765 int loc_Texture_Deluxemap;
766 int loc_Texture_Attenuation;
767 int loc_Texture_Cube;
768 int loc_Texture_Refraction;
769 int loc_Texture_Reflection;
770 int loc_Texture_ShadowMap2D;
771 int loc_Texture_CubeProjection;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
853 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
854 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
855 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
857 #define SHADERSTATICPARMS_COUNT 11
859 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
860 static int shaderstaticparms_count = 0;
862 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
863 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
865 extern qboolean r_shadow_shadowmapsampler;
866 extern int r_shadow_shadowmappcf;
867 qboolean R_CompileShader_CheckStaticParms(void)
869 static int r_compileshader_staticparms_save[1];
870 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
871 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
874 if (r_glsl_saturation_redcompensate.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
876 if (r_glsl_vertextextureblend_usebothalphas.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
878 if (r_shadow_glossexact.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
880 if (r_glsl_postprocess.integer)
882 if (r_glsl_postprocess_uservec1_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
884 if (r_glsl_postprocess_uservec2_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
886 if (r_glsl_postprocess_uservec3_enable.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
888 if (r_glsl_postprocess_uservec4_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
891 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
894 if (r_shadow_shadowmapsampler)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896 if (r_shadow_shadowmappcf > 1)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898 else if (r_shadow_shadowmappcf)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
901 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
904 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
905 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
906 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
909 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
911 shaderstaticparms_count = 0;
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
962 if (!filename || !filename[0])
964 if (!strcmp(filename, "glsl/default.glsl"))
966 if (!glslshaderstring)
968 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969 if (glslshaderstring)
970 Con_DPrintf("Loading shaders from file %s...\n", filename);
972 glslshaderstring = (char *)builtinshaderstring;
974 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
978 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
981 if (printfromdisknotice)
982 Con_DPrintf("from disk %s... ", filename);
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
992 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993 char *vertexstring, *geometrystring, *fragmentstring;
994 char permutationname[256];
995 int vertstrings_count = 0;
996 int geomstrings_count = 0;
997 int fragstrings_count = 0;
998 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
999 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1000 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1007 permutationname[0] = 0;
1008 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1012 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1014 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015 if(vid.support.gl20shaders130)
1017 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1025 // the first pretext is which type of shader to compile as
1026 // (later these will all be bound together as a program object)
1027 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1031 // the second pretext is the mode (for example a light source)
1032 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1037 // now add all the permutation pretexts
1038 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1040 if (permutation & (1<<i))
1042 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1049 // keep line numbers correct
1050 vertstrings_list[vertstrings_count++] = "\n";
1051 geomstrings_list[geomstrings_count++] = "\n";
1052 fragstrings_list[fragstrings_count++] = "\n";
1057 R_CompileShader_AddStaticParms(mode, permutation);
1058 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059 vertstrings_count += shaderstaticparms_count;
1060 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061 geomstrings_count += shaderstaticparms_count;
1062 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063 fragstrings_count += shaderstaticparms_count;
1065 // now append the shader text itself
1066 vertstrings_list[vertstrings_count++] = vertexstring;
1067 geomstrings_list[geomstrings_count++] = geometrystring;
1068 fragstrings_list[fragstrings_count++] = fragmentstring;
1070 // if any sources were NULL, clear the respective list
1072 vertstrings_count = 0;
1073 if (!geometrystring)
1074 geomstrings_count = 0;
1075 if (!fragmentstring)
1076 fragstrings_count = 0;
1078 // compile the shader program
1079 if (vertstrings_count + geomstrings_count + fragstrings_count)
1080 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1084 qglUseProgram(p->program);CHECKGLERROR
1085 // look up all the uniform variable names we care about, so we don't
1086 // have to look them up every time we set them
1088 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1089 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1090 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1092 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1093 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1094 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1095 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1100 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1101 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1103 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1107 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1108 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1109 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1118 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1120 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1121 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1122 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1123 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1124 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1125 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1126 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1133 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1134 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1135 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1136 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1138 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1139 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1140 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1141 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1143 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1144 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1145 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1146 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1147 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1148 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1149 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1150 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1153 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1156 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1157 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1158 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1159 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1160 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1161 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1162 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1163 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1164 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174 // initialize the samplers to refer to the texture units we use
1175 p->tex_Texture_First = -1;
1176 p->tex_Texture_Second = -1;
1177 p->tex_Texture_GammaRamps = -1;
1178 p->tex_Texture_Normal = -1;
1179 p->tex_Texture_Color = -1;
1180 p->tex_Texture_Gloss = -1;
1181 p->tex_Texture_Glow = -1;
1182 p->tex_Texture_SecondaryNormal = -1;
1183 p->tex_Texture_SecondaryColor = -1;
1184 p->tex_Texture_SecondaryGloss = -1;
1185 p->tex_Texture_SecondaryGlow = -1;
1186 p->tex_Texture_Pants = -1;
1187 p->tex_Texture_Shirt = -1;
1188 p->tex_Texture_FogHeightTexture = -1;
1189 p->tex_Texture_FogMask = -1;
1190 p->tex_Texture_Lightmap = -1;
1191 p->tex_Texture_Deluxemap = -1;
1192 p->tex_Texture_Attenuation = -1;
1193 p->tex_Texture_Cube = -1;
1194 p->tex_Texture_Refraction = -1;
1195 p->tex_Texture_Reflection = -1;
1196 p->tex_Texture_ShadowMap2D = -1;
1197 p->tex_Texture_CubeProjection = -1;
1198 p->tex_Texture_ScreenNormalMap = -1;
1199 p->tex_Texture_ScreenDiffuse = -1;
1200 p->tex_Texture_ScreenSpecular = -1;
1201 p->tex_Texture_ReflectMask = -1;
1202 p->tex_Texture_ReflectCube = -1;
1203 p->tex_Texture_BounceGrid = -1;
1205 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1206 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1207 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1208 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1209 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1210 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1211 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1212 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1214 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1215 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1216 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1217 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1218 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1220 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1221 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1222 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1223 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1224 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1225 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1226 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1227 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1228 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1231 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1233 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1235 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1238 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1242 Mem_Free(vertexstring);
1244 Mem_Free(geometrystring);
1246 Mem_Free(fragmentstring);
1249 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1251 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252 if (r_glsl_permutation != perm)
1254 r_glsl_permutation = perm;
1255 if (!r_glsl_permutation->program)
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (!r_glsl_permutation->program)
1261 // remove features until we find a valid permutation
1263 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1265 // reduce i more quickly whenever it would not remove any bits
1266 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267 if (!(permutation & j))
1270 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (r_glsl_permutation->program)
1276 if (i >= SHADERPERMUTATION_COUNT)
1278 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280 qglUseProgram(0);CHECKGLERROR
1281 return; // no bit left to clear, entire mode is broken
1286 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1288 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1304 /// hash lookup data
1305 struct r_hlsl_permutation_s *hashnext;
1307 unsigned int permutation;
1309 /// indicates if we have tried compiling this permutation already
1311 /// NULL if compilation failed
1312 IDirect3DVertexShader9 *vertexshader;
1313 IDirect3DPixelShader9 *pixelshader;
1315 r_hlsl_permutation_t;
1317 typedef enum D3DVSREGISTER_e
1319 D3DVSREGISTER_TexMatrix = 0, // float4x4
1320 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324 D3DVSREGISTER_ModelToLight = 20, // float4x4
1325 D3DVSREGISTER_EyePosition = 24,
1326 D3DVSREGISTER_FogPlane = 25,
1327 D3DVSREGISTER_LightDir = 26,
1328 D3DVSREGISTER_LightPosition = 27,
1332 typedef enum D3DPSREGISTER_e
1334 D3DPSREGISTER_Alpha = 0,
1335 D3DPSREGISTER_BloomBlur_Parameters = 1,
1336 D3DPSREGISTER_ClientTime = 2,
1337 D3DPSREGISTER_Color_Ambient = 3,
1338 D3DPSREGISTER_Color_Diffuse = 4,
1339 D3DPSREGISTER_Color_Specular = 5,
1340 D3DPSREGISTER_Color_Glow = 6,
1341 D3DPSREGISTER_Color_Pants = 7,
1342 D3DPSREGISTER_Color_Shirt = 8,
1343 D3DPSREGISTER_DeferredColor_Ambient = 9,
1344 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345 D3DPSREGISTER_DeferredColor_Specular = 11,
1346 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347 D3DPSREGISTER_DeferredMod_Specular = 13,
1348 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349 D3DPSREGISTER_EyePosition = 15, // unused
1350 D3DPSREGISTER_FogColor = 16,
1351 D3DPSREGISTER_FogHeightFade = 17,
1352 D3DPSREGISTER_FogPlane = 18,
1353 D3DPSREGISTER_FogPlaneViewDist = 19,
1354 D3DPSREGISTER_FogRangeRecip = 20,
1355 D3DPSREGISTER_LightColor = 21,
1356 D3DPSREGISTER_LightDir = 22, // unused
1357 D3DPSREGISTER_LightPosition = 23,
1358 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359 D3DPSREGISTER_PixelSize = 25,
1360 D3DPSREGISTER_ReflectColor = 26,
1361 D3DPSREGISTER_ReflectFactor = 27,
1362 D3DPSREGISTER_ReflectOffset = 28,
1363 D3DPSREGISTER_RefractColor = 29,
1364 D3DPSREGISTER_Saturation = 30,
1365 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367 D3DPSREGISTER_ScreenToDepth = 33,
1368 D3DPSREGISTER_ShadowMap_Parameters = 34,
1369 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370 D3DPSREGISTER_SpecularPower = 36,
1371 D3DPSREGISTER_UserVec1 = 37,
1372 D3DPSREGISTER_UserVec2 = 38,
1373 D3DPSREGISTER_UserVec3 = 39,
1374 D3DPSREGISTER_UserVec4 = 40,
1375 D3DPSREGISTER_ViewTintColor = 41,
1376 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377 D3DPSREGISTER_BloomColorSubtract = 43,
1378 D3DPSREGISTER_ViewToLight = 44, // float4x4
1379 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380 D3DPSREGISTER_NormalmapScrollBlend = 52,
1381 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1382 D3DPSREGISTER_OffsetMapping_Bias = 54,
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1396 //unsigned int hashdepth = 0;
1397 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398 r_hlsl_permutation_t *p;
1399 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1401 if (p->mode == mode && p->permutation == permutation)
1403 //if (hashdepth > 10)
1404 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1409 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1411 p->permutation = permutation;
1412 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413 r_hlsl_permutationhash[mode][hashindex] = p;
1414 //if (hashdepth > 10)
1415 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1422 if (!filename || !filename[0])
1424 if (!strcmp(filename, "hlsl/default.hlsl"))
1426 if (!hlslshaderstring)
1428 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429 if (hlslshaderstring)
1430 Con_DPrintf("Loading shaders from file %s...\n", filename);
1432 hlslshaderstring = (char *)builtinhlslshaderstring;
1434 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436 return shaderstring;
1438 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1441 if (printfromdisknotice)
1442 Con_DPrintf("from disk %s... ", filename);
1443 return shaderstring;
1445 return shaderstring;
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1454 DWORD *vsbin = NULL;
1455 DWORD *psbin = NULL;
1456 fs_offset_t vsbinsize;
1457 fs_offset_t psbinsize;
1458 // IDirect3DVertexShader9 *vs = NULL;
1459 // IDirect3DPixelShader9 *ps = NULL;
1460 ID3DXBuffer *vslog = NULL;
1461 ID3DXBuffer *vsbuffer = NULL;
1462 ID3DXConstantTable *vsconstanttable = NULL;
1463 ID3DXBuffer *pslog = NULL;
1464 ID3DXBuffer *psbuffer = NULL;
1465 ID3DXConstantTable *psconstanttable = NULL;
1468 char temp[MAX_INPUTLINE];
1469 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1471 qboolean debugshader = gl_paranoid.integer != 0;
1472 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1476 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1477 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1479 if ((!vsbin && vertstring) || (!psbin && fragstring))
1481 const char* dllnames_d3dx9 [] =
1505 dllhandle_t d3dx9_dll = NULL;
1506 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1508 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1509 dllfunction_t d3dx9_dllfuncs[] =
1511 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1512 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1513 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1516 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1518 DWORD shaderflags = 0;
1520 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1521 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1522 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1523 if (vertstring && vertstring[0])
1527 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1528 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1529 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1530 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1533 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1536 vsbinsize = vsbuffer->GetBufferSize();
1537 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1538 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1539 vsbuffer->Release();
1543 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1544 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1548 if (fragstring && fragstring[0])
1552 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1553 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1554 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1555 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1558 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1561 psbinsize = psbuffer->GetBufferSize();
1562 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1563 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1564 psbuffer->Release();
1568 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1569 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1573 Sys_UnloadLibrary(&d3dx9_dll);
1576 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1580 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1581 if (FAILED(vsresult))
1582 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1583 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1584 if (FAILED(psresult))
1585 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1587 // free the shader data
1588 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1589 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1595 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1596 int vertstring_length = 0;
1597 int geomstring_length = 0;
1598 int fragstring_length = 0;
1600 char *vertexstring, *geometrystring, *fragmentstring;
1601 char *vertstring, *geomstring, *fragstring;
1602 char permutationname[256];
1603 char cachename[256];
1604 int vertstrings_count = 0;
1605 int geomstrings_count = 0;
1606 int fragstrings_count = 0;
1607 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1608 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1609 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1614 p->vertexshader = NULL;
1615 p->pixelshader = NULL;
1617 permutationname[0] = 0;
1619 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1620 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1621 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1623 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1624 strlcat(cachename, "hlsl/", sizeof(cachename));
1626 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1627 vertstrings_count = 0;
1628 geomstrings_count = 0;
1629 fragstrings_count = 0;
1630 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1631 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1632 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1634 // the first pretext is which type of shader to compile as
1635 // (later these will all be bound together as a program object)
1636 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1637 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1638 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1640 // the second pretext is the mode (for example a light source)
1641 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1642 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1643 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1644 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1645 strlcat(cachename, modeinfo->name, sizeof(cachename));
1647 // now add all the permutation pretexts
1648 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1650 if (permutation & (1<<i))
1652 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1653 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1654 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1655 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1656 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1660 // keep line numbers correct
1661 vertstrings_list[vertstrings_count++] = "\n";
1662 geomstrings_list[geomstrings_count++] = "\n";
1663 fragstrings_list[fragstrings_count++] = "\n";
1668 R_CompileShader_AddStaticParms(mode, permutation);
1669 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670 vertstrings_count += shaderstaticparms_count;
1671 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672 geomstrings_count += shaderstaticparms_count;
1673 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1674 fragstrings_count += shaderstaticparms_count;
1676 // replace spaces in the cachename with _ characters
1677 for (i = 0;cachename[i];i++)
1678 if (cachename[i] == ' ')
1681 // now append the shader text itself
1682 vertstrings_list[vertstrings_count++] = vertexstring;
1683 geomstrings_list[geomstrings_count++] = geometrystring;
1684 fragstrings_list[fragstrings_count++] = fragmentstring;
1686 // if any sources were NULL, clear the respective list
1688 vertstrings_count = 0;
1689 if (!geometrystring)
1690 geomstrings_count = 0;
1691 if (!fragmentstring)
1692 fragstrings_count = 0;
1694 vertstring_length = 0;
1695 for (i = 0;i < vertstrings_count;i++)
1696 vertstring_length += strlen(vertstrings_list[i]);
1697 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1698 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1699 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1701 geomstring_length = 0;
1702 for (i = 0;i < geomstrings_count;i++)
1703 geomstring_length += strlen(geomstrings_list[i]);
1704 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1705 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1706 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1708 fragstring_length = 0;
1709 for (i = 0;i < fragstrings_count;i++)
1710 fragstring_length += strlen(fragstrings_list[i]);
1711 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1712 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1713 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1715 // try to load the cached shader, or generate one
1716 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1718 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1719 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1721 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1725 Mem_Free(vertstring);
1727 Mem_Free(geomstring);
1729 Mem_Free(fragstring);
1731 Mem_Free(vertexstring);
1733 Mem_Free(geometrystring);
1735 Mem_Free(fragmentstring);
1738 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1745 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1746 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1747 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1748 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1752 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1754 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1755 if (r_hlsl_permutation != perm)
1757 r_hlsl_permutation = perm;
1758 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1760 if (!r_hlsl_permutation->compiled)
1761 R_HLSL_CompilePermutation(perm, mode, permutation);
1762 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1764 // remove features until we find a valid permutation
1766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1768 // reduce i more quickly whenever it would not remove any bits
1769 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1770 if (!(permutation & j))
1773 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1774 if (!r_hlsl_permutation->compiled)
1775 R_HLSL_CompilePermutation(perm, mode, permutation);
1776 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1779 if (i >= SHADERPERMUTATION_COUNT)
1781 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1782 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1783 return; // no bit left to clear, entire mode is broken
1787 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1788 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1790 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1791 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1792 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1796 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1798 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1799 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1800 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1801 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1804 void R_GLSL_Restart_f(void)
1806 unsigned int i, limit;
1807 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1808 Mem_Free(glslshaderstring);
1809 glslshaderstring = NULL;
1810 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1811 Mem_Free(hlslshaderstring);
1812 hlslshaderstring = NULL;
1813 switch(vid.renderpath)
1815 case RENDERPATH_D3D9:
1818 r_hlsl_permutation_t *p;
1819 r_hlsl_permutation = NULL;
1820 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1821 for (i = 0;i < limit;i++)
1823 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1825 if (p->vertexshader)
1826 IDirect3DVertexShader9_Release(p->vertexshader);
1828 IDirect3DPixelShader9_Release(p->pixelshader);
1829 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1832 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1836 case RENDERPATH_D3D10:
1837 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1839 case RENDERPATH_D3D11:
1840 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1842 case RENDERPATH_GL20:
1843 case RENDERPATH_GLES2:
1845 r_glsl_permutation_t *p;
1846 r_glsl_permutation = NULL;
1847 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1848 for (i = 0;i < limit;i++)
1850 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1852 GL_Backend_FreeProgram(p->program);
1853 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1856 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1859 case RENDERPATH_GL11:
1860 case RENDERPATH_GL13:
1861 case RENDERPATH_GLES1:
1863 case RENDERPATH_SOFT:
1868 static void R_GLSL_DumpShader_f(void)
1873 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, glslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinshaderstring);
1885 Con_Printf("glsl/default.glsl written\n");
1888 Con_Printf("failed to write to glsl/default.glsl\n");
1890 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1893 FS_Print(file, "/* The engine may define the following macros:\n");
1894 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895 for (i = 0;i < SHADERMODE_COUNT;i++)
1896 FS_Print(file, hlslshadermodeinfo[i].pretext);
1897 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898 FS_Print(file, shaderpermutationinfo[i].pretext);
1899 FS_Print(file, "*/\n");
1900 FS_Print(file, builtinhlslshaderstring);
1902 Con_Printf("hlsl/default.hlsl written\n");
1905 Con_Printf("failed to write to hlsl/default.hlsl\n");
1908 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1910 unsigned int permutation = 0;
1911 if (r_trippy.integer && !notrippy)
1912 permutation |= SHADERPERMUTATION_TRIPPY;
1913 permutation |= SHADERPERMUTATION_VIEWTINT;
1915 permutation |= SHADERPERMUTATION_DIFFUSE;
1917 permutation |= SHADERPERMUTATION_SPECULAR;
1918 if (texturemode == GL_MODULATE)
1919 permutation |= SHADERPERMUTATION_COLORMAPPING;
1920 else if (texturemode == GL_ADD)
1921 permutation |= SHADERPERMUTATION_GLOW;
1922 else if (texturemode == GL_DECAL)
1923 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1924 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1925 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1926 if (suppresstexalpha)
1927 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1929 texturemode = GL_MODULATE;
1930 if (vid.allowalphatocoverage)
1931 GL_AlphaToCoverage(false);
1932 switch (vid.renderpath)
1934 case RENDERPATH_D3D9:
1936 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(GL20TU_FIRST , first );
1938 R_Mesh_TexBind(GL20TU_SECOND, second);
1939 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1943 case RENDERPATH_D3D10:
1944 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1946 case RENDERPATH_D3D11:
1947 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1949 case RENDERPATH_GL20:
1950 case RENDERPATH_GLES2:
1951 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1952 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1953 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1954 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1955 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1957 case RENDERPATH_GL13:
1958 case RENDERPATH_GLES1:
1959 R_Mesh_TexBind(0, first );
1960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1961 R_Mesh_TexBind(1, second);
1963 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1965 case RENDERPATH_GL11:
1966 R_Mesh_TexBind(0, first );
1968 case RENDERPATH_SOFT:
1969 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1970 R_Mesh_TexBind(GL20TU_FIRST , first );
1971 R_Mesh_TexBind(GL20TU_SECOND, second);
1976 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1978 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1981 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1983 unsigned int permutation = 0;
1984 if (r_trippy.integer && !notrippy)
1985 permutation |= SHADERPERMUTATION_TRIPPY;
1987 permutation |= SHADERPERMUTATION_DEPTHRGB;
1988 if (vid.allowalphatocoverage)
1989 GL_AlphaToCoverage(false);
1990 switch (vid.renderpath)
1992 case RENDERPATH_D3D9:
1994 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1997 case RENDERPATH_D3D10:
1998 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2000 case RENDERPATH_D3D11:
2001 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_GL20:
2004 case RENDERPATH_GLES2:
2005 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2007 case RENDERPATH_GL13:
2008 case RENDERPATH_GLES1:
2009 R_Mesh_TexBind(0, 0);
2010 R_Mesh_TexBind(1, 0);
2012 case RENDERPATH_GL11:
2013 R_Mesh_TexBind(0, 0);
2015 case RENDERPATH_SOFT:
2016 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2021 void R_SetupShader_ShowDepth(qboolean notrippy)
2023 int permutation = 0;
2024 if (r_trippy.integer && !notrippy)
2025 permutation |= SHADERPERMUTATION_TRIPPY;
2026 if (vid.allowalphatocoverage)
2027 GL_AlphaToCoverage(false);
2028 switch (vid.renderpath)
2030 case RENDERPATH_D3D9:
2032 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2035 case RENDERPATH_D3D10:
2036 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2038 case RENDERPATH_D3D11:
2039 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_GL20:
2042 case RENDERPATH_GLES2:
2043 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2045 case RENDERPATH_GL13:
2046 case RENDERPATH_GLES1:
2048 case RENDERPATH_GL11:
2050 case RENDERPATH_SOFT:
2051 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2056 extern qboolean r_shadow_usingdeferredprepass;
2057 extern rtexture_t *r_shadow_attenuationgradienttexture;
2058 extern rtexture_t *r_shadow_attenuation2dtexture;
2059 extern rtexture_t *r_shadow_attenuation3dtexture;
2060 extern qboolean r_shadow_usingshadowmap2d;
2061 extern qboolean r_shadow_usingshadowmaportho;
2062 extern float r_shadow_shadowmap_texturescale[2];
2063 extern float r_shadow_shadowmap_parameters[4];
2064 extern qboolean r_shadow_shadowmapvsdct;
2065 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2066 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2067 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2068 extern matrix4x4_t r_shadow_shadowmapmatrix;
2069 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2070 extern int r_shadow_prepass_width;
2071 extern int r_shadow_prepass_height;
2072 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2073 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2074 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2075 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2077 #define BLENDFUNC_ALLOWS_COLORMOD 1
2078 #define BLENDFUNC_ALLOWS_FOG 2
2079 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2080 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2081 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2082 static int R_BlendFuncFlags(int src, int dst)
2086 // a blendfunc allows colormod if:
2087 // a) it can never keep the destination pixel invariant, or
2088 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2089 // this is to prevent unintended side effects from colormod
2091 // a blendfunc allows fog if:
2092 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2093 // this is to prevent unintended side effects from fog
2095 // these checks are the output of fogeval.pl
2097 r |= BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2107 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2112 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2125 // select a permutation of the lighting shader appropriate to this
2126 // combination of texture, entity, light source, and fogging, only use the
2127 // minimum features necessary to avoid wasting rendering time in the
2128 // fragment shader on features that are not being used
2129 unsigned int permutation = 0;
2130 unsigned int mode = 0;
2132 static float dummy_colormod[3] = {1, 1, 1};
2133 float *colormod = rsurface.colormod;
2135 matrix4x4_t tempmatrix;
2136 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2137 if (r_trippy.integer && !notrippy)
2138 permutation |= SHADERPERMUTATION_TRIPPY;
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2140 permutation |= SHADERPERMUTATION_ALPHAKILL;
2141 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2142 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2143 if (rsurfacepass == RSURFPASS_BACKGROUND)
2145 // distorted background
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2148 mode = SHADERMODE_WATER;
2149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2150 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2151 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2153 // this is the right thing to do for wateralpha
2154 GL_BlendFunc(GL_ONE, GL_ZERO);
2155 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2159 // this is the right thing to do for entity alpha
2160 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2164 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2166 mode = SHADERMODE_REFRACTION;
2167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2168 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2169 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174 mode = SHADERMODE_GENERIC;
2175 permutation |= SHADERPERMUTATION_DIFFUSE;
2176 GL_BlendFunc(GL_ONE, GL_ZERO);
2177 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2179 if (vid.allowalphatocoverage)
2180 GL_AlphaToCoverage(false);
2182 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2184 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2186 switch(rsurface.texture->offsetmapping)
2188 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2189 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2190 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2191 case OFFSETMAPPING_OFF: break;
2194 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196 // normalmap (deferred prepass), may use alpha test on diffuse
2197 mode = SHADERMODE_DEFERREDGEOMETRY;
2198 GL_BlendFunc(GL_ONE, GL_ZERO);
2199 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2200 if (vid.allowalphatocoverage)
2201 GL_AlphaToCoverage(false);
2203 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2205 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2207 switch(rsurface.texture->offsetmapping)
2209 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2210 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2211 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2212 case OFFSETMAPPING_OFF: break;
2215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2216 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2218 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2220 mode = SHADERMODE_LIGHTSOURCE;
2221 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2222 permutation |= SHADERPERMUTATION_CUBEFILTER;
2223 if (diffusescale > 0)
2224 permutation |= SHADERPERMUTATION_DIFFUSE;
2225 if (specularscale > 0)
2226 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2227 if (r_refdef.fogenabled)
2228 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2229 if (rsurface.texture->colormapping)
2230 permutation |= SHADERPERMUTATION_COLORMAPPING;
2231 if (r_shadow_usingshadowmap2d)
2233 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2234 if(r_shadow_shadowmapvsdct)
2235 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237 if (r_shadow_shadowmap2ddepthbuffer)
2238 permutation |= SHADERPERMUTATION_DEPTHRGB;
2240 if (rsurface.texture->reflectmasktexture)
2241 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2242 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2243 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2244 if (vid.allowalphatocoverage)
2245 GL_AlphaToCoverage(false);
2247 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2249 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2251 switch(rsurface.texture->offsetmapping)
2253 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2254 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2256 case OFFSETMAPPING_OFF: break;
2259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2262 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2263 // unshaded geometry (fullbright or ambient model lighting)
2264 mode = SHADERMODE_FLATCOLOR;
2265 ambientscale = diffusescale = specularscale = 0;
2266 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2267 permutation |= SHADERPERMUTATION_GLOW;
2268 if (r_refdef.fogenabled)
2269 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2270 if (rsurface.texture->colormapping)
2271 permutation |= SHADERPERMUTATION_COLORMAPPING;
2272 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2274 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2275 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2277 if (r_shadow_shadowmap2ddepthbuffer)
2278 permutation |= SHADERPERMUTATION_DEPTHRGB;
2280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2281 permutation |= SHADERPERMUTATION_REFLECTION;
2282 if (rsurface.texture->reflectmasktexture)
