2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 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."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 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."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 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"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 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"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 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)"};
144 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"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 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"};
151 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"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 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"};
155 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)"};
156 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)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 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)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 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)"};
164 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)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 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"};
167 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."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 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)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 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"};
185 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"};
186 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)"};
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
195 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
196 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
197 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
198 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
199 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
201 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
202 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
212 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"};
214 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"};
216 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
218 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
220 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
221 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"};
223 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."};
225 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)"};
227 extern cvar_t v_glslgamma;
228 extern cvar_t v_glslgamma_2d;
230 extern qboolean v_flipped_state;
232 r_framebufferstate_t r_fb;
234 /// shadow volume bsp struct with automatically growing nodes buffer
237 rtexture_t *r_texture_blanknormalmap;
238 rtexture_t *r_texture_white;
239 rtexture_t *r_texture_grey128;
240 rtexture_t *r_texture_black;
241 rtexture_t *r_texture_notexture;
242 rtexture_t *r_texture_whitecube;
243 rtexture_t *r_texture_normalizationcube;
244 rtexture_t *r_texture_fogattenuation;
245 rtexture_t *r_texture_fogheighttexture;
246 rtexture_t *r_texture_gammaramps;
247 unsigned int r_texture_gammaramps_serial;
248 //rtexture_t *r_texture_fogintensity;
249 rtexture_t *r_texture_reflectcube;
251 // TODO: hash lookups?
252 typedef struct cubemapinfo_s
259 int r_texture_numcubemaps;
260 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
262 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
263 unsigned int r_numqueries;
264 unsigned int r_maxqueries;
266 typedef struct r_qwskincache_s
268 char name[MAX_QPATH];
269 skinframe_t *skinframe;
273 static r_qwskincache_t *r_qwskincache;
274 static int r_qwskincache_size;
276 /// vertex coordinates for a quad that covers the screen exactly
277 extern const float r_screenvertex3f[12];
278 extern const float r_d3dscreenvertex3f[12];
279 const float r_screenvertex3f[12] =
286 const float r_d3dscreenvertex3f[12] =
294 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
297 for (i = 0;i < verts;i++)
308 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
311 for (i = 0;i < verts;i++)
321 // FIXME: move this to client?
324 if (gamemode == GAME_NEHAHRA)
326 Cvar_Set("gl_fogenable", "0");
327 Cvar_Set("gl_fogdensity", "0.2");
328 Cvar_Set("gl_fogred", "0.3");
329 Cvar_Set("gl_foggreen", "0.3");
330 Cvar_Set("gl_fogblue", "0.3");
332 r_refdef.fog_density = 0;
333 r_refdef.fog_red = 0;
334 r_refdef.fog_green = 0;
335 r_refdef.fog_blue = 0;
336 r_refdef.fog_alpha = 1;
337 r_refdef.fog_start = 0;
338 r_refdef.fog_end = 16384;
339 r_refdef.fog_height = 1<<30;
340 r_refdef.fog_fadedepth = 128;
341 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
344 static void R_BuildBlankTextures(void)
346 unsigned char data[4];
347 data[2] = 128; // normal X
348 data[1] = 128; // normal Y
349 data[0] = 255; // normal Z
350 data[3] = 255; // height
351 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
356 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
361 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
366 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
369 static void R_BuildNoTexture(void)
372 unsigned char pix[16][16][4];
373 // this makes a light grey/dark grey checkerboard texture
374 for (y = 0;y < 16;y++)
376 for (x = 0;x < 16;x++)
378 if ((y < 8) ^ (x < 8))
394 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
397 static void R_BuildWhiteCube(void)
399 unsigned char data[6*1*1*4];
400 memset(data, 255, sizeof(data));
401 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
404 static void R_BuildNormalizationCube(void)
408 vec_t s, t, intensity;
411 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
412 for (side = 0;side < 6;side++)
414 for (y = 0;y < NORMSIZE;y++)
416 for (x = 0;x < NORMSIZE;x++)
418 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
419 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
454 intensity = 127.0f / sqrt(DotProduct(v, v));
455 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
456 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
457 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