2283 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2284 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2285 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2286 // when using alphatocoverage, we don't need alphakill
2287 if (vid.allowalphatocoverage)
2289 if (r_transparent_alphatocoverage.integer)
2291 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2292 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2295 GL_AlphaToCoverage(false);
2298 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2300 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2302 switch(rsurface.texture->offsetmapping)
2304 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2305 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2306 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2307 case OFFSETMAPPING_OFF: break;
2310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2311 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2313 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2314 // directional model lighting
2315 mode = SHADERMODE_LIGHTDIRECTION;
2316 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2317 permutation |= SHADERPERMUTATION_GLOW;
2318 permutation |= SHADERPERMUTATION_DIFFUSE;
2319 if (specularscale > 0)
2320 permutation |= SHADERPERMUTATION_SPECULAR;
2321 if (r_refdef.fogenabled)
2322 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2323 if (rsurface.texture->colormapping)
2324 permutation |= SHADERPERMUTATION_COLORMAPPING;
2325 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2327 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2328 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2330 if (r_shadow_shadowmap2ddepthbuffer)
2331 permutation |= SHADERPERMUTATION_DEPTHRGB;
2333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2334 permutation |= SHADERPERMUTATION_REFLECTION;
2335 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2336 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2337 if (rsurface.texture->reflectmasktexture)
2338 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2339 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2341 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2342 if (r_shadow_bouncegriddirectional)
2343 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2345 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2346 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2347 // when using alphatocoverage, we don't need alphakill
2348 if (vid.allowalphatocoverage)
2350 if (r_transparent_alphatocoverage.integer)
2352 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2353 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2356 GL_AlphaToCoverage(false);
2359 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2361 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2363 switch(rsurface.texture->offsetmapping)
2365 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2366 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2367 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2368 case OFFSETMAPPING_OFF: break;
2371 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2372 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2374 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2375 // ambient model lighting
2376 mode = SHADERMODE_LIGHTDIRECTION;
2377 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2378 permutation |= SHADERPERMUTATION_GLOW;
2379 if (r_refdef.fogenabled)
2380 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2381 if (rsurface.texture->colormapping)
2382 permutation |= SHADERPERMUTATION_COLORMAPPING;
2383 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2385 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2386 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2388 if (r_shadow_shadowmap2ddepthbuffer)
2389 permutation |= SHADERPERMUTATION_DEPTHRGB;
2391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2392 permutation |= SHADERPERMUTATION_REFLECTION;
2393 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2394 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2395 if (rsurface.texture->reflectmasktexture)
2396 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2397 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2399 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2400 if (r_shadow_bouncegriddirectional)
2401 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2403 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2405 // when using alphatocoverage, we don't need alphakill
2406 if (vid.allowalphatocoverage)
2408 if (r_transparent_alphatocoverage.integer)
2410 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2411 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2414 GL_AlphaToCoverage(false);
2419 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2421 switch(rsurface.texture->offsetmapping)
2423 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2424 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2426 case OFFSETMAPPING_OFF: break;
2429 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2430 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2432 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2434 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2435 permutation |= SHADERPERMUTATION_GLOW;
2436 if (r_refdef.fogenabled)
2437 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2438 if (rsurface.texture->colormapping)
2439 permutation |= SHADERPERMUTATION_COLORMAPPING;
2440 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2442 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2443 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2445 if (r_shadow_shadowmap2ddepthbuffer)
2446 permutation |= SHADERPERMUTATION_DEPTHRGB;
2448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2449 permutation |= SHADERPERMUTATION_REFLECTION;
2450 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2451 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2452 if (rsurface.texture->reflectmasktexture)
2453 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2454 if (FAKELIGHT_ENABLED)
2456 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2457 mode = SHADERMODE_FAKELIGHT;
2458 permutation |= SHADERPERMUTATION_DIFFUSE;
2459 if (specularscale > 0)
2460 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2462 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2464 // deluxemapping (light direction texture)
2465 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2466 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2468 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2469 permutation |= SHADERPERMUTATION_DIFFUSE;
2470 if (specularscale > 0)
2471 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473 else if (r_glsl_deluxemapping.integer >= 2)
2475 // fake deluxemapping (uniform light direction in tangentspace)
2476 if (rsurface.uselightmaptexture)
2477 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2480 permutation |= SHADERPERMUTATION_DIFFUSE;
2481 if (specularscale > 0)
2482 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484 else if (rsurface.uselightmaptexture)
2486 // ordinary lightmapping (q1bsp, q3bsp)
2487 mode = SHADERMODE_LIGHTMAP;
2491 // ordinary vertex coloring (q3bsp)
2492 mode = SHADERMODE_VERTEXCOLOR;
2494 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2496 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2497 if (r_shadow_bouncegriddirectional)
2498 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2500 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502 // when using alphatocoverage, we don't need alphakill
2503 if (vid.allowalphatocoverage)
2505 if (r_transparent_alphatocoverage.integer)
2507 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2508 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2511 GL_AlphaToCoverage(false);
2514 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2515 colormod = dummy_colormod;
2516 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2517 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2518 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2519 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2520 switch(vid.renderpath)
2522 case RENDERPATH_D3D9:
2524 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2525 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2526 R_SetupShader_SetPermutationHLSL(mode, permutation);
2527 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2528 if (mode == SHADERMODE_LIGHTSOURCE)
2530 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2531 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2535 if (mode == SHADERMODE_LIGHTDIRECTION)
2537 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2542 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2543 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2544 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2546 if (mode == SHADERMODE_LIGHTSOURCE)
2548 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2554 // additive passes are only darkened by fog, not tinted
2555 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2556 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2560 if (mode == SHADERMODE_FLATCOLOR)
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2564 else if (mode == SHADERMODE_LIGHTDIRECTION)
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2569 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2571 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2579 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582 // additive passes are only darkened by fog, not tinted
2583 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2584 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2587 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2588 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2589 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2593 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2594 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2595 if (mode == SHADERMODE_WATER)
2596 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2598 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2601 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2602 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2603 if (rsurface.texture->pantstexture)
2604 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2607 if (rsurface.texture->shirttexture)
2608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2610 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2611 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2614 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2615 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2616 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2617 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2621 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2622 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2623 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2624 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2626 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2627 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2628 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2629 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2630 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2631 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2632 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2634 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2635 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2636 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2637 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2638 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2639 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2640 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2641 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2642 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2643 if (rsurfacepass == RSURFPASS_BACKGROUND)
2645 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2646 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2647 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2651 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2653 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2654 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2655 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2656 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2658 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2659 if (rsurface.rtlight)
2661 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2662 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2667 case RENDERPATH_D3D10:
2668 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2670 case RENDERPATH_D3D11:
2671 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673 case RENDERPATH_GL20:
2674 case RENDERPATH_GLES2:
2675 if (!vid.useinterleavedarrays)
2677 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2678 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2679 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2680 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2681 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2682 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2683 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2684 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2688 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2689 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2691 R_SetupShader_SetPermutationGLSL(mode, permutation);
2692 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2693 if (mode == SHADERMODE_LIGHTSOURCE)
2695 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2696 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2697 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2698 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2699 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2700 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2702 // additive passes are only darkened by fog, not tinted
2703 if (r_glsl_permutation->loc_FogColor >= 0)
2704 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2705 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2709 if (mode == SHADERMODE_FLATCOLOR)
2711 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2713 else if (mode == SHADERMODE_LIGHTDIRECTION)
2715 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2716 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2717 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2718 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2719 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2720 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2721 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2726 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2727 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2728 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2729 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731 // additive passes are only darkened by fog, not tinted
2732 if (r_glsl_permutation->loc_FogColor >= 0)
2734 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2737 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2739 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2740 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]);
2741 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]);
2742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2746 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2747 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2749 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2750 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2751 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2752 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2753 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2755 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2756 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2757 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2758 if (r_glsl_permutation->loc_Color_Pants >= 0)
2760 if (rsurface.texture->pantstexture)
2761 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2763 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2765 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2767 if (rsurface.texture->shirttexture)
2768 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2770 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2772 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]);
2773 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2774 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2775 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2776 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2777 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2778 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2782 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);
2783 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2784 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]);
2785 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2786 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2787 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2789 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2790 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2791 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2792 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2793 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2794 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2795 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2796 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2797 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2798 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2800 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2801 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2802 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2803 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2804 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2805 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2806 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2807 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2808 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2809 if (rsurfacepass == RSURFPASS_BACKGROUND)
2811 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2812 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2817 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2819 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2820 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2821 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2822 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2824 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2825 if (rsurface.rtlight)
2827 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2828 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2831 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2834 case RENDERPATH_GL11:
2835 case RENDERPATH_GL13:
2836 case RENDERPATH_GLES1:
2838 case RENDERPATH_SOFT:
2839 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2840 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2841 R_SetupShader_SetPermutationSoft(mode, permutation);
2842 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2843 if (mode == SHADERMODE_LIGHTSOURCE)
2845 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2852 // additive passes are only darkened by fog, not tinted
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2854 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2858 if (mode == SHADERMODE_FLATCOLOR)
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2862 else if (mode == SHADERMODE_LIGHTDIRECTION)
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880 // additive passes are only darkened by fog, not tinted
2881 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2885 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2886 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2887 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2892 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2893 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2895 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2896 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2897 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2898 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2904 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2906 if (rsurface.texture->pantstexture)
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2911 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2913 if (rsurface.texture->shirttexture)
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2918 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2919 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2922 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2923 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2924 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2925 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2930 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2933 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2934 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2935 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2936 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2937 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2938 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2939 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2941 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2942 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2943 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2944 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2945 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2946 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2947 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2948 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2949 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2950 if (rsurfacepass == RSURFPASS_BACKGROUND)
2952 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2953 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2954 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2958 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2960 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2961 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2962 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2963 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2965 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2966 if (rsurface.rtlight)
2968 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2969 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2976 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2978 // select a permutation of the lighting shader appropriate to this
2979 // combination of texture, entity, light source, and fogging, only use the
2980 // minimum features necessary to avoid wasting rendering time in the
2981 // fragment shader on features that are not being used
2982 unsigned int permutation = 0;
2983 unsigned int mode = 0;
2984 const float *lightcolorbase = rtlight->currentcolor;
2985 float ambientscale = rtlight->ambientscale;
2986 float diffusescale = rtlight->diffusescale;
2987 float specularscale = rtlight->specularscale;
2988 // this is the location of the light in view space
2989 vec3_t viewlightorigin;
2990 // this transforms from view space (camera) to light space (cubemap)
2991 matrix4x4_t viewtolight;
2992 matrix4x4_t lighttoview;
2993 float viewtolight16f[16];
2995 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2996 if (rtlight->currentcubemap != r_texture_whitecube)
2997 permutation |= SHADERPERMUTATION_CUBEFILTER;
2998 if (diffusescale > 0)
2999 permutation |= SHADERPERMUTATION_DIFFUSE;
3000 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3001 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3002 if (r_shadow_usingshadowmap2d)
3004 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3005 if (r_shadow_shadowmapvsdct)
3006 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3008 if (r_shadow_shadowmap2ddepthbuffer)
3009 permutation |= SHADERPERMUTATION_DEPTHRGB;
3011 if (vid.allowalphatocoverage)
3012 GL_AlphaToCoverage(false);
3013 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017 switch(vid.renderpath)
3019 case RENDERPATH_D3D9:
3021 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3027 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3030 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3033 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3034 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3035 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3036 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3037 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3040 case RENDERPATH_D3D10:
3041 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3043 case RENDERPATH_D3D11:
3044 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046 case RENDERPATH_GL20:
3047 case RENDERPATH_GLES2:
3048 R_SetupShader_SetPermutationGLSL(mode, permutation);
3049 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3050 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3051 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3052 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3053 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3054 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3055 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3056 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);
3057 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]);
3058 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3060 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3061 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3062 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3063 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3064 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3066 case RENDERPATH_GL11:
3067 case RENDERPATH_GL13:
3068 case RENDERPATH_GLES1:
3070 case RENDERPATH_SOFT:
3071 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3074 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3076 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3077 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3079 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3081 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3083 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3084 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3085 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3086 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3087 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3092 #define SKINFRAME_HASH 1024
3096 int loadsequence; // incremented each level change
3097 memexpandablearray_t array;
3098 skinframe_t *hash[SKINFRAME_HASH];
3101 r_skinframe_t r_skinframe;
3103 void R_SkinFrame_PrepareForPurge(void)
3105 r_skinframe.loadsequence++;
3106 // wrap it without hitting zero
3107 if (r_skinframe.loadsequence >= 200)
3108 r_skinframe.loadsequence = 1;
3111 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3115 // mark the skinframe as used for the purging code
3116 skinframe->loadsequence = r_skinframe.loadsequence;
3119 void R_SkinFrame_Purge(void)
3123 for (i = 0;i < SKINFRAME_HASH;i++)
3125 for (s = r_skinframe.hash[i];s;s = s->next)
3127 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3129 if (s->merged == s->base)
3131 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3132 R_PurgeTexture(s->stain );s->stain = NULL;
3133 R_PurgeTexture(s->merged);s->merged = NULL;
3134 R_PurgeTexture(s->base );s->base = NULL;
3135 R_PurgeTexture(s->pants );s->pants = NULL;
3136 R_PurgeTexture(s->shirt );s->shirt = NULL;
3137 R_PurgeTexture(s->nmap );s->nmap = NULL;
3138 R_PurgeTexture(s->gloss );s->gloss = NULL;
3139 R_PurgeTexture(s->glow );s->glow = NULL;
3140 R_PurgeTexture(s->fog );s->fog = NULL;
3141 R_PurgeTexture(s->reflect);s->reflect = NULL;
3142 s->loadsequence = 0;
3148 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3150 char basename[MAX_QPATH];
3152 Image_StripImageExtension(name, basename, sizeof(basename));
3154 if( last == NULL ) {
3156 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3157 item = r_skinframe.hash[hashindex];
3162 // linearly search through the hash bucket
3163 for( ; item ; item = item->next ) {
3164 if( !strcmp( item->basename, basename ) ) {
3171 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3175 char basename[MAX_QPATH];
3177 Image_StripImageExtension(name, basename, sizeof(basename));
3179 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3180 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3181 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3185 rtexture_t *dyntexture;
3186 // check whether its a dynamic texture
3187 dyntexture = CL_GetDynTexture( basename );
3188 if (!add && !dyntexture)
3190 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3191 memset(item, 0, sizeof(*item));
3192 strlcpy(item->basename, basename, sizeof(item->basename));
3193 item->base = dyntexture; // either NULL or dyntexture handle
3194 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3195 item->comparewidth = comparewidth;
3196 item->compareheight = compareheight;
3197 item->comparecrc = comparecrc;
3198 item->next = r_skinframe.hash[hashindex];
3199 r_skinframe.hash[hashindex] = item;
3201 else if (textureflags & TEXF_FORCE_RELOAD)
3203 rtexture_t *dyntexture;
3204 // check whether its a dynamic texture
3205 dyntexture = CL_GetDynTexture( basename );
3206 if (!add && !dyntexture)
3208 if (item->merged == item->base)
3209 item->merged = NULL;
3210 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3211 R_PurgeTexture(item->stain );item->stain = NULL;
3212 R_PurgeTexture(item->merged);item->merged = NULL;
3213 R_PurgeTexture(item->base );item->base = NULL;
3214 R_PurgeTexture(item->pants );item->pants = NULL;
3215 R_PurgeTexture(item->shirt );item->shirt = NULL;
3216 R_PurgeTexture(item->nmap );item->nmap = NULL;
3217 R_PurgeTexture(item->gloss );item->gloss = NULL;
3218 R_PurgeTexture(item->glow );item->glow = NULL;
3219 R_PurgeTexture(item->fog );item->fog = NULL;
3220 R_PurgeTexture(item->reflect);item->reflect = NULL;
3221 item->loadsequence = 0;
3223 else if( item->base == NULL )
3225 rtexture_t *dyntexture;
3226 // check whether its a dynamic texture
3227 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3228 dyntexture = CL_GetDynTexture( basename );
3229 item->base = dyntexture; // either NULL or dyntexture handle
3232 R_SkinFrame_MarkUsed(item);
3236 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3238 unsigned long long avgcolor[5], wsum; \
3246 for(pix = 0; pix < cnt; ++pix) \
3249 for(comp = 0; comp < 3; ++comp) \
3251 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3254 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3256 for(comp = 0; comp < 3; ++comp) \
3257 avgcolor[comp] += getpixel * w; \
3260 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3261 avgcolor[4] += getpixel; \
3263 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3265 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3266 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3267 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3271 extern cvar_t gl_picmip;
3272 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3275 unsigned char *pixels;
3276 unsigned char *bumppixels;
3277 unsigned char *basepixels = NULL;
3278 int basepixels_width = 0;
3279 int basepixels_height = 0;
3280 skinframe_t *skinframe;
3281 rtexture_t *ddsbase = NULL;
3282 qboolean ddshasalpha = false;
3283 float ddsavgcolor[4];
3284 char basename[MAX_QPATH];
3285 int miplevel = R_PicmipForFlags(textureflags);
3286 int savemiplevel = miplevel;
3290 if (cls.state == ca_dedicated)
3293 // return an existing skinframe if already loaded
3294 // if loading of the first image fails, don't make a new skinframe as it
3295 // would cause all future lookups of this to be missing
3296 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3297 if (skinframe && skinframe->base)
3300 Image_StripImageExtension(name, basename, sizeof(basename));
3302 // check for DDS texture file first
3303 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3305 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3306 if (basepixels == NULL)
3310 // FIXME handle miplevel
3312 if (developer_loading.integer)
3313 Con_Printf("loading skin \"%s\"\n", name);
3315 // we've got some pixels to store, so really allocate this new texture now
3317 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3318 textureflags &= ~TEXF_FORCE_RELOAD;
3319 skinframe->stain = NULL;
3320 skinframe->merged = NULL;
3321 skinframe->base = NULL;
3322 skinframe->pants = NULL;
3323 skinframe->shirt = NULL;
3324 skinframe->nmap = NULL;
3325 skinframe->gloss = NULL;
3326 skinframe->glow = NULL;
3327 skinframe->fog = NULL;
3328 skinframe->reflect = NULL;
3329 skinframe->hasalpha = false;
3333 skinframe->base = ddsbase;
3334 skinframe->hasalpha = ddshasalpha;
3335 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3336 if (r_loadfog && skinframe->hasalpha)
3337 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3338 //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]);
3342 basepixels_width = image_width;
3343 basepixels_height = image_height;
3344 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);
3345 if (textureflags & TEXF_ALPHA)
3347 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3349 if (basepixels[j] < 255)
3351 skinframe->hasalpha = true;
3355 if (r_loadfog && skinframe->hasalpha)
3357 // has transparent pixels
3358 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3359 for (j = 0;j < image_width * image_height * 4;j += 4)
3364 pixels[j+3] = basepixels[j+3];
3366 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);
3370 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3372 //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]);
3373 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3374 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3375 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3376 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3382 mymiplevel = savemiplevel;
3383 if (r_loadnormalmap)
3384 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);
3385 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3387 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3388 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3390 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393 // _norm is the name used by tenebrae and has been adopted as standard
3394 if (r_loadnormalmap && skinframe->nmap == NULL)
3396 mymiplevel = savemiplevel;
3397 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3399 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);
3403 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3406 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3407 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);
3409 Mem_Free(bumppixels);
3411 else if (r_shadow_bumpscale_basetexture.value > 0)
3413 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3414 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3415 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);
3419 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3420 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3424 // _luma is supported only for tenebrae compatibility
3425 // _glow is the preferred name
3426 mymiplevel = savemiplevel;
3427 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3429 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);
3431 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3432 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3434 Mem_Free(pixels);pixels = NULL;
3437 mymiplevel = savemiplevel;
3438 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3440 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);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3443 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3449 mymiplevel = savemiplevel;
3450 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3452 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);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3455 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3461 mymiplevel = savemiplevel;
3462 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3464 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);
3466 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3467 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3473 mymiplevel = savemiplevel;
3474 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3476 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);
3478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3479 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3486 Mem_Free(basepixels);
3491 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3492 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3495 unsigned char *temp1, *temp2;
3496 skinframe_t *skinframe;
3499 if (cls.state == ca_dedicated)
3502 // if already loaded just return it, otherwise make a new skinframe
3503 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3504 if (skinframe && skinframe->base)
3506 textureflags &= ~TEXF_FORCE_RELOAD;
3508 skinframe->stain = NULL;
3509 skinframe->merged = NULL;
3510 skinframe->base = NULL;
3511 skinframe->pants = NULL;
3512 skinframe->shirt = NULL;
3513 skinframe->nmap = NULL;
3514 skinframe->gloss = NULL;
3515 skinframe->glow = NULL;
3516 skinframe->fog = NULL;
3517 skinframe->reflect = NULL;
3518 skinframe->hasalpha = false;
3520 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3524 if (developer_loading.integer)
3525 Con_Printf("loading 32bit skin \"%s\"\n", name);
3527 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3529 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3530 temp2 = temp1 + width * height * 4;
3531 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3532 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3535 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3536 if (textureflags & TEXF_ALPHA)
3538 for (i = 3;i < width * height * 4;i += 4)
3540 if (skindata[i] < 255)
3542 skinframe->hasalpha = true;
3546 if (r_loadfog && skinframe->hasalpha)
3548 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3549 memcpy(fogpixels, skindata, width * height * 4);
3550 for (i = 0;i < width * height * 4;i += 4)
3551 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3552 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3553 Mem_Free(fogpixels);
3557 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3558 //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]);
3563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3567 skinframe_t *skinframe;
3569 if (cls.state == ca_dedicated)
3572 // if already loaded just return it, otherwise make a new skinframe
3573 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3574 if (skinframe && skinframe->base)
3576 textureflags &= ~TEXF_FORCE_RELOAD;
3578 skinframe->stain = NULL;
3579 skinframe->merged = NULL;
3580 skinframe->base = NULL;
3581 skinframe->pants = NULL;
3582 skinframe->shirt = NULL;
3583 skinframe->nmap = NULL;
3584 skinframe->gloss = NULL;
3585 skinframe->glow = NULL;
3586 skinframe->fog = NULL;
3587 skinframe->reflect = NULL;
3588 skinframe->hasalpha = false;
3590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3594 if (developer_loading.integer)
3595 Con_Printf("loading quake skin \"%s\"\n", name);
3597 // 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)
3598 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3599 memcpy(skinframe->qpixels, skindata, width*height);
3600 skinframe->qwidth = width;
3601 skinframe->qheight = height;
3604 for (i = 0;i < width * height;i++)
3605 featuresmask |= palette_featureflags[skindata[i]];
3607 skinframe->hasalpha = false;
3608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3610 skinframe->qgeneratemerged = true;
3611 skinframe->qgeneratebase = skinframe->qhascolormapping;
3612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3615 //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]);
3620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3624 unsigned char *skindata;
3627 if (!skinframe->qpixels)
3630 if (!skinframe->qhascolormapping)
3631 colormapped = false;
3635 if (!skinframe->qgeneratebase)
3640 if (!skinframe->qgeneratemerged)
3644 width = skinframe->qwidth;
3645 height = skinframe->qheight;
3646 skindata = skinframe->qpixels;
3648 if (skinframe->qgeneratenmap)
3650 unsigned char *temp1, *temp2;
3651 skinframe->qgeneratenmap = false;
3652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653 temp2 = temp1 + width * height * 4;
3654 // use either a custom palette or the quake palette
3655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3661 if (skinframe->qgenerateglow)
3663 skinframe->qgenerateglow = false;
3664 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
3669 skinframe->qgeneratebase = false;
3670 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);
3671 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);
3672 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);
3676 skinframe->qgeneratemerged = false;
3677 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);
3680 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3682 Mem_Free(skinframe->qpixels);
3683 skinframe->qpixels = NULL;
3687 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)
3690 skinframe_t *skinframe;
3693 if (cls.state == ca_dedicated)
3696 // if already loaded just return it, otherwise make a new skinframe
3697 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698 if (skinframe && skinframe->base)
3700 textureflags &= ~TEXF_FORCE_RELOAD;
3702 skinframe->stain = NULL;
3703 skinframe->merged = NULL;
3704 skinframe->base = NULL;
3705 skinframe->pants = NULL;
3706 skinframe->shirt = NULL;
3707 skinframe->nmap = NULL;
3708 skinframe->gloss = NULL;
3709 skinframe->glow = NULL;
3710 skinframe->fog = NULL;
3711 skinframe->reflect = NULL;
3712 skinframe->hasalpha = false;
3714 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3718 if (developer_loading.integer)
3719 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722 if (textureflags & TEXF_ALPHA)
3724 for (i = 0;i < width * height;i++)
3726 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3728 skinframe->hasalpha = true;
3732 if (r_loadfog && skinframe->hasalpha)
3733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3736 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737 //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]);
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3744 skinframe_t *skinframe;
3746 if (cls.state == ca_dedicated)
3749 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750 skinframe->stain = NULL;
3751 skinframe->merged = NULL;
3752 skinframe->base = NULL;
3753 skinframe->pants = NULL;
3754 skinframe->shirt = NULL;
3755 skinframe->nmap = NULL;
3756 skinframe->gloss = NULL;
3757 skinframe->glow = NULL;
3758 skinframe->fog = NULL;
3759 skinframe->reflect = NULL;
3760 skinframe->hasalpha = false;
3762 skinframe->avgcolor[0] = rand() / RAND_MAX;
3763 skinframe->avgcolor[1] = rand() / RAND_MAX;
3764 skinframe->avgcolor[2] = rand() / RAND_MAX;
3765 skinframe->avgcolor[3] = 1;
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3774 qboolean flipx, flipy, flipdiagonal;
3777 static suffixinfo_t suffix[3][6] =
3780 {"px", false, false, false},
3781 {"nx", false, false, false},
3782 {"py", false, false, false},
3783 {"ny", false, false, false},
3784 {"pz", false, false, false},
3785 {"nz", false, false, false}
3788 {"posx", false, false, false},
3789 {"negx", false, false, false},
3790 {"posy", false, false, false},
3791 {"negy", false, false, false},
3792 {"posz", false, false, false},
3793 {"negz", false, false, false}
3796 {"rt", true, false, true},
3797 {"lf", false, true, true},
3798 {"ft", true, true, false},
3799 {"bk", false, false, false},
3800 {"up", true, false, true},
3801 {"dn", true, false, true}
3805 static int componentorder[4] = {0, 1, 2, 3};
3807 static rtexture_t *R_LoadCubemap(const char *basename)
3809 int i, j, cubemapsize;
3810 unsigned char *cubemappixels, *image_buffer;
3811 rtexture_t *cubemaptexture;
3813 // must start 0 so the first loadimagepixels has no requested width/height
3815 cubemappixels = NULL;
3816 cubemaptexture = NULL;
3817 // keep trying different suffix groups (posx, px, rt) until one loads
3818 for (j = 0;j < 3 && !cubemappixels;j++)
3820 // load the 6 images in the suffix group
3821 for (i = 0;i < 6;i++)
3823 // generate an image name based on the base and and suffix
3824 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3826 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3828 // an image loaded, make sure width and height are equal
3829 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3831 // if this is the first image to load successfully, allocate the cubemap memory
3832 if (!cubemappixels && image_width >= 1)
3834 cubemapsize = image_width;
3835 // note this clears to black, so unavailable sides are black
3836 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3838 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3840 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);
3843 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3845 Mem_Free(image_buffer);
3849 // if a cubemap loaded, upload it
3852 if (developer_loading.integer)
3853 Con_Printf("loading cubemap \"%s\"\n", basename);
3855 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856 Mem_Free(cubemappixels);
3860 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861 if (developer_loading.integer)
3863 Con_Printf("(tried tried images ");
3864 for (j = 0;j < 3;j++)
3865 for (i = 0;i < 6;i++)
3866 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867 Con_Print(" and was unable to find any of them).\n");
3870 return cubemaptexture;
3873 rtexture_t *R_GetCubemap(const char *basename)
3876 for (i = 0;i < r_texture_numcubemaps;i++)
3877 if (r_texture_cubemaps[i] != NULL)
3878 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881 return r_texture_whitecube;
3882 r_texture_numcubemaps++;
3883 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886 return r_texture_cubemaps[i]->texture;
3889 static void R_Main_FreeViewCache(void)
3891 if (r_refdef.viewcache.entityvisible)
3892 Mem_Free(r_refdef.viewcache.entityvisible);
3893 if (r_refdef.viewcache.world_pvsbits)
3894 Mem_Free(r_refdef.viewcache.world_pvsbits);
3895 if (r_refdef.viewcache.world_leafvisible)
3896 Mem_Free(r_refdef.viewcache.world_leafvisible);
3897 if (r_refdef.viewcache.world_surfacevisible)
3898 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3899 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3902 static void R_Main_ResizeViewCache(void)
3904 int numentities = r_refdef.scene.numentities;
3905 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3906 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3907 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3908 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3909 if (r_refdef.viewcache.maxentities < numentities)
3911 r_refdef.viewcache.maxentities = numentities;
3912 if (r_refdef.viewcache.entityvisible)
3913 Mem_Free(r_refdef.viewcache.entityvisible);
3914 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3916 if (r_refdef.viewcache.world_numclusters != numclusters)
3918 r_refdef.viewcache.world_numclusters = numclusters;
3919 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3920 if (r_refdef.viewcache.world_pvsbits)
3921 Mem_Free(r_refdef.viewcache.world_pvsbits);
3922 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3924 if (r_refdef.viewcache.world_numleafs != numleafs)
3926 r_refdef.viewcache.world_numleafs = numleafs;
3927 if (r_refdef.viewcache.world_leafvisible)
3928 Mem_Free(r_refdef.viewcache.world_leafvisible);
3929 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3931 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3933 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3940 extern rtexture_t *loadingscreentexture;
3941 static void gl_main_start(void)
3943 loadingscreentexture = NULL;
3944 r_texture_blanknormalmap = NULL;
3945 r_texture_white = NULL;
3946 r_texture_grey128 = NULL;
3947 r_texture_black = NULL;
3948 r_texture_whitecube = NULL;
3949 r_texture_normalizationcube = NULL;
3950 r_texture_fogattenuation = NULL;
3951 r_texture_fogheighttexture = NULL;
3952 r_texture_gammaramps = NULL;
3953 r_texture_numcubemaps = 0;
3955 r_loaddds = r_texture_dds_load.integer != 0;
3956 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3958 switch(vid.renderpath)
3960 case RENDERPATH_GL20:
3961 case RENDERPATH_D3D9:
3962 case RENDERPATH_D3D10:
3963 case RENDERPATH_D3D11:
3964 case RENDERPATH_SOFT:
3965 case RENDERPATH_GLES2:
3966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3967 Cvar_SetValueQuick(&gl_combine, 1);
3968 Cvar_SetValueQuick(&r_glsl, 1);
3969 r_loadnormalmap = true;
3973 case RENDERPATH_GL13:
3974 case RENDERPATH_GLES1:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 1);
3977 Cvar_SetValueQuick(&r_glsl, 0);
3978 r_loadnormalmap = false;
3979 r_loadgloss = false;
3982 case RENDERPATH_GL11:
3983 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3984 Cvar_SetValueQuick(&gl_combine, 0);
3985 Cvar_SetValueQuick(&r_glsl, 0);
3986 r_loadnormalmap = false;
3987 r_loadgloss = false;
3993 R_FrameData_Reset();
3997 memset(r_queries, 0, sizeof(r_queries));
3999 r_qwskincache = NULL;
4000 r_qwskincache_size = 0;
4002 // due to caching of texture_t references, the collision cache must be reset
4003 Collision_Cache_Reset(true);
4005 // set up r_skinframe loading system for textures
4006 memset(&r_skinframe, 0, sizeof(r_skinframe));
4007 r_skinframe.loadsequence = 1;
4008 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4010 r_main_texturepool = R_AllocTexturePool();
4011 R_BuildBlankTextures();
4013 if (vid.support.arb_texture_cube_map)
4016 R_BuildNormalizationCube();
4018 r_texture_fogattenuation = NULL;
4019 r_texture_fogheighttexture = NULL;
4020 r_texture_gammaramps = NULL;
4021 //r_texture_fogintensity = NULL;
4022 memset(&r_fb, 0, sizeof(r_fb));
4023 r_glsl_permutation = NULL;
4024 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4025 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4026 glslshaderstring = NULL;
4028 r_hlsl_permutation = NULL;
4029 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4030 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4032 hlslshaderstring = NULL;
4033 memset(&r_svbsp, 0, sizeof (r_svbsp));
4035 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4036 r_texture_numcubemaps = 0;
4038 r_refdef.fogmasktable_density = 0;
4041 static void gl_main_shutdown(void)
4044 R_FrameData_Reset();
4046 R_Main_FreeViewCache();
4048 switch(vid.renderpath)
4050 case RENDERPATH_GL11:
4051 case RENDERPATH_GL13:
4052 case RENDERPATH_GL20:
4053 case RENDERPATH_GLES1:
4054 case RENDERPATH_GLES2:
4055 #ifdef GL_SAMPLES_PASSED_ARB
4057 qglDeleteQueriesARB(r_maxqueries, r_queries);
4060 case RENDERPATH_D3D9:
4061 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4063 case RENDERPATH_D3D10:
4064 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4066 case RENDERPATH_D3D11:
4067 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4069 case RENDERPATH_SOFT:
4075 memset(r_queries, 0, sizeof(r_queries));
4077 r_qwskincache = NULL;
4078 r_qwskincache_size = 0;
4080 // clear out the r_skinframe state
4081 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4082 memset(&r_skinframe, 0, sizeof(r_skinframe));
4085 Mem_Free(r_svbsp.nodes);
4086 memset(&r_svbsp, 0, sizeof (r_svbsp));
4087 R_FreeTexturePool(&r_main_texturepool);
4088 loadingscreentexture = NULL;
4089 r_texture_blanknormalmap = NULL;
4090 r_texture_white = NULL;
4091 r_texture_grey128 = NULL;
4092 r_texture_black = NULL;
4093 r_texture_whitecube = NULL;
4094 r_texture_normalizationcube = NULL;
4095 r_texture_fogattenuation = NULL;
4096 r_texture_fogheighttexture = NULL;
4097 r_texture_gammaramps = NULL;
4098 r_texture_numcubemaps = 0;
4099 //r_texture_fogintensity = NULL;
4100 memset(&r_fb, 0, sizeof(r_fb));
4103 r_glsl_permutation = NULL;
4104 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4105 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4106 glslshaderstring = NULL;
4108 r_hlsl_permutation = NULL;
4109 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4110 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4112 hlslshaderstring = NULL;
4115 static void gl_main_newmap(void)
4117 // FIXME: move this code to client
4118 char *entities, entname[MAX_QPATH];
4120 Mem_Free(r_qwskincache);
4121 r_qwskincache = NULL;
4122 r_qwskincache_size = 0;
4125 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4126 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4128 CL_ParseEntityLump(entities);
4132 if (cl.worldmodel->brush.entities)
4133 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4135 R_Main_FreeViewCache();
4137 R_FrameData_Reset();
4140 void GL_Main_Init(void)
4142 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4144 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4145 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4146 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4147 if (gamemode == GAME_NEHAHRA)
4149 Cvar_RegisterVariable (&gl_fogenable);
4150 Cvar_RegisterVariable (&gl_fogdensity);
4151 Cvar_RegisterVariable (&gl_fogred);
4152 Cvar_RegisterVariable (&gl_foggreen);
4153 Cvar_RegisterVariable (&gl_fogblue);
4154 Cvar_RegisterVariable (&gl_fogstart);
4155 Cvar_RegisterVariable (&gl_fogend);
4156 Cvar_RegisterVariable (&gl_skyclip);
4158 Cvar_RegisterVariable(&r_motionblur);
4159 Cvar_RegisterVariable(&r_damageblur);
4160 Cvar_RegisterVariable(&r_motionblur_averaging);
4161 Cvar_RegisterVariable(&r_motionblur_randomize);
4162 Cvar_RegisterVariable(&r_motionblur_minblur);
4163 Cvar_RegisterVariable(&r_motionblur_maxblur);
4164 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4165 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4166 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4167 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4168 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4169 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4170 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4171 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4172 Cvar_RegisterVariable(&r_equalize_entities_by);
4173 Cvar_RegisterVariable(&r_equalize_entities_to);
4174 Cvar_RegisterVariable(&r_depthfirst);
4175 Cvar_RegisterVariable(&r_useinfinitefarclip);
4176 Cvar_RegisterVariable(&r_farclip_base);
4177 Cvar_RegisterVariable(&r_farclip_world);
4178 Cvar_RegisterVariable(&r_nearclip);
4179 Cvar_RegisterVariable(&r_deformvertexes);
4180 Cvar_RegisterVariable(&r_transparent);
4181 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4182 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4183 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4184 Cvar_RegisterVariable(&r_showoverdraw);
4185 Cvar_RegisterVariable(&r_showbboxes);
4186 Cvar_RegisterVariable(&r_showsurfaces);
4187 Cvar_RegisterVariable(&r_showtris);
4188 Cvar_RegisterVariable(&r_shownormals);
4189 Cvar_RegisterVariable(&r_showlighting);
4190 Cvar_RegisterVariable(&r_showshadowvolumes);
4191 Cvar_RegisterVariable(&r_showcollisionbrushes);
4192 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4193 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4194 Cvar_RegisterVariable(&r_showdisabledepthtest);
4195 Cvar_RegisterVariable(&r_drawportals);
4196 Cvar_RegisterVariable(&r_drawentities);
4197 Cvar_RegisterVariable(&r_draw2d);
4198 Cvar_RegisterVariable(&r_drawworld);
4199 Cvar_RegisterVariable(&r_cullentities_trace);
4200 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4201 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4202 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4203 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4204 Cvar_RegisterVariable(&r_sortentities);
4205 Cvar_RegisterVariable(&r_drawviewmodel);
4206 Cvar_RegisterVariable(&r_drawexteriormodel);
4207 Cvar_RegisterVariable(&r_speeds);
4208 Cvar_RegisterVariable(&r_fullbrights);
4209 Cvar_RegisterVariable(&r_wateralpha);
4210 Cvar_RegisterVariable(&r_dynamic);
4211 Cvar_RegisterVariable(&r_fakelight);
4212 Cvar_RegisterVariable(&r_fakelight_intensity);
4213 Cvar_RegisterVariable(&r_fullbright);
4214 Cvar_RegisterVariable(&r_shadows);
4215 Cvar_RegisterVariable(&r_shadows_darken);
4216 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4217 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4218 Cvar_RegisterVariable(&r_shadows_throwdistance);
4219 Cvar_RegisterVariable(&r_shadows_throwdirection);
4220 Cvar_RegisterVariable(&r_shadows_focus);
4221 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4222 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4223 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4224 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4225 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4226 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4227 Cvar_RegisterVariable(&r_fog_exp2);
4228 Cvar_RegisterVariable(&r_fog_clear);
4229 Cvar_RegisterVariable(&r_drawfog);
4230 Cvar_RegisterVariable(&r_transparentdepthmasking);
4231 Cvar_RegisterVariable(&r_transparent_sortmindist);
4232 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4233 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4234 Cvar_RegisterVariable(&r_texture_dds_load);
4235 Cvar_RegisterVariable(&r_texture_dds_save);
4236 Cvar_RegisterVariable(&r_textureunits);
4237 Cvar_RegisterVariable(&gl_combine);
4238 Cvar_RegisterVariable(&r_usedepthtextures);
4239 Cvar_RegisterVariable(&r_viewfbo);
4240 Cvar_RegisterVariable(&r_viewscale);
4241 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4242 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4243 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4244 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4245 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4247 Cvar_RegisterVariable(&r_glsl);
4248 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4250 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4253 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4257 Cvar_RegisterVariable(&r_glsl_postprocess);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4259 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4267 Cvar_RegisterVariable(&r_water);
4268 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4269 Cvar_RegisterVariable(&r_water_clippingplanebias);
4270 Cvar_RegisterVariable(&r_water_refractdistort);
4271 Cvar_RegisterVariable(&r_water_reflectdistort);
4272 Cvar_RegisterVariable(&r_water_scissormode);
4273 Cvar_RegisterVariable(&r_water_lowquality);
4274 Cvar_RegisterVariable(&r_water_hideplayer);
4275 Cvar_RegisterVariable(&r_water_fbo);
4277 Cvar_RegisterVariable(&r_lerpsprites);
4278 Cvar_RegisterVariable(&r_lerpmodels);
4279 Cvar_RegisterVariable(&r_lerplightstyles);
4280 Cvar_RegisterVariable(&r_waterscroll);
4281 Cvar_RegisterVariable(&r_bloom);
4282 Cvar_RegisterVariable(&r_bloom_colorscale);
4283 Cvar_RegisterVariable(&r_bloom_brighten);
4284 Cvar_RegisterVariable(&r_bloom_blur);
4285 Cvar_RegisterVariable(&r_bloom_resolution);
4286 Cvar_RegisterVariable(&r_bloom_colorexponent);
4287 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4288 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4289 Cvar_RegisterVariable(&r_hdr_glowintensity);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4294 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4298 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4299 Cvar_RegisterVariable(&developer_texturelogging);
4300 Cvar_RegisterVariable(&gl_lightmaps);
4301 Cvar_RegisterVariable(&r_test);
4302 Cvar_RegisterVariable(&r_glsl_saturation);
4303 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305 Cvar_RegisterVariable(&r_framedatasize);
4306 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307 Cvar_SetValue("r_fullbrights", 0);
4308 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4311 void Render_Init(void)
4324 R_LightningBeams_Init();
4334 extern char *ENGINE_EXTENSIONS;
4337 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339 gl_version = (const char *)qglGetString(GL_VERSION);
4340 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4344 if (!gl_platformextensions)
4345 gl_platformextensions = "";
4347 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349 Con_Printf("GL_VERSION: %s\n", gl_version);
4350 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4353 VID_CheckExtensions();
4355 // LordHavoc: report supported extensions
4356 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4358 // clear to black (loading plaque will be seen over this)
4359 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4367 if (r_trippy.integer)
4369 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4371 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4374 p = r_refdef.view.frustum + i;
4379 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4387 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4391 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4399 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4403 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4407 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4419 if (r_trippy.integer)
4421 for (i = 0;i < numplanes;i++)
4428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4464 //==================================================================================
4466 // LordHavoc: this stores temporary data used within the same frame
4468 typedef struct r_framedata_mem_s
4470 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471 size_t size; // how much usable space
4472 size_t current; // how much space in use
4473 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474 size_t wantedsize; // how much space was allocated
4475 unsigned char *data; // start of real data (16byte aligned)
4479 static r_framedata_mem_t *r_framedata_mem;
4481 void R_FrameData_Reset(void)
4483 while (r_framedata_mem)
4485 r_framedata_mem_t *next = r_framedata_mem->purge;
4486 Mem_Free(r_framedata_mem);
4487 r_framedata_mem = next;
4491 static void R_FrameData_Resize(void)
4494 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4498 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499 newmem->wantedsize = wantedsize;
4500 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502 newmem->current = 0;
4504 newmem->purge = r_framedata_mem;
4505 r_framedata_mem = newmem;
4509 void R_FrameData_NewFrame(void)
4511 R_FrameData_Resize();
4512 if (!r_framedata_mem)
4514 // if we ran out of space on the last frame, free the old memory now
4515 while (r_framedata_mem->purge)
4517 // repeatedly remove the second item in the list, leaving only head
4518 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519 Mem_Free(r_framedata_mem->purge);
4520 r_framedata_mem->purge = next;
4522 // reset the current mem pointer
4523 r_framedata_mem->current = 0;
4524 r_framedata_mem->mark = 0;
4527 void *R_FrameData_Alloc(size_t size)
4531 // align to 16 byte boundary - the data pointer is already aligned, so we
4532 // only need to ensure the size of every allocation is also aligned
4533 size = (size + 15) & ~15;
4535 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4537 // emergency - we ran out of space, allocate more memory
4538 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539 R_FrameData_Resize();
4542 data = r_framedata_mem->data + r_framedata_mem->current;
4543 r_framedata_mem->current += size;
4545 // count the usage for stats
4546 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4547 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4549 return (void *)data;
4552 void *R_FrameData_Store(size_t size, void *data)
4554 void *d = R_FrameData_Alloc(size);
4556 memcpy(d, data, size);
4560 void R_FrameData_SetMark(void)
4562 if (!r_framedata_mem)
4564 r_framedata_mem->mark = r_framedata_mem->current;
4567 void R_FrameData_ReturnToMark(void)
4569 if (!r_framedata_mem)
4571 r_framedata_mem->current = r_framedata_mem->mark;
4574 //==================================================================================
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4579 * Animation cache prevents re-generating mesh data for an animated model
4580 * multiple times in one frame for lighting, shadowing, reflections, etc.
4583 void R_AnimCache_Free(void)
4587 void R_AnimCache_ClearCache(void)
4590 entity_render_t *ent;
4592 for (i = 0;i < r_refdef.scene.numentities;i++)
4594 ent = r_refdef.scene.entities[i];
4595 ent->animcache_vertex3f = NULL;
4596 ent->animcache_normal3f = NULL;
4597 ent->animcache_svector3f = NULL;
4598 ent->animcache_tvector3f = NULL;
4599 ent->animcache_vertexmesh = NULL;
4600 ent->animcache_vertex3fbuffer = NULL;
4601 ent->animcache_vertexmeshbuffer = NULL;
4605 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4609 // check if we need the meshbuffers
4610 if (!vid.useinterleavedarrays)
4613 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4614 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4615 // TODO: upload vertex3f buffer?
4616 if (ent->animcache_vertexmesh)
4618 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4619 for (i = 0;i < numvertices;i++)
4620 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4621 if (ent->animcache_svector3f)
4622 for (i = 0;i < numvertices;i++)
4623 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4624 if (ent->animcache_tvector3f)
4625 for (i = 0;i < numvertices;i++)
4626 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4627 if (ent->animcache_normal3f)
4628 for (i = 0;i < numvertices;i++)
4629 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4630 // TODO: upload vertexmeshbuffer?
4634 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4636 dp_model_t *model = ent->model;
4638 // see if it's already cached this frame
4639 if (ent->animcache_vertex3f)
4641 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4642 if (wantnormals || wanttangents)
4644 if (ent->animcache_normal3f)
4645 wantnormals = false;
4646 if (ent->animcache_svector3f)
4647 wanttangents = false;
4648 if (wantnormals || wanttangents)
4650 numvertices = model->surfmesh.num_vertices;
4652 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4655 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4656 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4659 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4665 // see if this ent is worth caching
4666 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4668 // get some memory for this entity and generate mesh data
4669 numvertices = model->surfmesh.num_vertices;
4670 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4675 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4679 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4684 void R_AnimCache_CacheVisibleEntities(void)
4687 qboolean wantnormals = true;
4688 qboolean wanttangents = !r_showsurfaces.integer;
4690 switch(vid.renderpath)
4692 case RENDERPATH_GL20:
4693 case RENDERPATH_D3D9:
4694 case RENDERPATH_D3D10:
4695 case RENDERPATH_D3D11:
4696 case RENDERPATH_GLES2:
4698 case RENDERPATH_GL11:
4699 case RENDERPATH_GL13:
4700 case RENDERPATH_GLES1:
4701 wanttangents = false;
4703 case RENDERPATH_SOFT:
4707 if (r_shownormals.integer)
4708 wanttangents = wantnormals = true;
4710 // TODO: thread this
4711 // NOTE: R_PrepareRTLights() also caches entities
4713 for (i = 0;i < r_refdef.scene.numentities;i++)
4714 if (r_refdef.viewcache.entityvisible[i])
4715 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4718 //==================================================================================
4720 extern cvar_t r_overheadsprites_pushback;
4722 static void R_View_UpdateEntityLighting (void)
4725 entity_render_t *ent;
4726 vec3_t tempdiffusenormal, avg;
4727 vec_t f, fa, fd, fdd;
4728 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4730 for (i = 0;i < r_refdef.scene.numentities;i++)
4732 ent = r_refdef.scene.entities[i];
4734 // skip unseen models
4735 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4739 if (ent->model && ent->model == cl.worldmodel)
4741 // TODO: use modellight for r_ambient settings on world?
4742 VectorSet(ent->modellight_ambient, 0, 0, 0);
4743 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4744 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4748 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4750 // aleady updated by CSQC
4751 // TODO: force modellight on BSP models in this case?
4752 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4756 // fetch the lighting from the worldmodel data
4757 VectorClear(ent->modellight_ambient);
4758 VectorClear(ent->modellight_diffuse);
4759 VectorClear(tempdiffusenormal);
4760 if (ent->flags & RENDER_LIGHT)
4763 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4765 // complete lightning for lit sprites
4766 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4767 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4769 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4770 org[2] = org[2] + r_overheadsprites_pushback.value;
4771 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4774 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4776 if(ent->flags & RENDER_EQUALIZE)
4778 // first fix up ambient lighting...
4779 if(r_equalize_entities_minambient.value > 0)
4781 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4784 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4785 if(fa < r_equalize_entities_minambient.value * fd)
4788 // fa'/fd' = minambient
4789 // fa'+0.25*fd' = fa+0.25*fd
4791 // fa' = fd' * minambient
4792 // fd'*(0.25+minambient) = fa+0.25*fd
4794 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4795 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4797 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4798 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4799 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4800 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4805 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4807 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4808 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4812 // adjust brightness and saturation to target
4813 avg[0] = avg[1] = avg[2] = fa / f;
4814 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4815 avg[0] = avg[1] = avg[2] = fd / f;
4816 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4822 VectorSet(ent->modellight_ambient, 1, 1, 1);
4825 // move the light direction into modelspace coordinates for lighting code
4826 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827 if(VectorLength2(ent->modellight_lightdir) == 0)
4828 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829 VectorNormalize(ent->modellight_lightdir);
4833 #define MAX_LINEOFSIGHTTRACES 64
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4838 vec3_t boxmins, boxmaxs;
4841 dp_model_t *model = r_refdef.scene.worldmodel;
4843 if (!model || !model->brush.TraceLineOfSight)
4846 // expand the box a little
4847 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4854 // return true if eye is inside enlarged box
4855 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4859 VectorCopy(eye, start);
4860 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861 if (model->brush.TraceLineOfSight(model, start, end))
4864 // try various random positions
4865 for (i = 0;i < numsamples;i++)
4867 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868 if (model->brush.TraceLineOfSight(model, start, end))
4876 static void R_View_UpdateEntityVisible (void)
4881 entity_render_t *ent;
4883 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4886 : RENDER_EXTERIORMODEL;
4887 if (!r_drawviewmodel.integer)
4888 renderimask |= RENDER_VIEWMODEL;
4889 if (!r_drawexteriormodel.integer)
4890 renderimask |= RENDER_EXTERIORMODEL;
4891 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4893 // worldmodel can check visibility
4894 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895 for (i = 0;i < r_refdef.scene.numentities;i++)
4897 ent = r_refdef.scene.entities[i];
4898 if (!(ent->flags & renderimask))
4899 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)))
4900 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))
4901 r_refdef.viewcache.entityvisible[i] = true;
4906 // no worldmodel or it can't check visibility
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4913 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4916 for (i = 0;i < r_refdef.scene.numentities;i++)
4918 if (!r_refdef.viewcache.entityvisible[i])
4920 ent = r_refdef.scene.entities[i];
4921 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4923 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4925 continue; // temp entities do pvs only
4926 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927 ent->last_trace_visibility = realtime;
4928 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929 r_refdef.viewcache.entityvisible[i] = 0;
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4939 entity_render_t *ent;
4942 for (i = 0;i < r_refdef.scene.numentities;i++)
4944 if (!r_refdef.viewcache.entityvisible[i])
4946 ent = r_refdef.scene.entities[i];
4947 if (!ent->model || !ent->model->DrawSky)
4949 ent->model->DrawSky(ent);
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4959 entity_render_t *ent;
4961 for (i = 0;i < r_refdef.scene.numentities;i++)
4963 if (!r_refdef.viewcache.entityvisible[i])
4965 ent = r_refdef.scene.entities[i];
4966 r_refdef.stats.entities++;
4968 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4971 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972 Con_Printf("R_DrawModels\n");
4973 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4974 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4975 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4978 if (ent->model && ent->model->Draw != NULL)
4979 ent->model->Draw(ent);
4985 static void R_DrawModelsDepth(void)
4988 entity_render_t *ent;
4990 for (i = 0;i < r_refdef.scene.numentities;i++)
4992 if (!r_refdef.viewcache.entityvisible[i])
4994 ent = r_refdef.scene.entities[i];
4995 if (ent->model && ent->model->DrawDepth != NULL)
4996 ent->model->DrawDepth(ent);
5000 static void R_DrawModelsDebug(void)
5003 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (ent->model && ent->model->DrawDebug != NULL)
5011 ent->model->DrawDebug(ent);
5015 static void R_DrawModelsAddWaterPlanes(void)
5018 entity_render_t *ent;
5020 for (i = 0;i < r_refdef.scene.numentities;i++)
5022 if (!r_refdef.viewcache.entityvisible[i])
5024 ent = r_refdef.scene.entities[i];
5025 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026 ent->model->DrawAddWaterPlanes(ent);
5030 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}};
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5034 if (r_hdr_irisadaptation.integer)
5039 vec3_t diffusenormal;
5041 vec_t brightness = 0.0f;
5046 VectorCopy(r_refdef.view.forward, forward);
5047 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5049 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053 d = DotProduct(forward, diffusenormal);
5054 brightness += VectorLength(ambient);
5056 brightness += d * VectorLength(diffuse);
5058 brightness *= 1.0f / c;
5059 brightness += 0.00001f; // make sure it's never zero
5060 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062 current = r_hdr_irisadaptation_value.value;
5064 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065 else if (current > goal)
5066 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5070 else if (r_hdr_irisadaptation_value.value != 1.0f)
5071 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5074 static void R_View_SetFrustum(const int *scissor)
5077 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078 vec3_t forward, left, up, origin, v;
5082 // flipped x coordinates (because x points left here)
5083 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5086 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087 switch(vid.renderpath)
5089 case RENDERPATH_D3D9:
5090 case RENDERPATH_D3D10:
5091 case RENDERPATH_D3D11:
5092 // non-flipped y coordinates
5093 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 case RENDERPATH_SOFT:
5097 case RENDERPATH_GL11:
5098 case RENDERPATH_GL13:
5099 case RENDERPATH_GL20:
5100 case RENDERPATH_GLES1:
5101 case RENDERPATH_GLES2:
5102 // non-flipped y coordinates
5103 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5109 // we can't trust r_refdef.view.forward and friends in reflected scenes
5110 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5113 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5128 zNear = r_refdef.nearclip;
5129 nudge = 1.0 - 1.0 / (1<<23);
5130 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5143 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146 r_refdef.view.frustum[0].dist = m[15] - m[12];
5148 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151 r_refdef.view.frustum[1].dist = m[15] + m[12];
5153 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156 r_refdef.view.frustum[2].dist = m[15] - m[13];
5158 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161 r_refdef.view.frustum[3].dist = m[15] + m[13];
5163 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166 r_refdef.view.frustum[4].dist = m[15] - m[14];
5168 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171 r_refdef.view.frustum[5].dist = m[15] + m[14];
5174 if (r_refdef.view.useperspective)
5176 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177 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]);
5178 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]);
5179 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]);
5180 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]);
5182 // then the normals from the corners relative to origin
5183 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5188 // in a NORMAL view, forward cross left == up
5189 // in a REFLECTED view, forward cross left == down
5190 // so our cross products above need to be adjusted for a left handed coordinate system
5191 CrossProduct(forward, left, v);
5192 if(DotProduct(v, up) < 0)
5194 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5200 // Leaving those out was a mistake, those were in the old code, and they
5201 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202 // I couldn't reproduce it after adding those normalizations. --blub
5203 VectorNormalize(r_refdef.view.frustum[0].normal);
5204 VectorNormalize(r_refdef.view.frustum[1].normal);
5205 VectorNormalize(r_refdef.view.frustum[2].normal);
5206 VectorNormalize(r_refdef.view.frustum[3].normal);
5208 // make the corners absolute
5209 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5215 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5217 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5225 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5236 r_refdef.view.numfrustumplanes = 5;
5238 if (r_refdef.view.useclipplane)
5240 r_refdef.view.numfrustumplanes = 6;
5241 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5244 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245 PlaneClassify(r_refdef.view.frustum + i);
5247 // LordHavoc: note to all quake engine coders, Quake had a special case
5248 // for 90 degrees which assumed a square view (wrong), so I removed it,
5249 // Quake2 has it disabled as well.
5251 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254 //PlaneClassify(&frustum[0]);
5256 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259 //PlaneClassify(&frustum[1]);
5261 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264 //PlaneClassify(&frustum[2]);
5266 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269 //PlaneClassify(&frustum[3]);
5272 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274 //PlaneClassify(&frustum[4]);
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5279 R_Main_ResizeViewCache();
5280 R_View_SetFrustum(myscissor);
5281 R_View_WorldVisibility(r_refdef.view.useclipplane);
5282 R_View_UpdateEntityVisible();
5283 R_View_UpdateEntityLighting();
5284 R_AnimCache_CacheVisibleEntities();
5287 static void R_View_Update(void)
5289 R_Main_ResizeViewCache();
5290 R_View_SetFrustum(NULL);
5291 R_View_WorldVisibility(r_refdef.view.useclipplane);
5292 R_View_UpdateEntityVisible();
5293 R_View_UpdateEntityLighting();
5294 R_AnimCache_CacheVisibleEntities();
5297 float viewscalefpsadjusted = 1.0f;
5299 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5301 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5302 scale = bound(0.03125f, scale, 1.0f);
5303 *outwidth = (int)ceil(width * scale);
5304 *outheight = (int)ceil(height * scale);
5307 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5309 const float *customclipplane = NULL;
5311 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5312 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5314 // LordHavoc: couldn't figure out how to make this approach the
5315 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5316 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5317 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5318 dist = r_refdef.view.clipplane.dist;
5319 plane[0] = r_refdef.view.clipplane.normal[0];
5320 plane[1] = r_refdef.view.clipplane.normal[1];
5321 plane[2] = r_refdef.view.clipplane.normal[2];
5323 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5326 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5327 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5329 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5330 if (!r_refdef.view.useperspective)
5331 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5332 else if (vid.stencil && r_useinfinitefarclip.integer)
5333 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5335 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5336 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5337 R_SetViewport(&r_refdef.view.viewport);
5338 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5340 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5341 float screenplane[4];
5342 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5343 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5344 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5345 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5346 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5350 void R_EntityMatrix(const matrix4x4_t *matrix)
5352 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5354 gl_modelmatrixchanged = false;
5355 gl_modelmatrix = *matrix;
5356 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5357 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5358 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5359 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5361 switch(vid.renderpath)
5363 case RENDERPATH_D3D9:
5365 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5366 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5369 case RENDERPATH_D3D10:
5370 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5372 case RENDERPATH_D3D11:
5373 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5375 case RENDERPATH_GL11:
5376 case RENDERPATH_GL13:
5377 case RENDERPATH_GLES1:
5378 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5380 case RENDERPATH_SOFT:
5381 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5382 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5384 case RENDERPATH_GL20:
5385 case RENDERPATH_GLES2:
5386 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5387 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5393 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5395 r_viewport_t viewport;
5399 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5400 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5401 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5402 R_SetViewport(&viewport);
5403 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5404 GL_Color(1, 1, 1, 1);
5405 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 GL_ScissorTest(false);
5408 GL_DepthMask(false);
5409 GL_DepthRange(0, 1);
5410 GL_DepthTest(false);
5411 GL_DepthFunc(GL_LEQUAL);
5412 R_EntityMatrix(&identitymatrix);
5413 R_Mesh_ResetTextureState();
5414 GL_PolygonOffset(0, 0);
5415 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5416 switch(vid.renderpath)
5418 case RENDERPATH_GL11:
5419 case RENDERPATH_GL13:
5420 case RENDERPATH_GL20:
5421 case RENDERPATH_GLES1:
5422 case RENDERPATH_GLES2:
5423 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5425 case RENDERPATH_D3D9:
5426 case RENDERPATH_D3D10:
5427 case RENDERPATH_D3D11:
5428 case RENDERPATH_SOFT:
5431 GL_CullFace(GL_NONE);
5436 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5440 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5443 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5447 R_SetupView(true, fbo, depthtexture, colortexture);
5448 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5449 GL_Color(1, 1, 1, 1);
5450 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5451 GL_BlendFunc(GL_ONE, GL_ZERO);
5452 GL_ScissorTest(true);
5454 GL_DepthRange(0, 1);
5456 GL_DepthFunc(GL_LEQUAL);
5457 R_EntityMatrix(&identitymatrix);
5458 R_Mesh_ResetTextureState();
5459 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5460 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5461 switch(vid.renderpath)
5463 case RENDERPATH_GL11:
5464 case RENDERPATH_GL13:
5465 case RENDERPATH_GL20:
5466 case RENDERPATH_GLES1:
5467 case RENDERPATH_GLES2:
5468 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470 case RENDERPATH_D3D9:
5471 case RENDERPATH_D3D10:
5472 case RENDERPATH_D3D11:
5473 case RENDERPATH_SOFT:
5476 GL_CullFace(r_refdef.view.cullface_back);
5481 R_RenderView_UpdateViewVectors
5484 void R_RenderView_UpdateViewVectors(void)
5486 // break apart the view matrix into vectors for various purposes
5487 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5488 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5489 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5490 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5491 // make an inverted copy of the view matrix for tracking sprites
5492 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5495 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5498 static void R_Water_StartFrame(void)
5501 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5502 r_waterstate_waterplane_t *p;
5503 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5505 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5508 switch(vid.renderpath)
5510 case RENDERPATH_GL20:
5511 case RENDERPATH_D3D9:
5512 case RENDERPATH_D3D10:
5513 case RENDERPATH_D3D11:
5514 case RENDERPATH_SOFT:
5515 case RENDERPATH_GLES2:
5517 case RENDERPATH_GL11:
5518 case RENDERPATH_GL13:
5519 case RENDERPATH_GLES1:
5523 // set waterwidth and waterheight to the water resolution that will be
5524 // used (often less than the screen resolution for faster rendering)
5525 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5527 // calculate desired texture sizes
5528 // can't use water if the card does not support the texture size
5529 if (!r_water.integer || r_showsurfaces.integer)
5530 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5531 else if (vid.support.arb_texture_non_power_of_two)
5533 texturewidth = waterwidth;
5534 textureheight = waterheight;
5535 camerawidth = waterwidth;
5536 cameraheight = waterheight;
5540 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5541 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5542 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5543 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5546 // allocate textures as needed
5547 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5549 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5550 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5552 if (p->texture_refraction)
5553 R_FreeTexture(p->texture_refraction);
5554 p->texture_refraction = NULL;
5555 if (p->fbo_refraction)
5556 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5557 p->fbo_refraction = 0;
5558 if (p->texture_reflection)
5559 R_FreeTexture(p->texture_reflection);
5560 p->texture_reflection = NULL;
5561 if (p->fbo_reflection)
5562 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5563 p->fbo_reflection = 0;
5564 if (p->texture_camera)
5565 R_FreeTexture(p->texture_camera);
5566 p->texture_camera = NULL;
5568 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5571 memset(&r_fb.water, 0, sizeof(r_fb.water));
5572 r_fb.water.texturewidth = texturewidth;
5573 r_fb.water.textureheight = textureheight;
5574 r_fb.water.camerawidth = camerawidth;
5575 r_fb.water.cameraheight = cameraheight;
5578 if (r_fb.water.texturewidth)
5580 int scaledwidth, scaledheight;
5582 r_fb.water.enabled = true;
5584 // water resolution is usually reduced
5585 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5586 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5587 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5589 // set up variables that will be used in shader setup
5590 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5593 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5596 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5597 r_fb.water.numwaterplanes = 0;
5600 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5602 int planeindex, bestplaneindex, vertexindex;
5603 vec3_t mins, maxs, normal, center, v, n;
5604 vec_t planescore, bestplanescore;
5606 r_waterstate_waterplane_t *p;
5607 texture_t *t = R_GetCurrentTexture(surface->texture);
5609 rsurface.texture = t;
5610 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5611 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5612 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5614 // average the vertex normals, find the surface bounds (after deformvertexes)
5615 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5616 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5617 VectorCopy(n, normal);
5618 VectorCopy(v, mins);
5619 VectorCopy(v, maxs);
5620 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5622 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5623 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5624 VectorAdd(normal, n, normal);
5625 mins[0] = min(mins[0], v[0]);
5626 mins[1] = min(mins[1], v[1]);
5627 mins[2] = min(mins[2], v[2]);
5628 maxs[0] = max(maxs[0], v[0]);
5629 maxs[1] = max(maxs[1], v[1]);
5630 maxs[2] = max(maxs[2], v[2]);
5632 VectorNormalize(normal);
5633 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5635 VectorCopy(normal, plane.normal);
5636 VectorNormalize(plane.normal);
5637 plane.dist = DotProduct(center, plane.normal);
5638 PlaneClassify(&plane);
5639 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5641 // skip backfaces (except if nocullface is set)
5642 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5644 VectorNegate(plane.normal, plane.normal);
5646 PlaneClassify(&plane);
5650 // find a matching plane if there is one
5651 bestplaneindex = -1;
5652 bestplanescore = 1048576.0f;
5653 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5655 if(p->camera_entity == t->camera_entity)
5657 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5658 if (bestplaneindex < 0 || bestplanescore > planescore)
5660 bestplaneindex = planeindex;
5661 bestplanescore = planescore;
5665 planeindex = bestplaneindex;
5666 p = r_fb.water.waterplanes + planeindex;
5668 // if this surface does not fit any known plane rendered this frame, add one
5669 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5671 // store the new plane
5672 planeindex = r_fb.water.numwaterplanes++;
5673 p = r_fb.water.waterplanes + planeindex;
5675 // clear materialflags and pvs
5676 p->materialflags = 0;
5677 p->pvsvalid = false;
5678 p->camera_entity = t->camera_entity;
5679 VectorCopy(mins, p->mins);
5680 VectorCopy(maxs, p->maxs);
5684 // merge mins/maxs when we're adding this surface to the plane
5685 p->mins[0] = min(p->mins[0], mins[0]);
5686 p->mins[1] = min(p->mins[1], mins[1]);
5687 p->mins[2] = min(p->mins[2], mins[2]);
5688 p->maxs[0] = max(p->maxs[0], maxs[0]);
5689 p->maxs[1] = max(p->maxs[1], maxs[1]);
5690 p->maxs[2] = max(p->maxs[2], maxs[2]);
5692 // merge this surface's materialflags into the waterplane
5693 p->materialflags |= t->currentmaterialflags;
5694 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5696 // merge this surface's PVS into the waterplane
5697 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5698 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5700 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5706 extern cvar_t r_drawparticles;
5707 extern cvar_t r_drawdecals;
5709 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5712 r_refdef_view_t originalview;
5713 r_refdef_view_t myview;
5714 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;
5715 r_waterstate_waterplane_t *p;
5717 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5720 originalview = r_refdef.view;
5722 // lowquality hack, temporarily shut down some cvars and restore afterwards
5723 qualityreduction = r_water_lowquality.integer;
5724 if (qualityreduction > 0)
5726 if (qualityreduction >= 1)
5728 old_r_shadows = r_shadows.integer;
5729 old_r_worldrtlight = r_shadow_realtime_world.integer;
5730 old_r_dlight = r_shadow_realtime_dlight.integer;
5731 Cvar_SetValueQuick(&r_shadows, 0);
5732 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5733 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5735 if (qualityreduction >= 2)
5737 old_r_dynamic = r_dynamic.integer;
5738 old_r_particles = r_drawparticles.integer;
5739 old_r_decals = r_drawdecals.integer;
5740 Cvar_SetValueQuick(&r_dynamic, 0);
5741 Cvar_SetValueQuick(&r_drawparticles, 0);
5742 Cvar_SetValueQuick(&r_drawdecals, 0);
5746 // make sure enough textures are allocated
5747 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5749 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5751 if (!p->texture_refraction)
5752 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5753 if (!p->texture_refraction)
5757 if (r_fb.water.depthtexture == NULL)
5758 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759 if (p->fbo_refraction == 0)
5760 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5763 else if (p->materialflags & MATERIALFLAG_CAMERA)
5765 if (!p->texture_camera)
5766 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5767 if (!p->texture_camera)
5771 if (r_fb.water.depthtexture == NULL)
5772 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5773 if (p->fbo_camera == 0)
5774 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5780 if (!p->texture_reflection)
5781 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782 if (!p->texture_reflection)
5786 if (r_fb.water.depthtexture == NULL)
5787 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788 if (p->fbo_reflection == 0)
5789 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5795 r_refdef.view = originalview;
5796 r_refdef.view.showdebug = false;
5797 r_refdef.view.width = r_fb.water.waterwidth;
5798 r_refdef.view.height = r_fb.water.waterheight;
5799 r_refdef.view.useclipplane = true;
5800 myview = r_refdef.view;
5801 r_fb.water.renderingscene = true;
5802 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5804 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5806 r_refdef.view = myview;
5807 if(r_water_scissormode.integer)
5809 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5810 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5811 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5814 // render reflected scene and copy into texture
5815 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5816 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5817 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5818 r_refdef.view.clipplane = p->plane;
5819 // reverse the cullface settings for this render
5820 r_refdef.view.cullface_front = GL_FRONT;
5821 r_refdef.view.cullface_back = GL_BACK;
5822 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5824 r_refdef.view.usecustompvs = true;
5826 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5828 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5831 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5832 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833 R_ClearScreen(r_refdef.fogenabled);
5834 if(r_water_scissormode.integer & 2)
5835 R_View_UpdateWithScissor(myscissor);
5838 if(r_water_scissormode.integer & 1)
5839 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5842 if (!p->fbo_reflection)
5843 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5844 r_fb.water.hideplayer = false;
5847 // render the normal view scene and copy into texture
5848 // (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)
5849 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5851 r_refdef.view = myview;
5852 if(r_water_scissormode.integer)
5854 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5855 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5859 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5861 r_refdef.view.clipplane = p->plane;
5862 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5865 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5867 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5869 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870 R_RenderView_UpdateViewVectors();
5871 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5873 r_refdef.view.usecustompvs = true;
5874 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);
5878 PlaneClassify(&r_refdef.view.clipplane);
5880 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5881 R_ClearScreen(r_refdef.fogenabled);
5882 if(r_water_scissormode.integer & 2)
5883 R_View_UpdateWithScissor(myscissor);
5886 if(r_water_scissormode.integer & 1)
5887 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5890 if (!p->fbo_refraction)
5891 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5892 r_fb.water.hideplayer = false;
5894 else if (p->materialflags & MATERIALFLAG_CAMERA)
5896 r_refdef.view = myview;
5898 r_refdef.view.clipplane = p->plane;
5899 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5902 r_refdef.view.width = r_fb.water.camerawidth;
5903 r_refdef.view.height = r_fb.water.cameraheight;
5904 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5909 if(p->camera_entity)
5911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5915 // note: all of the view is used for displaying... so
5916 // there is no use in scissoring
5918 // reverse the cullface settings for this render
5919 r_refdef.view.cullface_front = GL_FRONT;
5920 r_refdef.view.cullface_back = GL_BACK;
5921 // also reverse the view matrix
5922 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
5923 R_RenderView_UpdateViewVectors();
5924 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5926 r_refdef.view.usecustompvs = true;
5927 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);
5930 // camera needs no clipplane
5931 r_refdef.view.useclipplane = false;
5933 PlaneClassify(&r_refdef.view.clipplane);
5935 r_fb.water.hideplayer = false;
5937 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938 R_ClearScreen(r_refdef.fogenabled);
5940 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5943 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5944 r_fb.water.hideplayer = false;
5948 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5949 r_fb.water.renderingscene = false;
5950 r_refdef.view = originalview;
5951 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5952 if (!r_fb.water.depthtexture)
5953 R_ClearScreen(r_refdef.fogenabled);
5957 r_refdef.view = originalview;
5958 r_fb.water.renderingscene = false;
5959 Cvar_SetValueQuick(&r_water, 0);
5960 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5962 // lowquality hack, restore cvars
5963 if (qualityreduction > 0)
5965 if (qualityreduction >= 1)
5967 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5968 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5969 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5971 if (qualityreduction >= 2)
5973 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5974 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5975 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5980 static void R_Bloom_StartFrame(void)
5983 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5984 int viewwidth, viewheight;
5985 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5986 textype_t textype = TEXTYPE_COLORBUFFER;
5988 switch (vid.renderpath)
5990 case RENDERPATH_GL20:
5991 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5992 if (vid.support.ext_framebuffer_object)
5994 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5995 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5998 case RENDERPATH_GL11:
5999 case RENDERPATH_GL13:
6000 case RENDERPATH_GLES1:
6001 case RENDERPATH_GLES2:
6002 case RENDERPATH_D3D9:
6003 case RENDERPATH_D3D10:
6004 case RENDERPATH_D3D11:
6005 r_fb.usedepthtextures = false;
6007 case RENDERPATH_SOFT:
6008 r_fb.usedepthtextures = true;
6012 if (r_viewscale_fpsscaling.integer)
6014 double actualframetime;
6015 double targetframetime;
6017 actualframetime = r_refdef.lastdrawscreentime;
6018 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6019 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6020 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6021 if (r_viewscale_fpsscaling_stepsize.value > 0)
6022 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6023 viewscalefpsadjusted += adjust;
6024 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6027 viewscalefpsadjusted = 1.0f;
6029 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6031 switch(vid.renderpath)
6033 case RENDERPATH_GL20:
6034 case RENDERPATH_D3D9:
6035 case RENDERPATH_D3D10:
6036 case RENDERPATH_D3D11:
6037 case RENDERPATH_SOFT:
6038 case RENDERPATH_GLES2:
6040 case RENDERPATH_GL11:
6041 case RENDERPATH_GL13:
6042 case RENDERPATH_GLES1:
6046 // set bloomwidth and bloomheight to the bloom resolution that will be
6047 // used (often less than the screen resolution for faster rendering)
6048 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6049 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6050 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6051 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6052 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6054 // calculate desired texture sizes
6055 if (vid.support.arb_texture_non_power_of_two)
6057 screentexturewidth = vid.width;
6058 screentextureheight = vid.height;
6059 bloomtexturewidth = r_fb.bloomwidth;
6060 bloomtextureheight = r_fb.bloomheight;
6064 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6065 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6066 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6067 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6070 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))
6072 Cvar_SetValueQuick(&r_bloom, 0);
6073 Cvar_SetValueQuick(&r_motionblur, 0);
6074 Cvar_SetValueQuick(&r_damageblur, 0);
6077 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6079 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6081 && r_viewscale.value == 1.0f
6082 && !r_viewscale_fpsscaling.integer)
6083 screentexturewidth = screentextureheight = 0;
6084 if (!r_bloom.integer)
6085 bloomtexturewidth = bloomtextureheight = 0;
6087 // allocate textures as needed
6088 if (r_fb.screentexturewidth != screentexturewidth
6089 || r_fb.screentextureheight != screentextureheight
6090 || r_fb.bloomtexturewidth != bloomtexturewidth
6091 || r_fb.bloomtextureheight != bloomtextureheight
6092 || r_fb.textype != textype
6093 || useviewfbo != (r_fb.fbo != 0))
6095 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6097 if (r_fb.bloomtexture[i])
6098 R_FreeTexture(r_fb.bloomtexture[i]);
6099 r_fb.bloomtexture[i] = NULL;
6101 if (r_fb.bloomfbo[i])
6102 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6103 r_fb.bloomfbo[i] = 0;
6107 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6110 if (r_fb.colortexture)
6111 R_FreeTexture(r_fb.colortexture);
6112 r_fb.colortexture = NULL;
6114 if (r_fb.depthtexture)
6115 R_FreeTexture(r_fb.depthtexture);
6116 r_fb.depthtexture = NULL;
6118 if (r_fb.ghosttexture)
6119 R_FreeTexture(r_fb.ghosttexture);
6120 r_fb.ghosttexture = NULL;
6122 r_fb.screentexturewidth = screentexturewidth;
6123 r_fb.screentextureheight = screentextureheight;
6124 r_fb.bloomtexturewidth = bloomtexturewidth;
6125 r_fb.bloomtextureheight = bloomtextureheight;
6126 r_fb.textype = textype;
6128 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6130 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6131 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);
6132 r_fb.ghosttexture_valid = false;
6133 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6136 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6137 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6142 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6144 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6146 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6148 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6153 // bloom texture is a different resolution
6154 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6155 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6156 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6157 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6158 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6160 // set up a texcoord array for the full resolution screen image
6161 // (we have to keep this around to copy back during final render)
6162 r_fb.screentexcoord2f[0] = 0;
6163 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6164 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6165 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6166 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6167 r_fb.screentexcoord2f[5] = 0;
6168 r_fb.screentexcoord2f[6] = 0;
6169 r_fb.screentexcoord2f[7] = 0;
6171 // set up a texcoord array for the reduced resolution bloom image
6172 // (which will be additive blended over the screen image)
6173 r_fb.bloomtexcoord2f[0] = 0;
6174 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6175 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6176 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6177 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6178 r_fb.bloomtexcoord2f[5] = 0;
6179 r_fb.bloomtexcoord2f[6] = 0;
6180 r_fb.bloomtexcoord2f[7] = 0;
6182 switch(vid.renderpath)
6184 case RENDERPATH_GL11:
6185 case RENDERPATH_GL13:
6186 case RENDERPATH_GL20:
6187 case RENDERPATH_SOFT:
6188 case RENDERPATH_GLES1:
6189 case RENDERPATH_GLES2:
6191 case RENDERPATH_D3D9:
6192 case RENDERPATH_D3D10:
6193 case RENDERPATH_D3D11:
6196 for (i = 0;i < 4;i++)
6198 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6199 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6200 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6201 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6207 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6210 r_refdef.view.clear = true;
6213 static void R_Bloom_MakeTexture(void)
6216 float xoffset, yoffset, r, brighten;
6218 float colorscale = r_bloom_colorscale.value;
6220 r_refdef.stats.bloom++;
6223 // this copy is unnecessary since it happens in R_BlendView already
6226 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6227 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6231 // scale down screen texture to the bloom texture size
6233 r_fb.bloomindex = 0;
6234 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6235 R_SetViewport(&r_fb.bloomviewport);
6236 GL_BlendFunc(GL_ONE, GL_ZERO);
6237 GL_Color(colorscale, colorscale, colorscale, 1);
6238 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6239 switch(vid.renderpath)
6241 case RENDERPATH_GL11:
6242 case RENDERPATH_GL13:
6243 case RENDERPATH_GL20:
6244 case RENDERPATH_GLES1:
6245 case RENDERPATH_GLES2:
6246 case RENDERPATH_SOFT:
6247 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6249 case RENDERPATH_D3D9:
6250 case RENDERPATH_D3D10:
6251 case RENDERPATH_D3D11:
6252 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6255 // TODO: do boxfilter scale-down in shader?
6256 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6257 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6258 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6260 // we now have a properly scaled bloom image
6261 if (!r_fb.bloomfbo[r_fb.bloomindex])
6263 // copy it into the bloom texture
6264 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6265 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6268 // multiply bloom image by itself as many times as desired
6269 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6271 intex = r_fb.bloomtexture[r_fb.bloomindex];
6272 r_fb.bloomindex ^= 1;
6273 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6275 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6276 if (!r_fb.bloomfbo[r_fb.bloomindex])
6278 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6279 GL_Color(r,r,r,1); // apply fix factor
6284 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6285 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6286 GL_Color(1,1,1,1); // no fix factor supported here
6288 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6289 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6290 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6291 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6293 if (!r_fb.bloomfbo[r_fb.bloomindex])
6295 // copy the darkened image to a texture
6296 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6297 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6301 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6302 brighten = r_bloom_brighten.value;
6303 brighten = sqrt(brighten);
6305 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6307 for (dir = 0;dir < 2;dir++)
6309 intex = r_fb.bloomtexture[r_fb.bloomindex];
6310 r_fb.bloomindex ^= 1;
6311 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6312 // blend on at multiple vertical offsets to achieve a vertical blur
6313 // TODO: do offset blends using GLSL
6314 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6315 GL_BlendFunc(GL_ONE, GL_ZERO);
6316 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6317 for (x = -range;x <= range;x++)
6319 if (!dir){xoffset = 0;yoffset = x;}
6320 else {xoffset = x;yoffset = 0;}
6321 xoffset /= (float)r_fb.bloomtexturewidth;
6322 yoffset /= (float)r_fb.bloomtextureheight;
6323 // compute a texcoord array with the specified x and y offset
6324 r_fb.offsettexcoord2f[0] = xoffset+0;
6325 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6326 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6327 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6328 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6329 r_fb.offsettexcoord2f[5] = yoffset+0;
6330 r_fb.offsettexcoord2f[6] = xoffset+0;
6331 r_fb.offsettexcoord2f[7] = yoffset+0;
6332 // this r value looks like a 'dot' particle, fading sharply to
6333 // black at the edges
6334 // (probably not realistic but looks good enough)
6335 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6336 //r = brighten/(range*2+1);
6337 r = brighten / (range * 2 + 1);
6339 r *= (1 - x*x/(float)(range*range));
6340 GL_Color(r, r, r, 1);
6341 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6342 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6343 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6344 GL_BlendFunc(GL_ONE, GL_ONE);
6347 if (!r_fb.bloomfbo[r_fb.bloomindex])
6349 // copy the vertically or horizontally blurred bloom view to a texture
6350 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6351 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6356 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6358 unsigned int permutation;
6359 float uservecs[4][4];
6361 switch (vid.renderpath)
6363 case RENDERPATH_GL20:
6364 case RENDERPATH_D3D9:
6365 case RENDERPATH_D3D10:
6366 case RENDERPATH_D3D11:
6367 case RENDERPATH_SOFT:
6368 case RENDERPATH_GLES2:
6370 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6371 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6372 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6373 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6374 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6376 if (r_fb.colortexture)
6380 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6381 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6384 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6386 // declare variables
6387 float blur_factor, blur_mouseaccel, blur_velocity;
6388 static float blur_average;
6389 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6391 // set a goal for the factoring
6392 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6393 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6394 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6395 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6396 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6397 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6399 // from the goal, pick an averaged value between goal and last value
6400 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6401 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6403 // enforce minimum amount of blur
6404 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6406 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6408 // calculate values into a standard alpha
6409 cl.motionbluralpha = 1 - exp(-
6411 (r_motionblur.value * blur_factor / 80)
6413 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6416 max(0.0001, cl.time - cl.oldtime) // fps independent
6419 // randomization for the blur value to combat persistent ghosting
6420 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6421 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6424 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6425 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6427 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6428 GL_Color(1, 1, 1, cl.motionbluralpha);
6429 switch(vid.renderpath)
6431 case RENDERPATH_GL11:
6432 case RENDERPATH_GL13:
6433 case RENDERPATH_GL20:
6434 case RENDERPATH_GLES1:
6435 case RENDERPATH_GLES2:
6436 case RENDERPATH_SOFT:
6437 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6439 case RENDERPATH_D3D9:
6440 case RENDERPATH_D3D10:
6441 case RENDERPATH_D3D11:
6442 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6445 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6446 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6447 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6450 // updates old view angles for next pass
6451 VectorCopy(cl.viewangles, blur_oldangles);
6453 // copy view into the ghost texture
6454 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6455 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6456 r_fb.ghosttexture_valid = true;
6461 // no r_fb.colortexture means we're rendering to the real fb
6462 // we may still have to do view tint...
6463 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6465 // apply a color tint to the whole view
6466 R_ResetViewRendering2D(0, NULL, NULL);
6467 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6468 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6469 R_SetupShader_Generic_NoTexture(false, true);
6470 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6471 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6473 break; // no screen processing, no bloom, skip it
6476 if (r_fb.bloomtexture[0])
6478 // make the bloom texture
6479 R_Bloom_MakeTexture();
6482 #if _MSC_VER >= 1400
6483 #define sscanf sscanf_s
6485 memset(uservecs, 0, sizeof(uservecs));
6486 if (r_glsl_postprocess_uservec1_enable.integer)
6487 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6488 if (r_glsl_postprocess_uservec2_enable.integer)
6489 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6490 if (r_glsl_postprocess_uservec3_enable.integer)
6491 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6492 if (r_glsl_postprocess_uservec4_enable.integer)
6493 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6495 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6496 GL_Color(1, 1, 1, 1);
6497 GL_BlendFunc(GL_ONE, GL_ZERO);
6499 switch(vid.renderpath)
6501 case RENDERPATH_GL20:
6502 case RENDERPATH_GLES2:
6503 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6504 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6505 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6506 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6507 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6508 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]);
6509 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6510 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]);
6511 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]);
6512 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]);
6513 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]);
6514 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6515 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6516 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);
6518 case RENDERPATH_D3D9:
6520 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6521 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6522 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6523 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6524 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6525 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6526 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6527 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6528 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6529 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6530 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6531 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6532 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6533 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6534 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6537 case RENDERPATH_D3D10:
6538 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6540 case RENDERPATH_D3D11:
6541 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6543 case RENDERPATH_SOFT:
6544 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6545 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6546 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6547 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6548 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6549 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6550 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6551 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6552 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6553 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6554 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6555 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6556 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6557 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6562 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6563 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6565 case RENDERPATH_GL11:
6566 case RENDERPATH_GL13:
6567 case RENDERPATH_GLES1:
6568 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6570 // apply a color tint to the whole view
6571 R_ResetViewRendering2D(0, NULL, NULL);
6572 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6573 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6574 R_SetupShader_Generic_NoTexture(false, true);
6575 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6576 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6582 matrix4x4_t r_waterscrollmatrix;
6584 void R_UpdateFog(void)
6587 if (gamemode == GAME_NEHAHRA)
6589 if (gl_fogenable.integer)
6591 r_refdef.oldgl_fogenable = true;
6592 r_refdef.fog_density = gl_fogdensity.value;
6593 r_refdef.fog_red = gl_fogred.value;
6594 r_refdef.fog_green = gl_foggreen.value;
6595 r_refdef.fog_blue = gl_fogblue.value;
6596 r_refdef.fog_alpha = 1;
6597 r_refdef.fog_start = 0;
6598 r_refdef.fog_end = gl_skyclip.value;
6599 r_refdef.fog_height = 1<<30;
6600 r_refdef.fog_fadedepth = 128;
6602 else if (r_refdef.oldgl_fogenable)
6604 r_refdef.oldgl_fogenable = false;
6605 r_refdef.fog_density = 0;
6606 r_refdef.fog_red = 0;
6607 r_refdef.fog_green = 0;
6608 r_refdef.fog_blue = 0;
6609 r_refdef.fog_alpha = 0;
6610 r_refdef.fog_start = 0;
6611 r_refdef.fog_end = 0;
6612 r_refdef.fog_height = 1<<30;
6613 r_refdef.fog_fadedepth = 128;
6618 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6619 r_refdef.fog_start = max(0, r_refdef.fog_start);
6620 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6622 if (r_refdef.fog_density && r_drawfog.integer)
6624 r_refdef.fogenabled = true;
6625 // this is the point where the fog reaches 0.9986 alpha, which we
6626 // consider a good enough cutoff point for the texture
6627 // (0.9986 * 256 == 255.6)
6628 if (r_fog_exp2.integer)
6629 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6631 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6632 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6633 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6634 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6635 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6636 R_BuildFogHeightTexture();
6637 // fog color was already set
6638 // update the fog texture
6639 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)
6640 R_BuildFogTexture();
6641 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6642 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6645 r_refdef.fogenabled = false;
6648 if (r_refdef.fog_density)
6650 r_refdef.fogcolor[0] = r_refdef.fog_red;
6651 r_refdef.fogcolor[1] = r_refdef.fog_green;
6652 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6654 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6655 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6656 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6657 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6661 VectorCopy(r_refdef.fogcolor, fogvec);
6662 // color.rgb *= ContrastBoost * SceneBrightness;
6663 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6664 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6665 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6666 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6671 void R_UpdateVariables(void)
6675 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6677 r_refdef.farclip = r_farclip_base.value;
6678 if (r_refdef.scene.worldmodel)
6679 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6680 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6682 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6683 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6684 r_refdef.polygonfactor = 0;
6685 r_refdef.polygonoffset = 0;
6686 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6687 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6689 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6690 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6691 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6692 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6693 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6694 if (FAKELIGHT_ENABLED)
6696 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6698 else if (r_refdef.scene.worldmodel)
6700 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6702 if (r_showsurfaces.integer)
6704 r_refdef.scene.rtworld = false;
6705 r_refdef.scene.rtworldshadows = false;
6706 r_refdef.scene.rtdlight = false;
6707 r_refdef.scene.rtdlightshadows = false;
6708 r_refdef.lightmapintensity = 0;
6711 switch(vid.renderpath)
6713 case RENDERPATH_GL20:
6714 case RENDERPATH_D3D9:
6715 case RENDERPATH_D3D10:
6716 case RENDERPATH_D3D11:
6717 case RENDERPATH_SOFT:
6718 case RENDERPATH_GLES2:
6719 if(v_glslgamma.integer && !vid_gammatables_trivial)
6721 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6723 // build GLSL gamma texture
6724 #define RAMPWIDTH 256
6725 unsigned short ramp[RAMPWIDTH * 3];
6726 unsigned char rampbgr[RAMPWIDTH][4];
6729 r_texture_gammaramps_serial = vid_gammatables_serial;
6731 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6732 for(i = 0; i < RAMPWIDTH; ++i)
6734 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6735 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6736 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6739 if (r_texture_gammaramps)
6741 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6745 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6751 // remove GLSL gamma texture
6754 case RENDERPATH_GL11:
6755 case RENDERPATH_GL13:
6756 case RENDERPATH_GLES1:
6761 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6762 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6768 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6769 if( scenetype != r_currentscenetype ) {
6770 // store the old scenetype
6771 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6772 r_currentscenetype = scenetype;
6773 // move in the new scene
6774 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6783 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6785 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6786 if( scenetype == r_currentscenetype ) {
6787 return &r_refdef.scene;
6789 return &r_scenes_store[ scenetype ];
6793 static int R_SortEntities_Compare(const void *ap, const void *bp)
6795 const entity_render_t *a = *(const entity_render_t **)ap;
6796 const entity_render_t *b = *(const entity_render_t **)bp;
6799 if(a->model < b->model)
6801 if(a->model > b->model)
6805 // TODO possibly calculate the REAL skinnum here first using
6807 if(a->skinnum < b->skinnum)
6809 if(a->skinnum > b->skinnum)
6812 // everything we compared is equal
6815 static void R_SortEntities(void)
6817 // below or equal 2 ents, sorting never gains anything
6818 if(r_refdef.scene.numentities <= 2)
6821 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6829 int dpsoftrast_test;
6830 extern cvar_t r_shadow_bouncegrid;
6831 void R_RenderView(void)
6833 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6835 rtexture_t *depthtexture;
6836 rtexture_t *colortexture;
6838 dpsoftrast_test = r_test.integer;
6840 if (r_timereport_active)
6841 R_TimeReport("start");
6842 r_textureframe++; // used only by R_GetCurrentTexture
6843 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6845 if(R_CompileShader_CheckStaticParms())
6848 if (!r_drawentities.integer)
6849 r_refdef.scene.numentities = 0;
6850 else if (r_sortentities.integer)
6853 R_AnimCache_ClearCache();
6854 R_FrameData_NewFrame();
6856 /* adjust for stereo display */
6857 if(R_Stereo_Active())
6859 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);
6860 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6863 if (r_refdef.view.isoverlay)
6865 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6866 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6867 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6868 R_TimeReport("depthclear");
6870 r_refdef.view.showdebug = false;
6872 r_fb.water.enabled = false;
6873 r_fb.water.numwaterplanes = 0;
6875 R_RenderScene(0, NULL, NULL);
6877 r_refdef.view.matrix = originalmatrix;
6883 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6885 r_refdef.view.matrix = originalmatrix;
6889 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6891 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6892 // in sRGB fallback, behave similar to true sRGB: convert this
6893 // value from linear to sRGB
6894 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6896 R_RenderView_UpdateViewVectors();
6898 R_Shadow_UpdateWorldLightSelection();
6900 R_Bloom_StartFrame();
6901 R_Water_StartFrame();
6903 // now we probably have an fbo to render into
6905 depthtexture = r_fb.depthtexture;
6906 colortexture = r_fb.colortexture;
6909 if (r_timereport_active)
6910 R_TimeReport("viewsetup");
6912 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6914 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6916 R_ClearScreen(r_refdef.fogenabled);
6917 if (r_timereport_active)
6918 R_TimeReport("viewclear");
6920 r_refdef.view.clear = true;
6922 r_refdef.view.showdebug = true;
6925 if (r_timereport_active)
6926 R_TimeReport("visibility");
6928 R_Shadow_UpdateBounceGridTexture();
6929 if (r_timereport_active && r_shadow_bouncegrid.integer)
6930 R_TimeReport("bouncegrid");
6932 r_fb.water.numwaterplanes = 0;
6933 if (r_fb.water.enabled)
6934 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6936 R_RenderScene(fbo, depthtexture, colortexture);
6937 r_fb.water.numwaterplanes = 0;
6939 R_BlendView(fbo, depthtexture, colortexture);
6940 if (r_timereport_active)
6941 R_TimeReport("blendview");
6943 GL_Scissor(0, 0, vid.width, vid.height);
6944 GL_ScissorTest(false);
6946 r_refdef.view.matrix = originalmatrix;
6951 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6953 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6955 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6956 if (r_timereport_active)
6957 R_TimeReport("waterworld");
6960 // don't let sound skip if going slow
6961 if (r_refdef.scene.extraupdate)
6964 R_DrawModelsAddWaterPlanes();
6965 if (r_timereport_active)
6966 R_TimeReport("watermodels");
6968 if (r_fb.water.numwaterplanes)
6970 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6971 if (r_timereport_active)
6972 R_TimeReport("waterscenes");
6976 extern cvar_t cl_locs_show;
6977 static void R_DrawLocs(void);
6978 static void R_DrawEntityBBoxes(void);
6979 static void R_DrawModelDecals(void);
6980 extern cvar_t cl_decals_newsystem;
6981 extern qboolean r_shadow_usingdeferredprepass;
6982 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6984 qboolean shadowmapping = false;
6986 if (r_timereport_active)
6987 R_TimeReport("beginscene");
6989 r_refdef.stats.renders++;
6993 // don't let sound skip if going slow
6994 if (r_refdef.scene.extraupdate)
6997 R_MeshQueue_BeginScene();
7001 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);
7003 if (r_timereport_active)
7004 R_TimeReport("skystartframe");
7006 if (cl.csqc_vidvars.drawworld)
7008 // don't let sound skip if going slow
7009 if (r_refdef.scene.extraupdate)
7012 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7014 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7015 if (r_timereport_active)
7016 R_TimeReport("worldsky");
7019 if (R_DrawBrushModelsSky() && r_timereport_active)
7020 R_TimeReport("bmodelsky");
7022 if (skyrendermasked && skyrenderlater)
7024 // we have to force off the water clipping plane while rendering sky
7025 R_SetupView(false, fbo, depthtexture, colortexture);
7027 R_SetupView(true, fbo, depthtexture, colortexture);
7028 if (r_timereport_active)
7029 R_TimeReport("sky");
7033 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7034 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7035 R_Shadow_PrepareModelShadows();
7036 if (r_timereport_active)
7037 R_TimeReport("preparelights");
7039 if (R_Shadow_ShadowMappingEnabled())
7040 shadowmapping = true;
7042 if (r_shadow_usingdeferredprepass)
7043 R_Shadow_DrawPrepass();
7045 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7047 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7048 if (r_timereport_active)
7049 R_TimeReport("worlddepth");
7051 if (r_depthfirst.integer >= 2)
7053 R_DrawModelsDepth();
7054 if (r_timereport_active)
7055 R_TimeReport("modeldepth");
7058 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7060 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7061 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7062 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7063 // don't let sound skip if going slow
7064 if (r_refdef.scene.extraupdate)
7068 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7070 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7071 if (r_timereport_active)
7072 R_TimeReport("world");
7075 // don't let sound skip if going slow
7076 if (r_refdef.scene.extraupdate)
7080 if (r_timereport_active)
7081 R_TimeReport("models");
7083 // don't let sound skip if going slow
7084 if (r_refdef.scene.extraupdate)
7087 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7089 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7090 R_DrawModelShadows(fbo, depthtexture, colortexture);
7091 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7092 // don't let sound skip if going slow
7093 if (r_refdef.scene.extraupdate)
7097 if (!r_shadow_usingdeferredprepass)
7099 R_Shadow_DrawLights();
7100 if (r_timereport_active)
7101 R_TimeReport("rtlights");
7104 // don't let sound skip if going slow
7105 if (r_refdef.scene.extraupdate)
7108 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7110 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7111 R_DrawModelShadows(fbo, depthtexture, colortexture);
7112 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7113 // don't let sound skip if going slow
7114 if (r_refdef.scene.extraupdate)
7118 if (cl.csqc_vidvars.drawworld)
7120 if (cl_decals_newsystem.integer)
7122 R_DrawModelDecals();
7123 if (r_timereport_active)
7124 R_TimeReport("modeldecals");
7129 if (r_timereport_active)
7130 R_TimeReport("decals");
7134 if (r_timereport_active)
7135 R_TimeReport("particles");
7138 if (r_timereport_active)
7139 R_TimeReport("explosions");
7141 R_DrawLightningBeams();
7142 if (r_timereport_active)
7143 R_TimeReport("lightning");
7147 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7149 if (r_refdef.view.showdebug)
7151 if (cl_locs_show.integer)
7154 if (r_timereport_active)
7155 R_TimeReport("showlocs");
7158 if (r_drawportals.integer)
7161 if (r_timereport_active)
7162 R_TimeReport("portals");
7165 if (r_showbboxes.value > 0)
7167 R_DrawEntityBBoxes();
7168 if (r_timereport_active)
7169 R_TimeReport("bboxes");
7173 if (r_transparent.integer)
7175 R_MeshQueue_RenderTransparent();
7176 if (r_timereport_active)
7177 R_TimeReport("drawtrans");
7180 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))
7182 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7183 if (r_timereport_active)
7184 R_TimeReport("worlddebug");
7185 R_DrawModelsDebug();
7186 if (r_timereport_active)
7187 R_TimeReport("modeldebug");
7190 if (cl.csqc_vidvars.drawworld)
7192 R_Shadow_DrawCoronas();
7193 if (r_timereport_active)
7194 R_TimeReport("coronas");
7199 GL_DepthTest(false);
7200 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7201 GL_Color(1, 1, 1, 1);
7202 qglBegin(GL_POLYGON);
7203 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7204 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7205 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7206 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7208 qglBegin(GL_POLYGON);
7209 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7210 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7211 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7212 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7214 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7218 // don't let sound skip if going slow
7219 if (r_refdef.scene.extraupdate)
7223 static const unsigned short bboxelements[36] =
7233 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7236 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7238 RSurf_ActiveWorldEntity();
7240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7241 GL_DepthMask(false);
7242 GL_DepthRange(0, 1);
7243 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7244 // R_Mesh_ResetTextureState();
7246 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7247 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7248 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7249 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7250 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7251 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7252 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7253 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7254 R_FillColors(color4f, 8, cr, cg, cb, ca);
7255 if (r_refdef.fogenabled)
7257 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7259 f1 = RSurf_FogVertex(v);
7261 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7262 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7263 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7266 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7267 R_Mesh_ResetTextureState();
7268 R_SetupShader_Generic_NoTexture(false, false);
7269 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7272 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7274 prvm_prog_t *prog = SVVM_prog;
7277 prvm_edict_t *edict;
7279 // this function draws bounding boxes of server entities
7283 GL_CullFace(GL_NONE);
7284 R_SetupShader_Generic_NoTexture(false, false);
7286 for (i = 0;i < numsurfaces;i++)
7288 edict = PRVM_EDICT_NUM(surfacelist[i]);
7289 switch ((int)PRVM_serveredictfloat(edict, solid))
7291 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7292 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7293 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7294 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7295 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7296 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7297 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7299 color[3] *= r_showbboxes.value;
7300 color[3] = bound(0, color[3], 1);
7301 GL_DepthTest(!r_showdisabledepthtest.integer);
7302 GL_CullFace(r_refdef.view.cullface_front);
7303 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7307 static void R_DrawEntityBBoxes(void)
7310 prvm_edict_t *edict;
7312 prvm_prog_t *prog = SVVM_prog;
7314 // this function draws bounding boxes of server entities
7318 for (i = 0;i < prog->num_edicts;i++)
7320 edict = PRVM_EDICT_NUM(i);
7321 if (edict->priv.server->free)
7323 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7324 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7326 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7328 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7329 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7333 static const int nomodelelement3i[24] =
7345 static const unsigned short nomodelelement3s[24] =
7357 static const float nomodelvertex3f[6*3] =
7367 static const float nomodelcolor4f[6*4] =
7369 0.0f, 0.0f, 0.5f, 1.0f,
7370 0.0f, 0.0f, 0.5f, 1.0f,
7371 0.0f, 0.5f, 0.0f, 1.0f,
7372 0.0f, 0.5f, 0.0f, 1.0f,
7373 0.5f, 0.0f, 0.0f, 1.0f,
7374 0.5f, 0.0f, 0.0f, 1.0f
7377 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7383 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);
7385 // this is only called once per entity so numsurfaces is always 1, and
7386 // surfacelist is always {0}, so this code does not handle batches
7388 if (rsurface.ent_flags & RENDER_ADDITIVE)
7390 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7391 GL_DepthMask(false);
7393 else if (rsurface.colormod[3] < 1)
7395 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7396 GL_DepthMask(false);
7400 GL_BlendFunc(GL_ONE, GL_ZERO);
7403 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7404 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7405 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7406 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7407 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7408 for (i = 0, c = color4f;i < 6;i++, c += 4)
7410 c[0] *= rsurface.colormod[0];
7411 c[1] *= rsurface.colormod[1];
7412 c[2] *= rsurface.colormod[2];
7413 c[3] *= rsurface.colormod[3];
7415 if (r_refdef.fogenabled)
7417 for (i = 0, c = color4f;i < 6;i++, c += 4)
7419 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7421 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7422 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7423 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7426 // R_Mesh_ResetTextureState();
7427 R_SetupShader_Generic_NoTexture(false, false);
7428 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7429 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7432 void R_DrawNoModel(entity_render_t *ent)
7435 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7436 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7437 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7439 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7442 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7444 vec3_t right1, right2, diff, normal;
7446 VectorSubtract (org2, org1, normal);
7448 // calculate 'right' vector for start
7449 VectorSubtract (r_refdef.view.origin, org1, diff);
7450 CrossProduct (normal, diff, right1);
7451 VectorNormalize (right1);
7453 // calculate 'right' vector for end
7454 VectorSubtract (r_refdef.view.origin, org2, diff);
7455 CrossProduct (normal, diff, right2);
7456 VectorNormalize (right2);
7458 vert[ 0] = org1[0] + width * right1[0];
7459 vert[ 1] = org1[1] + width * right1[1];
7460 vert[ 2] = org1[2] + width * right1[2];
7461 vert[ 3] = org1[0] - width * right1[0];
7462 vert[ 4] = org1[1] - width * right1[1];
7463 vert[ 5] = org1[2] - width * right1[2];
7464 vert[ 6] = org2[0] - width * right2[0];
7465 vert[ 7] = org2[1] - width * right2[1];
7466 vert[ 8] = org2[2] - width * right2[2];
7467 vert[ 9] = org2[0] + width * right2[0];
7468 vert[10] = org2[1] + width * right2[1];
7469 vert[11] = org2[2] + width * right2[2];
7472 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)
7474 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7475 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7476 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7477 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7478 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7479 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7480 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7481 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7482 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7483 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7484 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7485 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7488 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7493 VectorSet(v, x, y, z);
7494 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7495 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7497 if (i == mesh->numvertices)
7499 if (mesh->numvertices < mesh->maxvertices)
7501 VectorCopy(v, vertex3f);
7502 mesh->numvertices++;
7504 return mesh->numvertices;
7510 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7514 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7515 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7516 e = mesh->element3i + mesh->numtriangles * 3;
7517 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7519 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7520 if (mesh->numtriangles < mesh->maxtriangles)
7525 mesh->numtriangles++;
7527 element[1] = element[2];
7531 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7535 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7536 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7537 e = mesh->element3i + mesh->numtriangles * 3;
7538 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7540 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7541 if (mesh->numtriangles < mesh->maxtriangles)
7546 mesh->numtriangles++;
7548 element[1] = element[2];
7552 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7553 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7555 int planenum, planenum2;
7558 mplane_t *plane, *plane2;
7560 double temppoints[2][256*3];
7561 // figure out how large a bounding box we need to properly compute this brush
7563 for (w = 0;w < numplanes;w++)
7564 maxdist = max(maxdist, fabs(planes[w].dist));
7565 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7566 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7567 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7571 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7572 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7574 if (planenum2 == planenum)
7576 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);
7579 if (tempnumpoints < 3)
7581 // generate elements forming a triangle fan for this polygon
7582 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7586 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7588 texturelayer_t *layer;
7589 layer = t->currentlayers + t->currentnumlayers++;
7591 layer->depthmask = depthmask;
7592 layer->blendfunc1 = blendfunc1;
7593 layer->blendfunc2 = blendfunc2;
7594 layer->texture = texture;
7595 layer->texmatrix = *matrix;
7596 layer->color[0] = r;
7597 layer->color[1] = g;
7598 layer->color[2] = b;
7599 layer->color[3] = a;
7602 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7604 if(parms[0] == 0 && parms[1] == 0)
7606 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7607 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7612 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7615 index = parms[2] + rsurface.shadertime * parms[3];
7616 index -= floor(index);
7617 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7620 case Q3WAVEFUNC_NONE:
7621 case Q3WAVEFUNC_NOISE:
7622 case Q3WAVEFUNC_COUNT:
7625 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7626 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7627 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7628 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7629 case Q3WAVEFUNC_TRIANGLE:
7631 f = index - floor(index);
7644 f = parms[0] + parms[1] * f;
7645 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7646 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7650 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7656 matrix4x4_t matrix, temp;
7657 switch(tcmod->tcmod)
7661 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7662 matrix = r_waterscrollmatrix;
7664 matrix = identitymatrix;
7666 case Q3TCMOD_ENTITYTRANSLATE:
7667 // this is used in Q3 to allow the gamecode to control texcoord
7668 // scrolling on the entity, which is not supported in darkplaces yet.
7669 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7671 case Q3TCMOD_ROTATE:
7672 f = tcmod->parms[0] * rsurface.shadertime;
7673 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7674 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7675 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7678 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7680 case Q3TCMOD_SCROLL:
7681 // extra care is needed because of precision breakdown with large values of time
7682 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7683 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7684 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7686 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7687 w = (int) tcmod->parms[0];
7688 h = (int) tcmod->parms[1];
7689 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7691 idx = (int) floor(f * w * h);
7692 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7694 case Q3TCMOD_STRETCH:
7695 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7696 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7698 case Q3TCMOD_TRANSFORM:
7699 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7700 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7701 VectorSet(tcmat + 6, 0 , 0 , 1);
7702 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7703 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7705 case Q3TCMOD_TURBULENT:
7706 // this is handled in the RSurf_PrepareVertices function
7707 matrix = identitymatrix;
7711 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7714 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7716 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7717 char name[MAX_QPATH];
7718 skinframe_t *skinframe;
7719 unsigned char pixels[296*194];
7720 strlcpy(cache->name, skinname, sizeof(cache->name));
7721 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7722 if (developer_loading.integer)
7723 Con_Printf("loading %s\n", name);
7724 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7725 if (!skinframe || !skinframe->base)
7728 fs_offset_t filesize;
7730 f = FS_LoadFile(name, tempmempool, true, &filesize);
7733 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7734 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7738 cache->skinframe = skinframe;
7741 texture_t *R_GetCurrentTexture(texture_t *t)
7744 const entity_render_t *ent = rsurface.entity;
7745 dp_model_t *model = ent->model;
7746 q3shaderinfo_layer_tcmod_t *tcmod;
7748 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7749 return t->currentframe;
7750 t->update_lastrenderframe = r_textureframe;
7751 t->update_lastrenderentity = (void *)ent;
7753 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7754 t->camera_entity = ent->entitynumber;
7756 t->camera_entity = 0;
7758 // switch to an alternate material if this is a q1bsp animated material
7760 texture_t *texture = t;
7761 int s = rsurface.ent_skinnum;
7762 if ((unsigned int)s >= (unsigned int)model->numskins)
7764 if (model->skinscenes)
7766 if (model->skinscenes[s].framecount > 1)
7767 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7769 s = model->skinscenes[s].firstframe;
7772 t = t + s * model->num_surfaces;
7775 // use an alternate animation if the entity's frame is not 0,
7776 // and only if the texture has an alternate animation
7777 if (rsurface.ent_alttextures && t->anim_total[1])
7778 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7780 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7782 texture->currentframe = t;
7785 // update currentskinframe to be a qw skin or animation frame
7786 if (rsurface.ent_qwskin >= 0)
7788 i = rsurface.ent_qwskin;
7789 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7791 r_qwskincache_size = cl.maxclients;
7793 Mem_Free(r_qwskincache);
7794 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7796 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7797 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7798 t->currentskinframe = r_qwskincache[i].skinframe;
7799 if (t->currentskinframe == NULL)
7800 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7802 else if (t->numskinframes >= 2)
7803 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7804 if (t->backgroundnumskinframes >= 2)
7805 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7807 t->currentmaterialflags = t->basematerialflags;
7808 t->currentalpha = rsurface.colormod[3];
7809 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7810 t->currentalpha *= r_wateralpha.value;
7811 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7812 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7813 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7814 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7815 if (!(rsurface.ent_flags & RENDER_LIGHT))
7816 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7817 else if (FAKELIGHT_ENABLED)
7819 // no modellight if using fakelight for the map
7821 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7823 // pick a model lighting mode
7824 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7825 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7827 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7829 if (rsurface.ent_flags & RENDER_ADDITIVE)
7830 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7831 else if (t->currentalpha < 1)
7832 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7833 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7834 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7835 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7836 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7837 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7838 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7839 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7840 if (t->backgroundnumskinframes)
7841 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7842 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7844 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7845 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7848 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7849 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7851 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7852 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7854 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7855 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7857 // there is no tcmod
7858 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7860 t->currenttexmatrix = r_waterscrollmatrix;
7861 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7863 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7865 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7866 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7869 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7870 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7871 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7872 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7874 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7875 if (t->currentskinframe->qpixels)
7876 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7877 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7878 if (!t->basetexture)
7879 t->basetexture = r_texture_notexture;
7880 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7881 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7882 t->nmaptexture = t->currentskinframe->nmap;
7883 if (!t->nmaptexture)
7884 t->nmaptexture = r_texture_blanknormalmap;
7885 t->glosstexture = r_texture_black;
7886 t->glowtexture = t->currentskinframe->glow;
7887 t->fogtexture = t->currentskinframe->fog;
7888 t->reflectmasktexture = t->currentskinframe->reflect;
7889 if (t->backgroundnumskinframes)
7891 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7892 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7893 t->backgroundglosstexture = r_texture_black;
7894 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7895 if (!t->backgroundnmaptexture)
7896 t->backgroundnmaptexture = r_texture_blanknormalmap;
7897 // make sure that if glow is going to be used, both textures are not NULL
7898 if (!t->backgroundglowtexture && t->glowtexture)
7899 t->backgroundglowtexture = r_texture_black;
7900 if (!t->glowtexture && t->backgroundglowtexture)
7901 t->glowtexture = r_texture_black;
7905 t->backgroundbasetexture = r_texture_white;
7906 t->backgroundnmaptexture = r_texture_blanknormalmap;
7907 t->backgroundglosstexture = r_texture_black;
7908 t->backgroundglowtexture = NULL;
7910 t->specularpower = r_shadow_glossexponent.value;
7911 // TODO: store reference values for these in the texture?
7912 t->specularscale = 0;
7913 if (r_shadow_gloss.integer > 0)
7915 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7917 if (r_shadow_glossintensity.value > 0)
7919 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7920 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7921 t->specularscale = r_shadow_glossintensity.value;
7924 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7926 t->glosstexture = r_texture_white;
7927 t->backgroundglosstexture = r_texture_white;
7928 t->specularscale = r_shadow_gloss2intensity.value;
7929 t->specularpower = r_shadow_gloss2exponent.value;
7932 t->specularscale *= t->specularscalemod;
7933 t->specularpower *= t->specularpowermod;
7934 t->rtlightambient = 0;
7936 // lightmaps mode looks bad with dlights using actual texturing, so turn
7937 // off the colormap and glossmap, but leave the normalmap on as it still
7938 // accurately represents the shading involved
7939 if (gl_lightmaps.integer)
7941 t->basetexture = r_texture_grey128;
7942 t->pantstexture = r_texture_black;
7943 t->shirttexture = r_texture_black;
7944 t->nmaptexture = r_texture_blanknormalmap;
7945 t->glosstexture = r_texture_black;
7946 t->glowtexture = NULL;
7947 t->fogtexture = NULL;
7948 t->reflectmasktexture = NULL;
7949 t->backgroundbasetexture = NULL;
7950 t->backgroundnmaptexture = r_texture_blanknormalmap;
7951 t->backgroundglosstexture = r_texture_black;
7952 t->backgroundglowtexture = NULL;
7953 t->specularscale = 0;
7954 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7957 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7958 VectorClear(t->dlightcolor);
7959 t->currentnumlayers = 0;
7960 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7962 int blendfunc1, blendfunc2;
7964 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7966 blendfunc1 = GL_SRC_ALPHA;
7967 blendfunc2 = GL_ONE;
7969 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7971 blendfunc1 = GL_SRC_ALPHA;
7972 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7974 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7976 blendfunc1 = t->customblendfunc[0];
7977 blendfunc2 = t->customblendfunc[1];
7981 blendfunc1 = GL_ONE;
7982 blendfunc2 = GL_ZERO;
7984 // don't colormod evilblend textures
7985 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7986 VectorSet(t->lightmapcolor, 1, 1, 1);
7987 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7988 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7990 // fullbright is not affected by r_refdef.lightmapintensity
7991 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7992 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7993 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7994 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7995 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7999 vec3_t ambientcolor;
8001 // set the color tint used for lights affecting this surface
8002 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8004 // q3bsp has no lightmap updates, so the lightstylevalue that
8005 // would normally be baked into the lightmap must be
8006 // applied to the color
8007 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8008 if (model->type == mod_brushq3)
8009 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8010 colorscale *= r_refdef.lightmapintensity;
8011 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8012 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8013 // basic lit geometry
8014 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8015 // add pants/shirt if needed
8016 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8017 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8018 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8019 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8020 // now add ambient passes if needed
8021 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8023 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8024 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8025 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8026 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8027 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8030 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8031 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8032 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8034 // if this is opaque use alpha blend which will darken the earlier
8037 // if this is an alpha blended material, all the earlier passes
8038 // were darkened by fog already, so we only need to add the fog
8039 // color ontop through the fog mask texture
8041 // if this is an additive blended material, all the earlier passes
8042 // were darkened by fog already, and we should not add fog color
8043 // (because the background was not darkened, there is no fog color
8044 // that was lost behind it).
8045 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8049 return t->currentframe;
8052 rsurfacestate_t rsurface;
8054 void RSurf_ActiveWorldEntity(void)
8056 dp_model_t *model = r_refdef.scene.worldmodel;
8057 //if (rsurface.entity == r_refdef.scene.worldentity)
8059 rsurface.entity = r_refdef.scene.worldentity;
8060 rsurface.skeleton = NULL;
8061 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8062 rsurface.ent_skinnum = 0;
8063 rsurface.ent_qwskin = -1;
8064 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8065 rsurface.shadertime = r_refdef.scene.time;
8066 rsurface.matrix = identitymatrix;
8067 rsurface.inversematrix = identitymatrix;
8068 rsurface.matrixscale = 1;
8069 rsurface.inversematrixscale = 1;
8070 R_EntityMatrix(&identitymatrix);
8071 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8072 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8073 rsurface.fograngerecip = r_refdef.fograngerecip;
8074 rsurface.fogheightfade = r_refdef.fogheightfade;
8075 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8076 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8077 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8078 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8079 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8080 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8081 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8082 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8083 rsurface.colormod[3] = 1;
8084 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8085 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8086 rsurface.frameblend[0].lerp = 1;
8087 rsurface.ent_alttextures = false;
8088 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8089 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8090 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8091 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8092 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8093 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8094 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8095 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8096 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8097 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8098 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8099 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8100 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8101 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8102 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8103 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8104 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8105 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8106 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8107 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8108 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8109 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8110 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8111 rsurface.modelelement3i = model->surfmesh.data_element3i;
8112 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8113 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8114 rsurface.modelelement3s = model->surfmesh.data_element3s;
8115 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8116 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8117 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8118 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8119 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8120 rsurface.modelsurfaces = model->data_surfaces;
8121 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8122 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8123 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8124 rsurface.modelgeneratedvertex = false;
8125 rsurface.batchgeneratedvertex = false;
8126 rsurface.batchfirstvertex = 0;
8127 rsurface.batchnumvertices = 0;
8128 rsurface.batchfirsttriangle = 0;
8129 rsurface.batchnumtriangles = 0;
8130 rsurface.batchvertex3f = NULL;
8131 rsurface.batchvertex3f_vertexbuffer = NULL;
8132 rsurface.batchvertex3f_bufferoffset = 0;
8133 rsurface.batchsvector3f = NULL;
8134 rsurface.batchsvector3f_vertexbuffer = NULL;
8135 rsurface.batchsvector3f_bufferoffset = 0;
8136 rsurface.batchtvector3f = NULL;
8137 rsurface.batchtvector3f_vertexbuffer = NULL;
8138 rsurface.batchtvector3f_bufferoffset = 0;
8139 rsurface.batchnormal3f = NULL;
8140 rsurface.batchnormal3f_vertexbuffer = NULL;
8141 rsurface.batchnormal3f_bufferoffset = 0;
8142 rsurface.batchlightmapcolor4f = NULL;
8143 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8144 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8145 rsurface.batchtexcoordtexture2f = NULL;
8146 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8147 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8148 rsurface.batchtexcoordlightmap2f = NULL;
8149 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8150 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8151 rsurface.batchvertexmesh = NULL;
8152 rsurface.batchvertexmeshbuffer = NULL;
8153 rsurface.batchvertex3fbuffer = NULL;
8154 rsurface.batchelement3i = NULL;
8155 rsurface.batchelement3i_indexbuffer = NULL;
8156 rsurface.batchelement3i_bufferoffset = 0;
8157 rsurface.batchelement3s = NULL;
8158 rsurface.batchelement3s_indexbuffer = NULL;
8159 rsurface.batchelement3s_bufferoffset = 0;
8160 rsurface.passcolor4f = NULL;
8161 rsurface.passcolor4f_vertexbuffer = NULL;
8162 rsurface.passcolor4f_bufferoffset = 0;
8165 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8167 dp_model_t *model = ent->model;
8168 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8170 rsurface.entity = (entity_render_t *)ent;
8171 rsurface.skeleton = ent->skeleton;
8172 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8173 rsurface.ent_skinnum = ent->skinnum;
8174 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;
8175 rsurface.ent_flags = ent->flags;
8176 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8177 rsurface.matrix = ent->matrix;
8178 rsurface.inversematrix = ent->inversematrix;
8179 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8180 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8181 R_EntityMatrix(&rsurface.matrix);
8182 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8183 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8184 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8185 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8186 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8187 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8188 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8189 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8190 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8191 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8192 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8193 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8194 rsurface.colormod[3] = ent->alpha;
8195 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8196 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8197 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8198 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8199 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8200 if (ent->model->brush.submodel && !prepass)
8202 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8203 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8205 if (model->surfmesh.isanimated && model->AnimateVertices)
8207 if (ent->animcache_vertex3f)
8209 rsurface.modelvertex3f = ent->animcache_vertex3f;
8210 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8211 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8212 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8213 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8214 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8215 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8217 else if (wanttangents)
8219 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8220 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8221 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8222 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8223 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8224 rsurface.modelvertexmesh = NULL;
8225 rsurface.modelvertexmeshbuffer = NULL;
8226 rsurface.modelvertex3fbuffer = NULL;
8228 else if (wantnormals)
8230 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8231 rsurface.modelsvector3f = NULL;
8232 rsurface.modeltvector3f = NULL;
8233 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8235 rsurface.modelvertexmesh = NULL;
8236 rsurface.modelvertexmeshbuffer = NULL;
8237 rsurface.modelvertex3fbuffer = NULL;
8241 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8242 rsurface.modelsvector3f = NULL;
8243 rsurface.modeltvector3f = NULL;
8244 rsurface.modelnormal3f = NULL;
8245 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8246 rsurface.modelvertexmesh = NULL;
8247 rsurface.modelvertexmeshbuffer = NULL;
8248 rsurface.modelvertex3fbuffer = NULL;
8250 rsurface.modelvertex3f_vertexbuffer = 0;
8251 rsurface.modelvertex3f_bufferoffset = 0;
8252 rsurface.modelsvector3f_vertexbuffer = 0;
8253 rsurface.modelsvector3f_bufferoffset = 0;
8254 rsurface.modeltvector3f_vertexbuffer = 0;
8255 rsurface.modeltvector3f_bufferoffset = 0;
8256 rsurface.modelnormal3f_vertexbuffer = 0;
8257 rsurface.modelnormal3f_bufferoffset = 0;
8258 rsurface.modelgeneratedvertex = true;
8262 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8263 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8264 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8265 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8266 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8267 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8268 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8269 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8270 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8271 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8272 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8273 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8274 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8275 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8276 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8277 rsurface.modelgeneratedvertex = false;
8279 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8280 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8281 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8282 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8283 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8285 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8286 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8287 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8288 rsurface.modelelement3i = model->surfmesh.data_element3i;
8289 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8290 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8291 rsurface.modelelement3s = model->surfmesh.data_element3s;
8292 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8293 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8294 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8295 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8296 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8297 rsurface.modelsurfaces = model->data_surfaces;
8298 rsurface.batchgeneratedvertex = false;
8299 rsurface.batchfirstvertex = 0;
8300 rsurface.batchnumvertices = 0;
8301 rsurface.batchfirsttriangle = 0;
8302 rsurface.batchnumtriangles = 0;
8303 rsurface.batchvertex3f = NULL;
8304 rsurface.batchvertex3f_vertexbuffer = NULL;
8305 rsurface.batchvertex3f_bufferoffset = 0;
8306 rsurface.batchsvector3f = NULL;
8307 rsurface.batchsvector3f_vertexbuffer = NULL;
8308 rsurface.batchsvector3f_bufferoffset = 0;
8309 rsurface.batchtvector3f = NULL;
8310 rsurface.batchtvector3f_vertexbuffer = NULL;
8311 rsurface.batchtvector3f_bufferoffset = 0;
8312 rsurface.batchnormal3f = NULL;
8313 rsurface.batchnormal3f_vertexbuffer = NULL;
8314 rsurface.batchnormal3f_bufferoffset = 0;
8315 rsurface.batchlightmapcolor4f = NULL;
8316 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8317 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8318 rsurface.batchtexcoordtexture2f = NULL;
8319 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8320 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8321 rsurface.batchtexcoordlightmap2f = NULL;
8322 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8323 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8324 rsurface.batchvertexmesh = NULL;
8325 rsurface.batchvertexmeshbuffer = NULL;
8326 rsurface.batchvertex3fbuffer = NULL;
8327 rsurface.batchelement3i = NULL;
8328 rsurface.batchelement3i_indexbuffer = NULL;
8329 rsurface.batchelement3i_bufferoffset = 0;
8330 rsurface.batchelement3s = NULL;
8331 rsurface.batchelement3s_indexbuffer = NULL;
8332 rsurface.batchelement3s_bufferoffset = 0;
8333 rsurface.passcolor4f = NULL;
8334 rsurface.passcolor4f_vertexbuffer = NULL;
8335 rsurface.passcolor4f_bufferoffset = 0;
8338 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8340 rsurface.entity = r_refdef.scene.worldentity;
8341 rsurface.skeleton = NULL;
8342 rsurface.ent_skinnum = 0;
8343 rsurface.ent_qwskin = -1;
8344 rsurface.ent_flags = entflags;
8345 rsurface.shadertime = r_refdef.scene.time - shadertime;
8346 rsurface.modelnumvertices = numvertices;
8347 rsurface.modelnumtriangles = numtriangles;
8348 rsurface.matrix = *matrix;
8349 rsurface.inversematrix = *inversematrix;
8350 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8351 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8352 R_EntityMatrix(&rsurface.matrix);
8353 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8354 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8355 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8356 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8357 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8358 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8359 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8360 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8361 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8362 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8363 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8364 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8365 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8366 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8367 rsurface.frameblend[0].lerp = 1;
8368 rsurface.ent_alttextures = false;
8369 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8370 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8373 rsurface.modelvertex3f = (float *)vertex3f;
8374 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8375 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8376 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8378 else if (wantnormals)
8380 rsurface.modelvertex3f = (float *)vertex3f;
8381 rsurface.modelsvector3f = NULL;
8382 rsurface.modeltvector3f = NULL;
8383 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8387 rsurface.modelvertex3f = (float *)vertex3f;
8388 rsurface.modelsvector3f = NULL;
8389 rsurface.modeltvector3f = NULL;
8390 rsurface.modelnormal3f = NULL;
8392 rsurface.modelvertexmesh = NULL;
8393 rsurface.modelvertexmeshbuffer = NULL;
8394 rsurface.modelvertex3fbuffer = NULL;
8395 rsurface.modelvertex3f_vertexbuffer = 0;
8396 rsurface.modelvertex3f_bufferoffset = 0;
8397 rsurface.modelsvector3f_vertexbuffer = 0;
8398 rsurface.modelsvector3f_bufferoffset = 0;
8399 rsurface.modeltvector3f_vertexbuffer = 0;
8400 rsurface.modeltvector3f_bufferoffset = 0;
8401 rsurface.modelnormal3f_vertexbuffer = 0;
8402 rsurface.modelnormal3f_bufferoffset = 0;
8403 rsurface.modelgeneratedvertex = true;
8404 rsurface.modellightmapcolor4f = (float *)color4f;
8405 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8406 rsurface.modellightmapcolor4f_bufferoffset = 0;
8407 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8408 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8409 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8410 rsurface.modeltexcoordlightmap2f = NULL;
8411 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8412 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8413 rsurface.modelelement3i = (int *)element3i;
8414 rsurface.modelelement3i_indexbuffer = NULL;
8415 rsurface.modelelement3i_bufferoffset = 0;
8416 rsurface.modelelement3s = (unsigned short *)element3s;
8417 rsurface.modelelement3s_indexbuffer = NULL;
8418 rsurface.modelelement3s_bufferoffset = 0;
8419 rsurface.modellightmapoffsets = NULL;
8420 rsurface.modelsurfaces = NULL;
8421 rsurface.batchgeneratedvertex = false;
8422 rsurface.batchfirstvertex = 0;
8423 rsurface.batchnumvertices = 0;
8424 rsurface.batchfirsttriangle = 0;
8425 rsurface.batchnumtriangles = 0;
8426 rsurface.batchvertex3f = NULL;
8427 rsurface.batchvertex3f_vertexbuffer = NULL;
8428 rsurface.batchvertex3f_bufferoffset = 0;
8429 rsurface.batchsvector3f = NULL;
8430 rsurface.batchsvector3f_vertexbuffer = NULL;
8431 rsurface.batchsvector3f_bufferoffset = 0;
8432 rsurface.batchtvector3f = NULL;
8433 rsurface.batchtvector3f_vertexbuffer = NULL;
8434 rsurface.batchtvector3f_bufferoffset = 0;
8435 rsurface.batchnormal3f = NULL;
8436 rsurface.batchnormal3f_vertexbuffer = NULL;
8437 rsurface.batchnormal3f_bufferoffset = 0;
8438 rsurface.batchlightmapcolor4f = NULL;
8439 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8440 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8441 rsurface.batchtexcoordtexture2f = NULL;
8442 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8443 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8444 rsurface.batchtexcoordlightmap2f = NULL;
8445 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8446 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8447 rsurface.batchvertexmesh = NULL;
8448 rsurface.batchvertexmeshbuffer = NULL;
8449 rsurface.batchvertex3fbuffer = NULL;
8450 rsurface.batchelement3i = NULL;
8451 rsurface.batchelement3i_indexbuffer = NULL;
8452 rsurface.batchelement3i_bufferoffset = 0;
8453 rsurface.batchelement3s = NULL;
8454 rsurface.batchelement3s_indexbuffer = NULL;
8455 rsurface.batchelement3s_bufferoffset = 0;
8456 rsurface.passcolor4f = NULL;
8457 rsurface.passcolor4f_vertexbuffer = NULL;
8458 rsurface.passcolor4f_bufferoffset = 0;
8460 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8462 if ((wantnormals || wanttangents) && !normal3f)
8464 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8465 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8467 if (wanttangents && !svector3f)
8469 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8470 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8471 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8476 float RSurf_FogPoint(const float *v)
8478 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8479 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8480 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8481 float FogHeightFade = r_refdef.fogheightfade;
8483 unsigned int fogmasktableindex;
8484 if (r_refdef.fogplaneviewabove)
8485 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8487 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8488 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8489 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8492 float RSurf_FogVertex(const float *v)
8494 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8495 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8496 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8497 float FogHeightFade = rsurface.fogheightfade;
8499 unsigned int fogmasktableindex;
8500 if (r_refdef.fogplaneviewabove)
8501 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8503 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8504 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8505 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8508 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8511 for (i = 0;i < numelements;i++)
8512 outelement3i[i] = inelement3i[i] + adjust;
8515 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8516 extern cvar_t gl_vbo;
8517 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8525 int surfacefirsttriangle;
8526 int surfacenumtriangles;
8527 int surfacefirstvertex;
8528 int surfaceendvertex;
8529 int surfacenumvertices;
8530 int batchnumvertices;
8531 int batchnumtriangles;
8535 qboolean dynamicvertex;
8539 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8541 q3shaderinfo_deform_t *deform;
8542 const msurface_t *surface, *firstsurface;
8543 r_vertexmesh_t *vertexmesh;
8544 if (!texturenumsurfaces)
8546 // find vertex range of this surface batch
8548 firstsurface = texturesurfacelist[0];
8549 firsttriangle = firstsurface->num_firsttriangle;
8550 batchnumvertices = 0;
8551 batchnumtriangles = 0;
8552 firstvertex = endvertex = firstsurface->num_firstvertex;
8553 for (i = 0;i < texturenumsurfaces;i++)
8555 surface = texturesurfacelist[i];
8556 if (surface != firstsurface + i)
8558 surfacefirstvertex = surface->num_firstvertex;
8559 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8560 surfacenumvertices = surface->num_vertices;
8561 surfacenumtriangles = surface->num_triangles;
8562 if (firstvertex > surfacefirstvertex)
8563 firstvertex = surfacefirstvertex;
8564 if (endvertex < surfaceendvertex)
8565 endvertex = surfaceendvertex;
8566 batchnumvertices += surfacenumvertices;
8567 batchnumtriangles += surfacenumtriangles;
8570 // we now know the vertex range used, and if there are any gaps in it
8571 rsurface.batchfirstvertex = firstvertex;
8572 rsurface.batchnumvertices = endvertex - firstvertex;
8573 rsurface.batchfirsttriangle = firsttriangle;
8574 rsurface.batchnumtriangles = batchnumtriangles;
8576 // this variable holds flags for which properties have been updated that
8577 // may require regenerating vertexmesh array...
8580 // check if any dynamic vertex processing must occur
8581 dynamicvertex = false;
8583 // if there is a chance of animated vertex colors, it's a dynamic batch
8584 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8586 dynamicvertex = true;
8587 batchneed |= BATCHNEED_NOGAPS;
8588 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8591 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8593 switch (deform->deform)
8596 case Q3DEFORM_PROJECTIONSHADOW:
8597 case Q3DEFORM_TEXT0:
8598 case Q3DEFORM_TEXT1:
8599 case Q3DEFORM_TEXT2:
8600 case Q3DEFORM_TEXT3:
8601 case Q3DEFORM_TEXT4:
8602 case Q3DEFORM_TEXT5:
8603 case Q3DEFORM_TEXT6:
8604 case Q3DEFORM_TEXT7:
8607 case Q3DEFORM_AUTOSPRITE:
8608 dynamicvertex = true;
8609 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8610 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8612 case Q3DEFORM_AUTOSPRITE2:
8613 dynamicvertex = true;
8614 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8615 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8617 case Q3DEFORM_NORMAL:
8618 dynamicvertex = true;
8619 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8620 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8623 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8624 break; // if wavefunc is a nop, ignore this transform
8625 dynamicvertex = true;
8626 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8627 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8629 case Q3DEFORM_BULGE:
8630 dynamicvertex = true;
8631 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8632 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8635 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8636 break; // if wavefunc is a nop, ignore this transform
8637 dynamicvertex = true;
8638 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8639 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8643 switch(rsurface.texture->tcgen.tcgen)
8646 case Q3TCGEN_TEXTURE:
8648 case Q3TCGEN_LIGHTMAP:
8649 dynamicvertex = true;
8650 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8651 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8653 case Q3TCGEN_VECTOR:
8654 dynamicvertex = true;
8655 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8656 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8658 case Q3TCGEN_ENVIRONMENT:
8659 dynamicvertex = true;
8660 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8661 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8664 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8666 dynamicvertex = true;
8667 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8668 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8671 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8673 dynamicvertex = true;
8674 batchneed |= BATCHNEED_NOGAPS;
8675 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8678 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8680 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8681 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8682 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8683 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8684 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8685 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8686 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8689 // when the model data has no vertex buffer (dynamic mesh), we need to
8691 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8692 batchneed |= BATCHNEED_NOGAPS;
8694 // if needsupdate, we have to do a dynamic vertex batch for sure
8695 if (needsupdate & batchneed)
8696 dynamicvertex = true;
8698 // see if we need to build vertexmesh from arrays
8699 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8700 dynamicvertex = true;
8702 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8703 // also some drivers strongly dislike firstvertex
8704 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8705 dynamicvertex = true;
8707 rsurface.batchvertex3f = rsurface.modelvertex3f;
8708 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8709 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8710 rsurface.batchsvector3f = rsurface.modelsvector3f;
8711 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8712 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8713 rsurface.batchtvector3f = rsurface.modeltvector3f;
8714 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8715 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8716 rsurface.batchnormal3f = rsurface.modelnormal3f;
8717 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8718 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8719 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8720 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8721 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8722 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8723 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8724 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8725 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8726 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8727 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8728 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8729 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8730 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8731 rsurface.batchelement3i = rsurface.modelelement3i;
8732 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8733 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8734 rsurface.batchelement3s = rsurface.modelelement3s;
8735 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8736 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8738 // if any dynamic vertex processing has to occur in software, we copy the
8739 // entire surface list together before processing to rebase the vertices
8740 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8742 // if any gaps exist and we do not have a static vertex buffer, we have to
8743 // copy the surface list together to avoid wasting upload bandwidth on the
8744 // vertices in the gaps.
8746 // if gaps exist and we have a static vertex buffer, we still have to
8747 // combine the index buffer ranges into one dynamic index buffer.
8749 // in all cases we end up with data that can be drawn in one call.
8753 // static vertex data, just set pointers...
8754 rsurface.batchgeneratedvertex = false;
8755 // if there are gaps, we want to build a combined index buffer,
8756 // otherwise use the original static buffer with an appropriate offset
8759 // build a new triangle elements array for this batch
8760 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8761 rsurface.batchfirsttriangle = 0;
8763 for (i = 0;i < texturenumsurfaces;i++)
8765 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8766 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8767 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8768 numtriangles += surfacenumtriangles;
8770 rsurface.batchelement3i_indexbuffer = NULL;
8771 rsurface.batchelement3i_bufferoffset = 0;
8772 rsurface.batchelement3s = NULL;
8773 rsurface.batchelement3s_indexbuffer = NULL;
8774 rsurface.batchelement3s_bufferoffset = 0;
8775 if (endvertex <= 65536)
8777 // make a 16bit (unsigned short) index array if possible
8778 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8779 for (i = 0;i < numtriangles*3;i++)
8780 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8786 // something needs software processing, do it for real...
8787 // we only directly handle separate array data in this case and then
8788 // generate interleaved data if needed...
8789 rsurface.batchgeneratedvertex = true;
8791 // now copy the vertex data into a combined array and make an index array
8792 // (this is what Quake3 does all the time)
8793 //if (gaps || rsurface.batchfirstvertex)
8795 rsurface.batchvertex3fbuffer = NULL;
8796 rsurface.batchvertexmesh = NULL;
8797 rsurface.batchvertexmeshbuffer = NULL;
8798 rsurface.batchvertex3f = NULL;
8799 rsurface.batchvertex3f_vertexbuffer = NULL;
8800 rsurface.batchvertex3f_bufferoffset = 0;
8801 rsurface.batchsvector3f = NULL;
8802 rsurface.batchsvector3f_vertexbuffer = NULL;
8803 rsurface.batchsvector3f_bufferoffset = 0;
8804 rsurface.batchtvector3f = NULL;
8805 rsurface.batchtvector3f_vertexbuffer = NULL;
8806 rsurface.batchtvector3f_bufferoffset = 0;
8807 rsurface.batchnormal3f = NULL;
8808 rsurface.batchnormal3f_vertexbuffer = NULL;
8809 rsurface.batchnormal3f_bufferoffset = 0;
8810 rsurface.batchlightmapcolor4f = NULL;
8811 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8812 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8813 rsurface.batchtexcoordtexture2f = NULL;
8814 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8815 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8816 rsurface.batchtexcoordlightmap2f = NULL;
8817 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8818 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8819 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8820 rsurface.batchelement3i_indexbuffer = NULL;
8821 rsurface.batchelement3i_bufferoffset = 0;
8822 rsurface.batchelement3s = NULL;
8823 rsurface.batchelement3s_indexbuffer = NULL;
8824 rsurface.batchelement3s_bufferoffset = 0;
8825 // we'll only be setting up certain arrays as needed
8826 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8827 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8828 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8829 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8830 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8831 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8832 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8834 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8835 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8837 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8838 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8839 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8840 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8841 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8842 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8845 for (i = 0;i < texturenumsurfaces;i++)
8847 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8848 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8849 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8850 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8851 // copy only the data requested
8852 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8853 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8854 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8856 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8858 if (rsurface.batchvertex3f)
8859 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8861 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8863 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8865 if (rsurface.modelnormal3f)
8866 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8868 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8870 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8872 if (rsurface.modelsvector3f)
8874 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8875 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8879 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8880 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8883 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8885 if (rsurface.modellightmapcolor4f)
8886 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8888 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8890 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8892 if (rsurface.modeltexcoordtexture2f)
8893 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8895 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8897 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8899 if (rsurface.modeltexcoordlightmap2f)
8900 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8902 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8905 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8906 numvertices += surfacenumvertices;
8907 numtriangles += surfacenumtriangles;
8910 // generate a 16bit index array as well if possible
8911 // (in general, dynamic batches fit)
8912 if (numvertices <= 65536)
8914 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8915 for (i = 0;i < numtriangles*3;i++)
8916 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8919 // since we've copied everything, the batch now starts at 0
8920 rsurface.batchfirstvertex = 0;
8921 rsurface.batchnumvertices = batchnumvertices;
8922 rsurface.batchfirsttriangle = 0;
8923 rsurface.batchnumtriangles = batchnumtriangles;
8926 // q1bsp surfaces rendered in vertex color mode have to have colors
8927 // calculated based on lightstyles
8928 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8930 // generate color arrays for the surfaces in this list
8935 const unsigned char *lm;
8936 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8937 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8938 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8940 for (i = 0;i < texturenumsurfaces;i++)
8942 surface = texturesurfacelist[i];
8943 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8944 surfacenumvertices = surface->num_vertices;
8945 if (surface->lightmapinfo->samples)
8947 for (j = 0;j < surfacenumvertices;j++)
8949 lm = surface->lightmapinfo->samples + offsets[j];
8950 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8951 VectorScale(lm, scale, c);
8952 if (surface->lightmapinfo->styles[1] != 255)
8954 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8956 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8957 VectorMA(c, scale, lm, c);
8958 if (surface->lightmapinfo->styles[2] != 255)
8961 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8962 VectorMA(c, scale, lm, c);
8963 if (surface->lightmapinfo->styles[3] != 255)
8966 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8967 VectorMA(c, scale, lm, c);
8974 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);
8980 for (j = 0;j < surfacenumvertices;j++)
8982 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8989 // if vertices are deformed (sprite flares and things in maps, possibly
8990 // water waves, bulges and other deformations), modify the copied vertices
8992 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8994 switch (deform->deform)
8997 case Q3DEFORM_PROJECTIONSHADOW:
8998 case Q3DEFORM_TEXT0:
8999 case Q3DEFORM_TEXT1:
9000 case Q3DEFORM_TEXT2:
9001 case Q3DEFORM_TEXT3:
9002 case Q3DEFORM_TEXT4:
9003 case Q3DEFORM_TEXT5:
9004 case Q3DEFORM_TEXT6:
9005 case Q3DEFORM_TEXT7:
9008 case Q3DEFORM_AUTOSPRITE:
9009 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9010 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9011 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9012 VectorNormalize(newforward);
9013 VectorNormalize(newright);
9014 VectorNormalize(newup);
9015 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9016 // rsurface.batchvertex3f_vertexbuffer = NULL;
9017 // rsurface.batchvertex3f_bufferoffset = 0;
9018 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9019 // rsurface.batchsvector3f_vertexbuffer = NULL;
9020 // rsurface.batchsvector3f_bufferoffset = 0;
9021 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9022 // rsurface.batchtvector3f_vertexbuffer = NULL;
9023 // rsurface.batchtvector3f_bufferoffset = 0;
9024 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9025 // rsurface.batchnormal3f_vertexbuffer = NULL;
9026 // rsurface.batchnormal3f_bufferoffset = 0;
9027 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9028 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9029 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9030 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9031 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);
9032 // a single autosprite surface can contain multiple sprites...
9033 for (j = 0;j < batchnumvertices - 3;j += 4)
9035 VectorClear(center);
9036 for (i = 0;i < 4;i++)
9037 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9038 VectorScale(center, 0.25f, center);
9039 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9040 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9041 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9042 for (i = 0;i < 4;i++)
9044 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9045 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9048 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9049 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9050 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);
9052 case Q3DEFORM_AUTOSPRITE2:
9053 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9054 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9055 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9056 VectorNormalize(newforward);
9057 VectorNormalize(newright);
9058 VectorNormalize(newup);
9059 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9060 // rsurface.batchvertex3f_vertexbuffer = NULL;
9061 // rsurface.batchvertex3f_bufferoffset = 0;
9063 const float *v1, *v2;
9073 memset(shortest, 0, sizeof(shortest));
9074 // a single autosprite surface can contain multiple sprites...
9075 for (j = 0;j < batchnumvertices - 3;j += 4)
9077 VectorClear(center);
9078 for (i = 0;i < 4;i++)
9079 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9080 VectorScale(center, 0.25f, center);
9081 // find the two shortest edges, then use them to define the
9082 // axis vectors for rotating around the central axis
9083 for (i = 0;i < 6;i++)
9085 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9086 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9087 l = VectorDistance2(v1, v2);
9088 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9090 l += (1.0f / 1024.0f);
9091 if (shortest[0].length2 > l || i == 0)
9093 shortest[1] = shortest[0];
9094 shortest[0].length2 = l;
9095 shortest[0].v1 = v1;
9096 shortest[0].v2 = v2;
9098 else if (shortest[1].length2 > l || i == 1)
9100 shortest[1].length2 = l;
9101 shortest[1].v1 = v1;
9102 shortest[1].v2 = v2;
9105 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9106 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9107 // this calculates the right vector from the shortest edge
9108 // and the up vector from the edge midpoints
9109 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9110 VectorNormalize(right);
9111 VectorSubtract(end, start, up);
9112 VectorNormalize(up);
9113 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9114 VectorSubtract(rsurface.localvieworigin, center, forward);
9115 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9116 VectorNegate(forward, forward);
9117 VectorReflect(forward, 0, up, forward);
9118 VectorNormalize(forward);
9119 CrossProduct(up, forward, newright);
9120 VectorNormalize(newright);
9121 // rotate the quad around the up axis vector, this is made
9122 // especially easy by the fact we know the quad is flat,
9123 // so we only have to subtract the center position and
9124 // measure distance along the right vector, and then
9125 // multiply that by the newright vector and add back the
9127 // we also need to subtract the old position to undo the
9128 // displacement from the center, which we do with a
9129 // DotProduct, the subtraction/addition of center is also
9130 // optimized into DotProducts here
9131 l = DotProduct(right, center);
9132 for (i = 0;i < 4;i++)
9134 v1 = rsurface.batchvertex3f + 3*(j+i);
9135 f = DotProduct(right, v1) - l;
9136 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9140 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9142 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9143 // rsurface.batchnormal3f_vertexbuffer = NULL;
9144 // rsurface.batchnormal3f_bufferoffset = 0;
9145 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9147 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9149 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9150 // rsurface.batchsvector3f_vertexbuffer = NULL;
9151 // rsurface.batchsvector3f_bufferoffset = 0;
9152 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9153 // rsurface.batchtvector3f_vertexbuffer = NULL;
9154 // rsurface.batchtvector3f_bufferoffset = 0;
9155 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);
9158 case Q3DEFORM_NORMAL:
9159 // deform the normals to make reflections wavey
9160 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9161 rsurface.batchnormal3f_vertexbuffer = NULL;
9162 rsurface.batchnormal3f_bufferoffset = 0;
9163 for (j = 0;j < batchnumvertices;j++)
9166 float *normal = rsurface.batchnormal3f + 3*j;
9167 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9168 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9169 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9170 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9171 VectorNormalize(normal);
9173 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9175 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9176 // rsurface.batchsvector3f_vertexbuffer = NULL;
9177 // rsurface.batchsvector3f_bufferoffset = 0;
9178 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9179 // rsurface.batchtvector3f_vertexbuffer = NULL;
9180 // rsurface.batchtvector3f_bufferoffset = 0;
9181 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);
9185 // deform vertex array to make wavey water and flags and such
9186 waveparms[0] = deform->waveparms[0];
9187 waveparms[1] = deform->waveparms[1];
9188 waveparms[2] = deform->waveparms[2];
9189 waveparms[3] = deform->waveparms[3];
9190 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9191 break; // if wavefunc is a nop, don't make a dynamic vertex array
9192 // this is how a divisor of vertex influence on deformation
9193 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9194 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9195 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9196 // rsurface.batchvertex3f_vertexbuffer = NULL;
9197 // rsurface.batchvertex3f_bufferoffset = 0;
9198 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9199 // rsurface.batchnormal3f_vertexbuffer = NULL;
9200 // rsurface.batchnormal3f_bufferoffset = 0;
9201 for (j = 0;j < batchnumvertices;j++)
9203 // if the wavefunc depends on time, evaluate it per-vertex
9206 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9207 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9209 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9211 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9212 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9213 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9215 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9216 // rsurface.batchsvector3f_vertexbuffer = NULL;
9217 // rsurface.batchsvector3f_bufferoffset = 0;
9218 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9219 // rsurface.batchtvector3f_vertexbuffer = NULL;
9220 // rsurface.batchtvector3f_bufferoffset = 0;
9221 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);
9224 case Q3DEFORM_BULGE:
9225 // deform vertex array to make the surface have moving bulges
9226 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9227 // rsurface.batchvertex3f_vertexbuffer = NULL;
9228 // rsurface.batchvertex3f_bufferoffset = 0;
9229 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9230 // rsurface.batchnormal3f_vertexbuffer = NULL;
9231 // rsurface.batchnormal3f_bufferoffset = 0;
9232 for (j = 0;j < batchnumvertices;j++)
9234 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9235 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9237 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9238 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9239 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9241 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9242 // rsurface.batchsvector3f_vertexbuffer = NULL;
9243 // rsurface.batchsvector3f_bufferoffset = 0;
9244 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9245 // rsurface.batchtvector3f_vertexbuffer = NULL;
9246 // rsurface.batchtvector3f_bufferoffset = 0;
9247 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);
9251 // deform vertex array
9252 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9253 break; // if wavefunc is a nop, don't make a dynamic vertex array
9254 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9255 VectorScale(deform->parms, scale, waveparms);
9256 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9257 // rsurface.batchvertex3f_vertexbuffer = NULL;
9258 // rsurface.batchvertex3f_bufferoffset = 0;
9259 for (j = 0;j < batchnumvertices;j++)
9260 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9265 // generate texcoords based on the chosen texcoord source
9266 switch(rsurface.texture->tcgen.tcgen)
9269 case Q3TCGEN_TEXTURE:
9271 case Q3TCGEN_LIGHTMAP:
9272 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9273 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9274 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9275 if (rsurface.batchtexcoordlightmap2f)
9276 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9278 case Q3TCGEN_VECTOR:
9279 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9280 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9281 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9282 for (j = 0;j < batchnumvertices;j++)
9284 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9285 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9288 case Q3TCGEN_ENVIRONMENT:
9289 // make environment reflections using a spheremap
9290 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9291 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9292 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9293 for (j = 0;j < batchnumvertices;j++)
9295 // identical to Q3A's method, but executed in worldspace so
9296 // carried models can be shiny too
9298 float viewer[3], d, reflected[3], worldreflected[3];
9300 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9301 // VectorNormalize(viewer);
9303 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9305 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9306 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9307 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9308 // note: this is proportinal to viewer, so we can normalize later
9310 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9311 VectorNormalize(worldreflected);
9313 // note: this sphere map only uses world x and z!
9314 // so positive and negative y will LOOK THE SAME.
9315 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9316 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9320 // the only tcmod that needs software vertex processing is turbulent, so
9321 // check for it here and apply the changes if needed
9322 // and we only support that as the first one
9323 // (handling a mixture of turbulent and other tcmods would be problematic
9324 // without punting it entirely to a software path)
9325 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9327 amplitude = rsurface.texture->tcmods[0].parms[1];
9328 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9329 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9330 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9331 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9332 for (j = 0;j < batchnumvertices;j++)
9334 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);
9335 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9339 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9341 // convert the modified arrays to vertex structs
9342 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9343 // rsurface.batchvertexmeshbuffer = NULL;
9344 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9345 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9346 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9347 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9348 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9349 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9350 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9352 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9354 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9355 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9358 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9359 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9360 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9361 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9362 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9363 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9364 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9365 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9366 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9370 void RSurf_DrawBatch(void)
9372 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9373 // through the pipeline, killing it earlier in the pipeline would have
9374 // per-surface overhead rather than per-batch overhead, so it's best to
9375 // reject it here, before it hits glDraw.
9376 if (rsurface.batchnumtriangles == 0)
9379 // batch debugging code
9380 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9386 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9387 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9390 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9392 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9394 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9395 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);
9402 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);
9405 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9407 // pick the closest matching water plane
9408 int planeindex, vertexindex, bestplaneindex = -1;
9412 r_waterstate_waterplane_t *p;
9413 qboolean prepared = false;
9415 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9417 if(p->camera_entity != rsurface.texture->camera_entity)
9422 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9424 if(rsurface.batchnumvertices == 0)
9427 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9429 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9430 d += fabs(PlaneDiff(vert, &p->plane));
9432 if (bestd > d || bestplaneindex < 0)
9435 bestplaneindex = planeindex;
9438 return bestplaneindex;
9439 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9440 // this situation though, as it might be better to render single larger
9441 // batches with useless stuff (backface culled for example) than to
9442 // render multiple smaller batches
9445 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9448 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9449 rsurface.passcolor4f_vertexbuffer = 0;
9450 rsurface.passcolor4f_bufferoffset = 0;
9451 for (i = 0;i < rsurface.batchnumvertices;i++)
9452 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9455 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9462 if (rsurface.passcolor4f)
9464 // generate color arrays
9465 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9466 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9467 rsurface.passcolor4f_vertexbuffer = 0;
9468 rsurface.passcolor4f_bufferoffset = 0;
9469 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9471 f = RSurf_FogVertex(v);
9480 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9481 rsurface.passcolor4f_vertexbuffer = 0;
9482 rsurface.passcolor4f_bufferoffset = 0;
9483 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9485 f = RSurf_FogVertex(v);
9494 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9501 if (!rsurface.passcolor4f)
9503 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9504 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9505 rsurface.passcolor4f_vertexbuffer = 0;
9506 rsurface.passcolor4f_bufferoffset = 0;
9507 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9509 f = RSurf_FogVertex(v);
9510 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9511 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9512 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9517 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9522 if (!rsurface.passcolor4f)
9524 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9525 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9526 rsurface.passcolor4f_vertexbuffer = 0;
9527 rsurface.passcolor4f_bufferoffset = 0;
9528 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9537 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9542 if (!rsurface.passcolor4f)
9544 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9545 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9546 rsurface.passcolor4f_vertexbuffer = 0;
9547 rsurface.passcolor4f_bufferoffset = 0;
9548 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9550 c2[0] = c[0] + r_refdef.scene.ambient;
9551 c2[1] = c[1] + r_refdef.scene.ambient;
9552 c2[2] = c[2] + r_refdef.scene.ambient;
9557 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9560 rsurface.passcolor4f = NULL;
9561 rsurface.passcolor4f_vertexbuffer = 0;
9562 rsurface.passcolor4f_bufferoffset = 0;
9563 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9564 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9565 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9566 GL_Color(r, g, b, a);
9567 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9571 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9573 // TODO: optimize applyfog && applycolor case
9574 // just apply fog if necessary, and tint the fog color array if necessary
9575 rsurface.passcolor4f = NULL;
9576 rsurface.passcolor4f_vertexbuffer = 0;
9577 rsurface.passcolor4f_bufferoffset = 0;
9578 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9579 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9580 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9581 GL_Color(r, g, b, a);
9585 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9588 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9589 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9590 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9591 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9592 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9593 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9594 GL_Color(r, g, b, a);
9598 static void RSurf_DrawBatch_GL11_ClampColor(void)
9603 if (!rsurface.passcolor4f)
9605 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9607 c2[0] = bound(0.0f, c1[0], 1.0f);
9608 c2[1] = bound(0.0f, c1[1], 1.0f);
9609 c2[2] = bound(0.0f, c1[2], 1.0f);
9610 c2[3] = bound(0.0f, c1[3], 1.0f);
9614 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9624 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9625 rsurface.passcolor4f_vertexbuffer = 0;
9626 rsurface.passcolor4f_bufferoffset = 0;
9627 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9629 f = -DotProduct(r_refdef.view.forward, n);
9631 f = f * 0.85 + 0.15; // work around so stuff won't get black
9632 f *= r_refdef.lightmapintensity;
9633 Vector4Set(c, f, f, f, 1);
9637 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9639 RSurf_DrawBatch_GL11_ApplyFakeLight();
9640 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9641 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9642 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9643 GL_Color(r, g, b, a);
9647 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9655 vec3_t ambientcolor;
9656 vec3_t diffusecolor;
9660 VectorCopy(rsurface.modellight_lightdir, lightdir);
9661 f = 0.5f * r_refdef.lightmapintensity;
9662 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9663 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9664 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9665 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9666 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9667 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9669 if (VectorLength2(diffusecolor) > 0)
9671 // q3-style directional shading
9672 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9673 rsurface.passcolor4f_vertexbuffer = 0;
9674 rsurface.passcolor4f_bufferoffset = 0;
9675 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9677 if ((f = DotProduct(n, lightdir)) > 0)
9678 VectorMA(ambientcolor, f, diffusecolor, c);
9680 VectorCopy(ambientcolor, c);
9687 *applycolor = false;
9691 *r = ambientcolor[0];
9692 *g = ambientcolor[1];
9693 *b = ambientcolor[2];
9694 rsurface.passcolor4f = NULL;
9695 rsurface.passcolor4f_vertexbuffer = 0;
9696 rsurface.passcolor4f_bufferoffset = 0;
9700 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9702 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9703 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9704 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9705 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9706 GL_Color(r, g, b, a);
9710 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9718 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9719 rsurface.passcolor4f_vertexbuffer = 0;
9720 rsurface.passcolor4f_bufferoffset = 0;
9722 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9724 f = 1 - RSurf_FogVertex(v);
9732 void RSurf_SetupDepthAndCulling(void)
9734 // submodels are biased to avoid z-fighting with world surfaces that they
9735 // may be exactly overlapping (avoids z-fighting artifacts on certain
9736 // doors and things in Quake maps)
9737 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9738 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9739 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9740 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9743 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9745 // transparent sky would be ridiculous
9746 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9748 R_SetupShader_Generic_NoTexture(false, false);
9749 skyrenderlater = true;
9750 RSurf_SetupDepthAndCulling();
9752 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9753 // skymasking on them, and Quake3 never did sky masking (unlike
9754 // software Quake and software Quake2), so disable the sky masking
9755 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9756 // and skymasking also looks very bad when noclipping outside the
9757 // level, so don't use it then either.
9758 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9760 R_Mesh_ResetTextureState();
9761 if (skyrendermasked)
9763 R_SetupShader_DepthOrShadow(false, false);
9764 // depth-only (masking)
9765 GL_ColorMask(0,0,0,0);
9766 // just to make sure that braindead drivers don't draw
9767 // anything despite that colormask...
9768 GL_BlendFunc(GL_ZERO, GL_ONE);
9769 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9770 if (rsurface.batchvertex3fbuffer)
9771 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9773 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9777 R_SetupShader_Generic_NoTexture(false, false);
9779 GL_BlendFunc(GL_ONE, GL_ZERO);
9780 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9781 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9782 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9785 if (skyrendermasked)
9786 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9788 R_Mesh_ResetTextureState();
9789 GL_Color(1, 1, 1, 1);
9792 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9793 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9794 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9796 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9800 // render screenspace normalmap to texture
9802 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9807 // bind lightmap texture
9809 // water/refraction/reflection/camera surfaces have to be handled specially
9810 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9812 int start, end, startplaneindex;
9813 for (start = 0;start < texturenumsurfaces;start = end)
9815 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9816 if(startplaneindex < 0)
9818 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9819 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9823 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9825 // now that we have a batch using the same planeindex, render it
9826 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9828 // render water or distortion background
9830 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9832 // blend surface on top
9833 GL_DepthMask(false);
9834 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9837 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9839 // render surface with reflection texture as input
9840 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9841 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9848 // render surface batch normally
9849 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9850 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9854 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9856 // OpenGL 1.3 path - anything not completely ancient
9857 qboolean applycolor;
9860 const texturelayer_t *layer;
9861 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9862 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9864 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9867 int layertexrgbscale;
9868 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9870 if (layerindex == 0)
9874 GL_AlphaTest(false);
9875 GL_DepthFunc(GL_EQUAL);
9878 GL_DepthMask(layer->depthmask && writedepth);
9879 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9880 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9882 layertexrgbscale = 4;
9883 VectorScale(layer->color, 0.25f, layercolor);
9885 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9887 layertexrgbscale = 2;
9888 VectorScale(layer->color, 0.5f, layercolor);
9892 layertexrgbscale = 1;
9893 VectorScale(layer->color, 1.0f, layercolor);
9895 layercolor[3] = layer->color[3];
9896 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9897 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9898 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9899 switch (layer->type)
9901 case TEXTURELAYERTYPE_LITTEXTURE:
9902 // single-pass lightmapped texture with 2x rgbscale
9903 R_Mesh_TexBind(0, r_texture_white);
9904 R_Mesh_TexMatrix(0, NULL);
9905 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9906 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9907 R_Mesh_TexBind(1, layer->texture);
9908 R_Mesh_TexMatrix(1, &layer->texmatrix);
9909 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9910 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9911 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9912 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9913 else if (FAKELIGHT_ENABLED)
9914 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9915 else if (rsurface.uselightmaptexture)
9916 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9918 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9920 case TEXTURELAYERTYPE_TEXTURE:
9921 // singletexture unlit texture with transparency support
9922 R_Mesh_TexBind(0, layer->texture);
9923 R_Mesh_TexMatrix(0, &layer->texmatrix);
9924 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9925 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9926 R_Mesh_TexBind(1, 0);
9927 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9928 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9930 case TEXTURELAYERTYPE_FOG:
9931 // singletexture fogging
9934 R_Mesh_TexBind(0, layer->texture);
9935 R_Mesh_TexMatrix(0, &layer->texmatrix);
9936 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9937 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9941 R_Mesh_TexBind(0, 0);
9942 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9944 R_Mesh_TexBind(1, 0);
9945 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9946 // generate a color array for the fog pass
9947 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9948 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9952 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9955 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9957 GL_DepthFunc(GL_LEQUAL);
9958 GL_AlphaTest(false);
9962 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9964 // OpenGL 1.1 - crusty old voodoo path
9967 const texturelayer_t *layer;
9968 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9969 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9971 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9973 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9975 if (layerindex == 0)
9979 GL_AlphaTest(false);
9980 GL_DepthFunc(GL_EQUAL);
9983 GL_DepthMask(layer->depthmask && writedepth);
9984 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9985 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9986 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9987 switch (layer->type)
9989 case TEXTURELAYERTYPE_LITTEXTURE:
9990 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9992 // two-pass lit texture with 2x rgbscale
9993 // first the lightmap pass
9994 R_Mesh_TexBind(0, r_texture_white);
9995 R_Mesh_TexMatrix(0, NULL);
9996 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9997 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9998 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9999 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10000 else if (FAKELIGHT_ENABLED)
10001 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10002 else if (rsurface.uselightmaptexture)
10003 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10005 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10006 // then apply the texture to it
10007 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10008 R_Mesh_TexBind(0, layer->texture);
10009 R_Mesh_TexMatrix(0, &layer->texmatrix);
10010 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10011 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10012 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10016 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10017 R_Mesh_TexBind(0, layer->texture);
10018 R_Mesh_TexMatrix(0, &layer->texmatrix);
10019 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10020 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10021 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10022 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10024 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10027 case TEXTURELAYERTYPE_TEXTURE:
10028 // singletexture unlit texture with transparency support
10029 R_Mesh_TexBind(0, layer->texture);
10030 R_Mesh_TexMatrix(0, &layer->texmatrix);
10031 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10032 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10033 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10035 case TEXTURELAYERTYPE_FOG:
10036 // singletexture fogging
10037 if (layer->texture)
10039 R_Mesh_TexBind(0, layer->texture);
10040 R_Mesh_TexMatrix(0, &layer->texmatrix);
10041 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10042 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10046 R_Mesh_TexBind(0, 0);
10047 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10049 // generate a color array for the fog pass
10050 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10051 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10055 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10058 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10060 GL_DepthFunc(GL_LEQUAL);
10061 GL_AlphaTest(false);
10065 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10069 r_vertexgeneric_t *batchvertex;
10072 // R_Mesh_ResetTextureState();
10073 R_SetupShader_Generic_NoTexture(false, false);
10075 if(rsurface.texture && rsurface.texture->currentskinframe)
10077 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10078 c[3] *= rsurface.texture->currentalpha;
10088 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10090 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10091 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10092 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10095 // brighten it up (as texture value 127 means "unlit")
10096 c[0] *= 2 * r_refdef.view.colorscale;
10097 c[1] *= 2 * r_refdef.view.colorscale;
10098 c[2] *= 2 * r_refdef.view.colorscale;
10100 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10101 c[3] *= r_wateralpha.value;
10103 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10105 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10106 GL_DepthMask(false);
10108 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10110 GL_BlendFunc(GL_ONE, GL_ONE);
10111 GL_DepthMask(false);
10113 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10115 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10116 GL_DepthMask(false);
10118 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10120 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10121 GL_DepthMask(false);
10125 GL_BlendFunc(GL_ONE, GL_ZERO);
10126 GL_DepthMask(writedepth);
10129 if (r_showsurfaces.integer == 3)
10131 rsurface.passcolor4f = NULL;
10133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10135 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10137 rsurface.passcolor4f = NULL;
10138 rsurface.passcolor4f_vertexbuffer = 0;
10139 rsurface.passcolor4f_bufferoffset = 0;
10141 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10143 qboolean applycolor = true;
10146 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10148 r_refdef.lightmapintensity = 1;
10149 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10150 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10152 else if (FAKELIGHT_ENABLED)
10154 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10156 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10157 RSurf_DrawBatch_GL11_ApplyFakeLight();
10158 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10162 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10164 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10165 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10166 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10169 if(!rsurface.passcolor4f)
10170 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10172 RSurf_DrawBatch_GL11_ApplyAmbient();
10173 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10174 if(r_refdef.fogenabled)
10175 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10176 RSurf_DrawBatch_GL11_ClampColor();
10178 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10179 R_SetupShader_Generic_NoTexture(false, false);
10182 else if (!r_refdef.view.showdebug)
10184 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10185 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10186 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10188 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10189 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10191 R_Mesh_PrepareVertices_Generic_Unlock();
10194 else if (r_showsurfaces.integer == 4)
10196 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10197 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10198 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10200 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10201 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10202 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10204 R_Mesh_PrepareVertices_Generic_Unlock();
10207 else if (r_showsurfaces.integer == 2)
10210 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10211 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10212 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10214 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10215 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10216 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10217 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10218 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10219 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10220 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10222 R_Mesh_PrepareVertices_Generic_Unlock();
10223 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10227 int texturesurfaceindex;
10229 const msurface_t *surface;
10230 float surfacecolor4f[4];
10231 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10232 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10234 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10236 surface = texturesurfacelist[texturesurfaceindex];
10237 k = (int)(((size_t)surface) / sizeof(msurface_t));
10238 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10239 for (j = 0;j < surface->num_vertices;j++)
10241 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10242 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10246 R_Mesh_PrepareVertices_Generic_Unlock();
10251 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10254 RSurf_SetupDepthAndCulling();
10255 if (r_showsurfaces.integer)
10257 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10260 switch (vid.renderpath)
10262 case RENDERPATH_GL20:
10263 case RENDERPATH_D3D9:
10264 case RENDERPATH_D3D10:
10265 case RENDERPATH_D3D11:
10266 case RENDERPATH_SOFT:
10267 case RENDERPATH_GLES2:
10268 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10270 case RENDERPATH_GL13:
10271 case RENDERPATH_GLES1:
10272 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10274 case RENDERPATH_GL11:
10275 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10281 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10284 RSurf_SetupDepthAndCulling();
10285 if (r_showsurfaces.integer)
10287 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10290 switch (vid.renderpath)
10292 case RENDERPATH_GL20:
10293 case RENDERPATH_D3D9:
10294 case RENDERPATH_D3D10:
10295 case RENDERPATH_D3D11:
10296 case RENDERPATH_SOFT:
10297 case RENDERPATH_GLES2:
10298 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10300 case RENDERPATH_GL13:
10301 case RENDERPATH_GLES1:
10302 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10304 case RENDERPATH_GL11:
10305 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10311 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10314 int texturenumsurfaces, endsurface;
10315 texture_t *texture;
10316 const msurface_t *surface;
10317 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10319 // if the model is static it doesn't matter what value we give for
10320 // wantnormals and wanttangents, so this logic uses only rules applicable
10321 // to a model, knowing that they are meaningless otherwise
10322 if (ent == r_refdef.scene.worldentity)
10323 RSurf_ActiveWorldEntity();
10324 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10325 RSurf_ActiveModelEntity(ent, false, false, false);
10328 switch (vid.renderpath)
10330 case RENDERPATH_GL20:
10331 case RENDERPATH_D3D9:
10332 case RENDERPATH_D3D10:
10333 case RENDERPATH_D3D11:
10334 case RENDERPATH_SOFT:
10335 case RENDERPATH_GLES2:
10336 RSurf_ActiveModelEntity(ent, true, true, false);
10338 case RENDERPATH_GL11:
10339 case RENDERPATH_GL13:
10340 case RENDERPATH_GLES1:
10341 RSurf_ActiveModelEntity(ent, true, false, false);
10346 if (r_transparentdepthmasking.integer)
10348 qboolean setup = false;
10349 for (i = 0;i < numsurfaces;i = j)
10352 surface = rsurface.modelsurfaces + surfacelist[i];
10353 texture = surface->texture;
10354 rsurface.texture = R_GetCurrentTexture(texture);
10355 rsurface.lightmaptexture = NULL;
10356 rsurface.deluxemaptexture = NULL;
10357 rsurface.uselightmaptexture = false;
10358 // scan ahead until we find a different texture
10359 endsurface = min(i + 1024, numsurfaces);
10360 texturenumsurfaces = 0;
10361 texturesurfacelist[texturenumsurfaces++] = surface;
10362 for (;j < endsurface;j++)
10364 surface = rsurface.modelsurfaces + surfacelist[j];
10365 if (texture != surface->texture)
10367 texturesurfacelist[texturenumsurfaces++] = surface;
10369 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10371 // render the range of surfaces as depth
10375 GL_ColorMask(0,0,0,0);
10377 GL_DepthTest(true);
10378 GL_BlendFunc(GL_ONE, GL_ZERO);
10379 GL_DepthMask(true);
10380 // R_Mesh_ResetTextureState();
10381 R_SetupShader_DepthOrShadow(false, false);
10383 RSurf_SetupDepthAndCulling();
10384 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10385 if (rsurface.batchvertex3fbuffer)
10386 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10388 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10392 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10395 for (i = 0;i < numsurfaces;i = j)
10398 surface = rsurface.modelsurfaces + surfacelist[i];
10399 texture = surface->texture;
10400 rsurface.texture = R_GetCurrentTexture(texture);
10401 // scan ahead until we find a different texture
10402 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10403 texturenumsurfaces = 0;
10404 texturesurfacelist[texturenumsurfaces++] = surface;
10405 if(FAKELIGHT_ENABLED)
10407 rsurface.lightmaptexture = NULL;
10408 rsurface.deluxemaptexture = NULL;
10409 rsurface.uselightmaptexture = false;
10410 for (;j < endsurface;j++)
10412 surface = rsurface.modelsurfaces + surfacelist[j];
10413 if (texture != surface->texture)
10415 texturesurfacelist[texturenumsurfaces++] = surface;
10420 rsurface.lightmaptexture = surface->lightmaptexture;
10421 rsurface.deluxemaptexture = surface->deluxemaptexture;
10422 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10423 for (;j < endsurface;j++)
10425 surface = rsurface.modelsurfaces + surfacelist[j];
10426 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10428 texturesurfacelist[texturenumsurfaces++] = surface;
10431 // render the range of surfaces
10432 if (ent == r_refdef.scene.worldentity)
10433 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10435 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10437 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10440 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10442 // transparent surfaces get pushed off into the transparent queue
10443 int surfacelistindex;
10444 const msurface_t *surface;
10445 vec3_t tempcenter, center;
10446 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10448 surface = texturesurfacelist[surfacelistindex];
10449 if (r_transparent_sortsurfacesbynearest.integer)
10451 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10452 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10453 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10457 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10458 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10459 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10461 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10462 if (rsurface.entity->transparent_offset) // transparent offset
10464 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10465 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10466 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10468 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10472 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10474 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10476 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10478 RSurf_SetupDepthAndCulling();
10479 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10480 if (rsurface.batchvertex3fbuffer)
10481 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10483 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10487 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10491 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10494 if (!rsurface.texture->currentnumlayers)
10496 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10497 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10499 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10501 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10502 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10503 else if (!rsurface.texture->currentnumlayers)
10505 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10507 // in the deferred case, transparent surfaces were queued during prepass
10508 if (!r_shadow_usingdeferredprepass)
10509 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10513 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10514 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10519 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10522 texture_t *texture;
10523 R_FrameData_SetMark();
10524 // break the surface list down into batches by texture and use of lightmapping
10525 for (i = 0;i < numsurfaces;i = j)
10528 // texture is the base texture pointer, rsurface.texture is the
10529 // current frame/skin the texture is directing us to use (for example
10530 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10531 // use skin 1 instead)
10532 texture = surfacelist[i]->texture;
10533 rsurface.texture = R_GetCurrentTexture(texture);
10534 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10536 // if this texture is not the kind we want, skip ahead to the next one
10537 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10541 if(FAKELIGHT_ENABLED || depthonly || prepass)
10543 rsurface.lightmaptexture = NULL;
10544 rsurface.deluxemaptexture = NULL;
10545 rsurface.uselightmaptexture = false;
10546 // simply scan ahead until we find a different texture or lightmap state
10547 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10552 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10553 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10554 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10555 // simply scan ahead until we find a different texture or lightmap state
10556 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10559 // render the range of surfaces
10560 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10562 R_FrameData_ReturnToMark();
10565 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10569 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10572 if (!rsurface.texture->currentnumlayers)
10574 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10575 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10577 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10579 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10580 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10581 else if (!rsurface.texture->currentnumlayers)
10583 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10585 // in the deferred case, transparent surfaces were queued during prepass
10586 if (!r_shadow_usingdeferredprepass)
10587 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10591 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10592 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10597 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10600 texture_t *texture;
10601 R_FrameData_SetMark();
10602 // break the surface list down into batches by texture and use of lightmapping
10603 for (i = 0;i < numsurfaces;i = j)
10606 // texture is the base texture pointer, rsurface.texture is the
10607 // current frame/skin the texture is directing us to use (for example
10608 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10609 // use skin 1 instead)
10610 texture = surfacelist[i]->texture;
10611 rsurface.texture = R_GetCurrentTexture(texture);
10612 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10614 // if this texture is not the kind we want, skip ahead to the next one
10615 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10619 if(FAKELIGHT_ENABLED || depthonly || prepass)
10621 rsurface.lightmaptexture = NULL;
10622 rsurface.deluxemaptexture = NULL;
10623 rsurface.uselightmaptexture = false;
10624 // simply scan ahead until we find a different texture or lightmap state
10625 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10630 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10631 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10632 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10633 // simply scan ahead until we find a different texture or lightmap state
10634 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10637 // render the range of surfaces
10638 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10640 R_FrameData_ReturnToMark();
10643 float locboxvertex3f[6*4*3] =
10645 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10646 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10647 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10648 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10649 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10650 1,0,0, 0,0,0, 0,1,0, 1,1,0
10653 unsigned short locboxelements[6*2*3] =
10658 12,13,14, 12,14,15,
10659 16,17,18, 16,18,19,
10663 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10666 cl_locnode_t *loc = (cl_locnode_t *)ent;
10668 float vertex3f[6*4*3];
10670 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10671 GL_DepthMask(false);
10672 GL_DepthRange(0, 1);
10673 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10674 GL_DepthTest(true);
10675 GL_CullFace(GL_NONE);
10676 R_EntityMatrix(&identitymatrix);
10678 // R_Mesh_ResetTextureState();
10680 i = surfacelist[0];
10681 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10682 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10683 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10684 surfacelist[0] < 0 ? 0.5f : 0.125f);
10686 if (VectorCompare(loc->mins, loc->maxs))
10688 VectorSet(size, 2, 2, 2);
10689 VectorMA(loc->mins, -0.5f, size, mins);
10693 VectorCopy(loc->mins, mins);
10694 VectorSubtract(loc->maxs, loc->mins, size);
10697 for (i = 0;i < 6*4*3;)
10698 for (j = 0;j < 3;j++, i++)
10699 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10701 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10702 R_SetupShader_Generic_NoTexture(false, false);
10703 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10706 void R_DrawLocs(void)
10709 cl_locnode_t *loc, *nearestloc;
10711 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10712 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10714 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10715 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10719 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10721 if (decalsystem->decals)
10722 Mem_Free(decalsystem->decals);
10723 memset(decalsystem, 0, sizeof(*decalsystem));
10726 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10729 tridecal_t *decals;
10732 // expand or initialize the system
10733 if (decalsystem->maxdecals <= decalsystem->numdecals)
10735 decalsystem_t old = *decalsystem;
10736 qboolean useshortelements;
10737 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10738 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10739 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)));
10740 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10741 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10742 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10743 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10744 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10745 if (decalsystem->numdecals)
10746 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10748 Mem_Free(old.decals);
10749 for (i = 0;i < decalsystem->maxdecals*3;i++)
10750 decalsystem->element3i[i] = i;
10751 if (useshortelements)
10752 for (i = 0;i < decalsystem->maxdecals*3;i++)
10753 decalsystem->element3s[i] = i;
10756 // grab a decal and search for another free slot for the next one
10757 decals = decalsystem->decals;
10758 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10759 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10761 decalsystem->freedecal = i;
10762 if (decalsystem->numdecals <= i)
10763 decalsystem->numdecals = i + 1;
10765 // initialize the decal
10767 decal->triangleindex = triangleindex;
10768 decal->surfaceindex = surfaceindex;
10769 decal->decalsequence = decalsequence;
10770 decal->color4f[0][0] = c0[0];
10771 decal->color4f[0][1] = c0[1];
10772 decal->color4f[0][2] = c0[2];
10773 decal->color4f[0][3] = 1;
10774 decal->color4f[1][0] = c1[0];
10775 decal->color4f[1][1] = c1[1];
10776 decal->color4f[1][2] = c1[2];
10777 decal->color4f[1][3] = 1;
10778 decal->color4f[2][0] = c2[0];
10779 decal->color4f[2][1] = c2[1];
10780 decal->color4f[2][2] = c2[2];
10781 decal->color4f[2][3] = 1;
10782 decal->vertex3f[0][0] = v0[0];
10783 decal->vertex3f[0][1] = v0[1];
10784 decal->vertex3f[0][2] = v0[2];
10785 decal->vertex3f[1][0] = v1[0];
10786 decal->vertex3f[1][1] = v1[1];
10787 decal->vertex3f[1][2] = v1[2];
10788 decal->vertex3f[2][0] = v2[0];
10789 decal->vertex3f[2][1] = v2[1];
10790 decal->vertex3f[2][2] = v2[2];
10791 decal->texcoord2f[0][0] = t0[0];
10792 decal->texcoord2f[0][1] = t0[1];
10793 decal->texcoord2f[1][0] = t1[0];
10794 decal->texcoord2f[1][1] = t1[1];
10795 decal->texcoord2f[2][0] = t2[0];
10796 decal->texcoord2f[2][1] = t2[1];
10797 TriangleNormal(v0, v1, v2, decal->plane);
10798 VectorNormalize(decal->plane);
10799 decal->plane[3] = DotProduct(v0, decal->plane);
10802 extern cvar_t cl_decals_bias;
10803 extern cvar_t cl_decals_models;
10804 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10805 // baseparms, parms, temps
10806 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10811 const float *vertex3f;
10812 const float *normal3f;
10814 float points[2][9][3];
10821 e = rsurface.modelelement3i + 3*triangleindex;
10823 vertex3f = rsurface.modelvertex3f;
10824 normal3f = rsurface.modelnormal3f;
10828 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10830 index = 3*e[cornerindex];
10831 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10836 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10838 index = 3*e[cornerindex];
10839 VectorCopy(vertex3f + index, v[cornerindex]);
10844 //TriangleNormal(v[0], v[1], v[2], normal);
10845 //if (DotProduct(normal, localnormal) < 0.0f)
10847 // clip by each of the box planes formed from the projection matrix
10848 // if anything survives, we emit the decal
10849 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]);
10852 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]);
10855 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]);
10858 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]);
10861 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]);
10864 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]);
10867 // some part of the triangle survived, so we have to accept it...
10870 // dynamic always uses the original triangle
10872 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10874 index = 3*e[cornerindex];
10875 VectorCopy(vertex3f + index, v[cornerindex]);
10878 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10880 // convert vertex positions to texcoords
10881 Matrix4x4_Transform(projection, v[cornerindex], temp);
10882 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10883 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10884 // calculate distance fade from the projection origin
10885 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10886 f = bound(0.0f, f, 1.0f);
10887 c[cornerindex][0] = r * f;
10888 c[cornerindex][1] = g * f;
10889 c[cornerindex][2] = b * f;
10890 c[cornerindex][3] = 1.0f;
10891 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10894 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);
10896 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10897 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);
10899 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10901 matrix4x4_t projection;
10902 decalsystem_t *decalsystem;
10905 const msurface_t *surface;
10906 const msurface_t *surfaces;
10907 const int *surfacelist;
10908 const texture_t *texture;
10910 int numsurfacelist;
10911 int surfacelistindex;
10914 float localorigin[3];
10915 float localnormal[3];
10916 float localmins[3];
10917 float localmaxs[3];
10920 float planes[6][4];
10923 int bih_triangles_count;
10924 int bih_triangles[256];
10925 int bih_surfaces[256];
10927 decalsystem = &ent->decalsystem;
10928 model = ent->model;
10929 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10931 R_DecalSystem_Reset(&ent->decalsystem);
10935 if (!model->brush.data_leafs && !cl_decals_models.integer)
10937 if (decalsystem->model)
10938 R_DecalSystem_Reset(decalsystem);
10942 if (decalsystem->model != model)
10943 R_DecalSystem_Reset(decalsystem);
10944 decalsystem->model = model;
10946 RSurf_ActiveModelEntity(ent, true, false, false);
10948 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10949 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10950 VectorNormalize(localnormal);
10951 localsize = worldsize*rsurface.inversematrixscale;
10952 localmins[0] = localorigin[0] - localsize;
10953 localmins[1] = localorigin[1] - localsize;
10954 localmins[2] = localorigin[2] - localsize;
10955 localmaxs[0] = localorigin[0] + localsize;
10956 localmaxs[1] = localorigin[1] + localsize;
10957 localmaxs[2] = localorigin[2] + localsize;
10959 //VectorCopy(localnormal, planes[4]);
10960 //VectorVectors(planes[4], planes[2], planes[0]);
10961 AnglesFromVectors(angles, localnormal, NULL, false);
10962 AngleVectors(angles, planes[0], planes[2], planes[4]);
10963 VectorNegate(planes[0], planes[1]);
10964 VectorNegate(planes[2], planes[3]);
10965 VectorNegate(planes[4], planes[5]);
10966 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10967 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10968 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10969 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10970 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10971 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10976 matrix4x4_t forwardprojection;
10977 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10978 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10983 float projectionvector[4][3];
10984 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10985 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10986 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10987 projectionvector[0][0] = planes[0][0] * ilocalsize;
10988 projectionvector[0][1] = planes[1][0] * ilocalsize;
10989 projectionvector[0][2] = planes[2][0] * ilocalsize;
10990 projectionvector[1][0] = planes[0][1] * ilocalsize;
10991 projectionvector[1][1] = planes[1][1] * ilocalsize;
10992 projectionvector[1][2] = planes[2][1] * ilocalsize;
10993 projectionvector[2][0] = planes[0][2] * ilocalsize;
10994 projectionvector[2][1] = planes[1][2] * ilocalsize;
10995 projectionvector[2][2] = planes[2][2] * ilocalsize;
10996 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10997 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10998 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10999 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11003 dynamic = model->surfmesh.isanimated;
11004 numsurfacelist = model->nummodelsurfaces;
11005 surfacelist = model->sortedmodelsurfaces;
11006 surfaces = model->data_surfaces;
11009 bih_triangles_count = -1;
11012 if(model->render_bih.numleafs)
11013 bih = &model->render_bih;
11014 else if(model->collision_bih.numleafs)
11015 bih = &model->collision_bih;
11018 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11019 if(bih_triangles_count == 0)
11021 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11023 if(bih_triangles_count > 0)
11025 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11027 surfaceindex = bih_surfaces[triangleindex];
11028 surface = surfaces + surfaceindex;
11029 texture = surface->texture;
11030 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11032 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11034 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11039 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11041 surfaceindex = surfacelist[surfacelistindex];
11042 surface = surfaces + surfaceindex;
11043 // check cull box first because it rejects more than any other check
11044 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11046 // skip transparent surfaces
11047 texture = surface->texture;
11048 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11050 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11052 numtriangles = surface->num_triangles;
11053 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11054 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11059 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11060 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11062 int renderentityindex;
11063 float worldmins[3];
11064 float worldmaxs[3];
11065 entity_render_t *ent;
11067 if (!cl_decals_newsystem.integer)
11070 worldmins[0] = worldorigin[0] - worldsize;
11071 worldmins[1] = worldorigin[1] - worldsize;
11072 worldmins[2] = worldorigin[2] - worldsize;
11073 worldmaxs[0] = worldorigin[0] + worldsize;
11074 worldmaxs[1] = worldorigin[1] + worldsize;
11075 worldmaxs[2] = worldorigin[2] + worldsize;
11077 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11079 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11081 ent = r_refdef.scene.entities[renderentityindex];
11082 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11085 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11089 typedef struct r_decalsystem_splatqueue_s
11091 vec3_t worldorigin;
11092 vec3_t worldnormal;
11098 r_decalsystem_splatqueue_t;
11100 int r_decalsystem_numqueued = 0;
11101 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11103 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)
11105 r_decalsystem_splatqueue_t *queue;
11107 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11110 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11111 VectorCopy(worldorigin, queue->worldorigin);
11112 VectorCopy(worldnormal, queue->worldnormal);
11113 Vector4Set(queue->color, r, g, b, a);
11114 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11115 queue->worldsize = worldsize;
11116 queue->decalsequence = cl.decalsequence++;
11119 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11122 r_decalsystem_splatqueue_t *queue;
11124 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11125 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);
11126 r_decalsystem_numqueued = 0;
11129 extern cvar_t cl_decals_max;
11130 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11133 decalsystem_t *decalsystem = &ent->decalsystem;
11140 if (!decalsystem->numdecals)
11143 if (r_showsurfaces.integer)
11146 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11148 R_DecalSystem_Reset(decalsystem);
11152 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11153 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11155 if (decalsystem->lastupdatetime)
11156 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11159 decalsystem->lastupdatetime = r_refdef.scene.time;
11160 decal = decalsystem->decals;
11161 numdecals = decalsystem->numdecals;
11163 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11165 if (decal->color4f[0][3])
11167 decal->lived += frametime;
11168 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11170 memset(decal, 0, sizeof(*decal));
11171 if (decalsystem->freedecal > i)
11172 decalsystem->freedecal = i;
11176 decal = decalsystem->decals;
11177 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11180 // collapse the array by shuffling the tail decals into the gaps
11183 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11184 decalsystem->freedecal++;
11185 if (decalsystem->freedecal == numdecals)
11187 decal[decalsystem->freedecal] = decal[--numdecals];
11190 decalsystem->numdecals = numdecals;
11192 if (numdecals <= 0)
11194 // if there are no decals left, reset decalsystem
11195 R_DecalSystem_Reset(decalsystem);
11199 extern skinframe_t *decalskinframe;
11200 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11203 decalsystem_t *decalsystem = &ent->decalsystem;
11212 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11215 numdecals = decalsystem->numdecals;
11219 if (r_showsurfaces.integer)
11222 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11224 R_DecalSystem_Reset(decalsystem);
11228 // if the model is static it doesn't matter what value we give for
11229 // wantnormals and wanttangents, so this logic uses only rules applicable
11230 // to a model, knowing that they are meaningless otherwise
11231 if (ent == r_refdef.scene.worldentity)
11232 RSurf_ActiveWorldEntity();
11234 RSurf_ActiveModelEntity(ent, false, false, false);
11236 decalsystem->lastupdatetime = r_refdef.scene.time;
11237 decal = decalsystem->decals;
11239 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11241 // update vertex positions for animated models
11242 v3f = decalsystem->vertex3f;
11243 c4f = decalsystem->color4f;
11244 t2f = decalsystem->texcoord2f;
11245 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11247 if (!decal->color4f[0][3])
11250 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11254 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11257 // update color values for fading decals
11258 if (decal->lived >= cl_decals_time.value)
11259 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11263 c4f[ 0] = decal->color4f[0][0] * alpha;
11264 c4f[ 1] = decal->color4f[0][1] * alpha;
11265 c4f[ 2] = decal->color4f[0][2] * alpha;
11267 c4f[ 4] = decal->color4f[1][0] * alpha;
11268 c4f[ 5] = decal->color4f[1][1] * alpha;
11269 c4f[ 6] = decal->color4f[1][2] * alpha;
11271 c4f[ 8] = decal->color4f[2][0] * alpha;
11272 c4f[ 9] = decal->color4f[2][1] * alpha;
11273 c4f[10] = decal->color4f[2][2] * alpha;
11276 t2f[0] = decal->texcoord2f[0][0];
11277 t2f[1] = decal->texcoord2f[0][1];
11278 t2f[2] = decal->texcoord2f[1][0];
11279 t2f[3] = decal->texcoord2f[1][1];
11280 t2f[4] = decal->texcoord2f[2][0];
11281 t2f[5] = decal->texcoord2f[2][1];
11283 // update vertex positions for animated models
11284 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11286 e = rsurface.modelelement3i + 3*decal->triangleindex;
11287 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11288 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11289 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11293 VectorCopy(decal->vertex3f[0], v3f);
11294 VectorCopy(decal->vertex3f[1], v3f + 3);
11295 VectorCopy(decal->vertex3f[2], v3f + 6);
11298 if (r_refdef.fogenabled)
11300 alpha = RSurf_FogVertex(v3f);
11301 VectorScale(c4f, alpha, c4f);
11302 alpha = RSurf_FogVertex(v3f + 3);
11303 VectorScale(c4f + 4, alpha, c4f + 4);
11304 alpha = RSurf_FogVertex(v3f + 6);
11305 VectorScale(c4f + 8, alpha, c4f + 8);
11316 r_refdef.stats.drawndecals += numtris;
11318 // now render the decals all at once
11319 // (this assumes they all use one particle font texture!)
11320 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);
11321 // R_Mesh_ResetTextureState();
11322 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11323 GL_DepthMask(false);
11324 GL_DepthRange(0, 1);
11325 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11326 GL_DepthTest(true);
11327 GL_CullFace(GL_NONE);
11328 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11329 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11330 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11334 static void R_DrawModelDecals(void)
11338 // fade faster when there are too many decals
11339 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11340 for (i = 0;i < r_refdef.scene.numentities;i++)
11341 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11343 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11344 for (i = 0;i < r_refdef.scene.numentities;i++)
11345 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11346 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11348 R_DecalSystem_ApplySplatEntitiesQueue();
11350 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11351 for (i = 0;i < r_refdef.scene.numentities;i++)
11352 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11354 r_refdef.stats.totaldecals += numdecals;
11356 if (r_showsurfaces.integer)
11359 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11361 for (i = 0;i < r_refdef.scene.numentities;i++)
11363 if (!r_refdef.viewcache.entityvisible[i])
11365 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11366 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11370 extern cvar_t mod_collision_bih;
11371 static void R_DrawDebugModel(void)
11373 entity_render_t *ent = rsurface.entity;
11374 int i, j, k, l, flagsmask;
11375 const msurface_t *surface;
11376 dp_model_t *model = ent->model;
11379 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11382 if (r_showoverdraw.value > 0)
11384 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11385 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11386 R_SetupShader_Generic_NoTexture(false, false);
11387 GL_DepthTest(false);
11388 GL_DepthMask(false);
11389 GL_DepthRange(0, 1);
11390 GL_BlendFunc(GL_ONE, GL_ONE);
11391 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11393 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11395 rsurface.texture = R_GetCurrentTexture(surface->texture);
11396 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11398 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11399 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11400 if (!rsurface.texture->currentlayers->depthmask)
11401 GL_Color(c, 0, 0, 1.0f);
11402 else if (ent == r_refdef.scene.worldentity)
11403 GL_Color(c, c, c, 1.0f);
11405 GL_Color(0, c, 0, 1.0f);
11406 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11410 rsurface.texture = NULL;
11413 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11415 // R_Mesh_ResetTextureState();
11416 R_SetupShader_Generic_NoTexture(false, false);
11417 GL_DepthRange(0, 1);
11418 GL_DepthTest(!r_showdisabledepthtest.integer);
11419 GL_DepthMask(false);
11420 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11422 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11426 qboolean cullbox = ent == r_refdef.scene.worldentity;
11427 const q3mbrush_t *brush;
11428 const bih_t *bih = &model->collision_bih;
11429 const bih_leaf_t *bihleaf;
11430 float vertex3f[3][3];
11431 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11433 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11435 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11437 switch (bihleaf->type)
11440 brush = model->brush.data_brushes + bihleaf->itemindex;
11441 if (brush->colbrushf && brush->colbrushf->numtriangles)
11443 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);
11444 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11445 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11448 case BIH_COLLISIONTRIANGLE:
11449 triangleindex = bihleaf->itemindex;
11450 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11451 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11452 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11453 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);
11454 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11455 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11457 case BIH_RENDERTRIANGLE:
11458 triangleindex = bihleaf->itemindex;
11459 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11460 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11461 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11462 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);
11463 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11464 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11470 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11473 if (r_showtris.integer && qglPolygonMode)
11475 if (r_showdisabledepthtest.integer)
11477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11478 GL_DepthMask(false);
11482 GL_BlendFunc(GL_ONE, GL_ZERO);
11483 GL_DepthMask(true);
11485 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11486 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11488 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11490 rsurface.texture = R_GetCurrentTexture(surface->texture);
11491 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11493 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11494 if (!rsurface.texture->currentlayers->depthmask)
11495 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11496 else if (ent == r_refdef.scene.worldentity)
11497 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11499 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11500 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11504 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11505 rsurface.texture = NULL;
11508 if (r_shownormals.value != 0 && qglBegin)
11510 if (r_showdisabledepthtest.integer)
11512 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11513 GL_DepthMask(false);
11517 GL_BlendFunc(GL_ONE, GL_ZERO);
11518 GL_DepthMask(true);
11520 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11522 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11524 rsurface.texture = R_GetCurrentTexture(surface->texture);
11525 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11527 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11528 qglBegin(GL_LINES);
11529 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11531 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11533 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11534 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11535 qglVertex3f(v[0], v[1], v[2]);
11536 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11537 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11538 qglVertex3f(v[0], v[1], v[2]);
11541 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11543 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11545 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11546 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11547 qglVertex3f(v[0], v[1], v[2]);
11548 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11549 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11550 qglVertex3f(v[0], v[1], v[2]);
11553 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11555 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11557 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11558 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11559 qglVertex3f(v[0], v[1], v[2]);
11560 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11561 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11562 qglVertex3f(v[0], v[1], v[2]);
11565 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11567 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11569 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11570 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11571 qglVertex3f(v[0], v[1], v[2]);
11572 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11573 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11574 qglVertex3f(v[0], v[1], v[2]);
11581 rsurface.texture = NULL;
11586 int r_maxsurfacelist = 0;
11587 const msurface_t **r_surfacelist = NULL;
11588 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11590 int i, j, endj, flagsmask;
11591 dp_model_t *model = r_refdef.scene.worldmodel;
11592 msurface_t *surfaces;
11593 unsigned char *update;
11594 int numsurfacelist = 0;
11598 if (r_maxsurfacelist < model->num_surfaces)
11600 r_maxsurfacelist = model->num_surfaces;
11602 Mem_Free((msurface_t**)r_surfacelist);
11603 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11606 RSurf_ActiveWorldEntity();
11608 surfaces = model->data_surfaces;
11609 update = model->brushq1.lightmapupdateflags;
11611 // update light styles on this submodel
11612 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11614 model_brush_lightstyleinfo_t *style;
11615 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11617 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11619 int *list = style->surfacelist;
11620 style->value = r_refdef.scene.lightstylevalue[style->style];
11621 for (j = 0;j < style->numsurfaces;j++)
11622 update[list[j]] = true;
11627 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11631 R_DrawDebugModel();
11632 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11636 rsurface.lightmaptexture = NULL;
11637 rsurface.deluxemaptexture = NULL;
11638 rsurface.uselightmaptexture = false;
11639 rsurface.texture = NULL;
11640 rsurface.rtlight = NULL;
11641 numsurfacelist = 0;
11642 // add visible surfaces to draw list
11643 for (i = 0;i < model->nummodelsurfaces;i++)
11645 j = model->sortedmodelsurfaces[i];
11646 if (r_refdef.viewcache.world_surfacevisible[j])
11647 r_surfacelist[numsurfacelist++] = surfaces + j;
11649 // update lightmaps if needed
11650 if (model->brushq1.firstrender)
11652 model->brushq1.firstrender = false;
11653 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11655 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11659 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11660 if (r_refdef.viewcache.world_surfacevisible[j])
11662 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11664 // don't do anything if there were no surfaces
11665 if (!numsurfacelist)
11667 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11670 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11672 // add to stats if desired
11673 if (r_speeds.integer && !skysurfaces && !depthonly)
11675 r_refdef.stats.world_surfaces += numsurfacelist;
11676 for (j = 0;j < numsurfacelist;j++)
11677 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11680 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11683 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11685 int i, j, endj, flagsmask;
11686 dp_model_t *model = ent->model;
11687 msurface_t *surfaces;
11688 unsigned char *update;
11689 int numsurfacelist = 0;
11693 if (r_maxsurfacelist < model->num_surfaces)
11695 r_maxsurfacelist = model->num_surfaces;
11697 Mem_Free((msurface_t **)r_surfacelist);
11698 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11701 // if the model is static it doesn't matter what value we give for
11702 // wantnormals and wanttangents, so this logic uses only rules applicable
11703 // to a model, knowing that they are meaningless otherwise
11704 if (ent == r_refdef.scene.worldentity)
11705 RSurf_ActiveWorldEntity();
11706 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11707 RSurf_ActiveModelEntity(ent, false, false, false);
11709 RSurf_ActiveModelEntity(ent, true, true, true);
11710 else if (depthonly)
11712 switch (vid.renderpath)
11714 case RENDERPATH_GL20:
11715 case RENDERPATH_D3D9:
11716 case RENDERPATH_D3D10:
11717 case RENDERPATH_D3D11:
11718 case RENDERPATH_SOFT:
11719 case RENDERPATH_GLES2:
11720 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11722 case RENDERPATH_GL11:
11723 case RENDERPATH_GL13:
11724 case RENDERPATH_GLES1:
11725 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11731 switch (vid.renderpath)
11733 case RENDERPATH_GL20:
11734 case RENDERPATH_D3D9:
11735 case RENDERPATH_D3D10:
11736 case RENDERPATH_D3D11:
11737 case RENDERPATH_SOFT:
11738 case RENDERPATH_GLES2:
11739 RSurf_ActiveModelEntity(ent, true, true, false);
11741 case RENDERPATH_GL11:
11742 case RENDERPATH_GL13:
11743 case RENDERPATH_GLES1:
11744 RSurf_ActiveModelEntity(ent, true, false, false);
11749 surfaces = model->data_surfaces;
11750 update = model->brushq1.lightmapupdateflags;
11752 // update light styles
11753 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11755 model_brush_lightstyleinfo_t *style;
11756 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11758 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11760 int *list = style->surfacelist;
11761 style->value = r_refdef.scene.lightstylevalue[style->style];
11762 for (j = 0;j < style->numsurfaces;j++)
11763 update[list[j]] = true;
11768 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11772 R_DrawDebugModel();
11773 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11777 rsurface.lightmaptexture = NULL;
11778 rsurface.deluxemaptexture = NULL;
11779 rsurface.uselightmaptexture = false;
11780 rsurface.texture = NULL;
11781 rsurface.rtlight = NULL;
11782 numsurfacelist = 0;
11783 // add visible surfaces to draw list
11784 for (i = 0;i < model->nummodelsurfaces;i++)
11785 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11786 // don't do anything if there were no surfaces
11787 if (!numsurfacelist)
11789 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11792 // update lightmaps if needed
11796 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11801 R_BuildLightMap(ent, surfaces + j);
11806 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11808 R_BuildLightMap(ent, surfaces + j);
11809 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11811 // add to stats if desired
11812 if (r_speeds.integer && !skysurfaces && !depthonly)
11814 r_refdef.stats.entities_surfaces += numsurfacelist;
11815 for (j = 0;j < numsurfacelist;j++)
11816 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11819 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11822 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11824 static texture_t texture;
11825 static msurface_t surface;
11826 const msurface_t *surfacelist = &surface;
11828 // fake enough texture and surface state to render this geometry
11830 texture.update_lastrenderframe = -1; // regenerate this texture
11831 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11832 texture.currentskinframe = skinframe;
11833 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11834 texture.offsetmapping = OFFSETMAPPING_OFF;
11835 texture.offsetscale = 1;
11836 texture.specularscalemod = 1;
11837 texture.specularpowermod = 1;
11839 surface.texture = &texture;
11840 surface.num_triangles = numtriangles;
11841 surface.num_firsttriangle = firsttriangle;
11842 surface.num_vertices = numvertices;
11843 surface.num_firstvertex = firstvertex;
11846 rsurface.texture = R_GetCurrentTexture(surface.texture);
11847 rsurface.lightmaptexture = NULL;
11848 rsurface.deluxemaptexture = NULL;
11849 rsurface.uselightmaptexture = false;
11850 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11853 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11855 static msurface_t surface;
11856 const msurface_t *surfacelist = &surface;
11858 // fake enough texture and surface state to render this geometry
11859 surface.texture = texture;
11860 surface.num_triangles = numtriangles;
11861 surface.num_firsttriangle = firsttriangle;
11862 surface.num_vertices = numvertices;
11863 surface.num_firstvertex = firstvertex;
11866 rsurface.texture = R_GetCurrentTexture(surface.texture);
11867 rsurface.lightmaptexture = NULL;
11868 rsurface.deluxemaptexture = NULL;
11869 rsurface.uselightmaptexture = false;
11870 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);