458 data[((side*64+y)*64+x)*4+3] = 255;
462 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
466 static void R_BuildFogTexture(void)
470 unsigned char data1[FOGWIDTH][4];
471 //unsigned char data2[FOGWIDTH][4];
474 r_refdef.fogmasktable_start = r_refdef.fog_start;
475 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
476 r_refdef.fogmasktable_range = r_refdef.fogrange;
477 r_refdef.fogmasktable_density = r_refdef.fog_density;
479 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
480 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
482 d = (x * r - r_refdef.fogmasktable_start);
483 if(developer_extra.integer)
484 Con_DPrintf("%f ", d);
486 if (r_fog_exp2.integer)
487 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
489 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
490 if(developer_extra.integer)
491 Con_DPrintf(" : %f ", alpha);
492 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
493 if(developer_extra.integer)
494 Con_DPrintf(" = %f\n", alpha);
495 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
498 for (x = 0;x < FOGWIDTH;x++)
500 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
505 //data2[x][0] = 255 - b;
506 //data2[x][1] = 255 - b;
507 //data2[x][2] = 255 - b;
510 if (r_texture_fogattenuation)
512 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
513 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
518 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
522 static void R_BuildFogHeightTexture(void)
524 unsigned char *inpixels;
532 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
533 if (r_refdef.fogheighttexturename[0])
534 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
537 r_refdef.fog_height_tablesize = 0;
538 if (r_texture_fogheighttexture)
539 R_FreeTexture(r_texture_fogheighttexture);
540 r_texture_fogheighttexture = NULL;
541 if (r_refdef.fog_height_table2d)
542 Mem_Free(r_refdef.fog_height_table2d);
543 r_refdef.fog_height_table2d = NULL;
544 if (r_refdef.fog_height_table1d)
545 Mem_Free(r_refdef.fog_height_table1d);
546 r_refdef.fog_height_table1d = NULL;
550 r_refdef.fog_height_tablesize = size;
551 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
552 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
553 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
555 // LordHavoc: now the magic - what is that table2d for? it is a cooked
556 // average fog color table accounting for every fog layer between a point
557 // and the camera. (Note: attenuation is handled separately!)
558 for (y = 0;y < size;y++)
560 for (x = 0;x < size;x++)
566 for (j = x;j <= y;j++)
568 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
574 for (j = x;j >= y;j--)
576 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
582 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
587 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
590 //=======================================================================================================================================================
592 static const char *builtinshaderstring =
593 #include "shader_glsl.h"
596 const char *builtinhlslshaderstring =
597 #include "shader_hlsl.h"
600 char *glslshaderstring = NULL;
601 char *hlslshaderstring = NULL;
603 //=======================================================================================================================================================
605 typedef struct shaderpermutationinfo_s
610 shaderpermutationinfo_t;
612 typedef struct shadermodeinfo_s
614 const char *vertexfilename;
615 const char *geometryfilename;
616 const char *fragmentfilename;
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {"#define USEDIFFUSE\n", " diffuse"},
626 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627 {"#define USEVIEWTINT\n", " viewtint"},
628 {"#define USECOLORMAPPING\n", " colormapping"},
629 {"#define USESATURATION\n", " saturation"},
630 {"#define USEFOGINSIDE\n", " foginside"},
631 {"#define USEFOGOUTSIDE\n", " fogoutside"},
632 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634 {"#define USEGAMMARAMPS\n", " gammaramps"},
635 {"#define USECUBEFILTER\n", " cubefilter"},
636 {"#define USEGLOW\n", " glow"},
637 {"#define USEBLOOM\n", " bloom"},
638 {"#define USESPECULAR\n", " specular"},
639 {"#define USEPOSTPROCESSING\n", " postprocessing"},
640 {"#define USEREFLECTION\n", " reflection"},
641 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
645 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
646 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
647 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
648 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
649 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
650 {"#define USEALPHAKILL\n", " alphakill"},
651 {"#define USEREFLECTCUBE\n", " reflectcube"},
652 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
653 {"#define USEBOUNCEGRID\n", " bouncegrid"},
654 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
655 {"#define USETRIPPY\n", " trippy"},
658 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
659 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
661 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
681 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
683 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
703 struct r_glsl_permutation_s;
704 typedef struct r_glsl_permutation_s
707 struct r_glsl_permutation_s *hashnext;
709 unsigned int permutation;
711 /// indicates if we have tried compiling this permutation already
713 /// 0 if compilation failed
715 // texture units assigned to each detected uniform
716 int tex_Texture_First;
717 int tex_Texture_Second;
718 int tex_Texture_GammaRamps;
719 int tex_Texture_Normal;
720 int tex_Texture_Color;
721 int tex_Texture_Gloss;
722 int tex_Texture_Glow;
723 int tex_Texture_SecondaryNormal;
724 int tex_Texture_SecondaryColor;
725 int tex_Texture_SecondaryGloss;
726 int tex_Texture_SecondaryGlow;
727 int tex_Texture_Pants;
728 int tex_Texture_Shirt;
729 int tex_Texture_FogHeightTexture;
730 int tex_Texture_FogMask;
731 int tex_Texture_Lightmap;
732 int tex_Texture_Deluxemap;
733 int tex_Texture_Attenuation;
734 int tex_Texture_Cube;
735 int tex_Texture_Refraction;
736 int tex_Texture_Reflection;
737 int tex_Texture_ShadowMap2D;
738 int tex_Texture_CubeProjection;
739 int tex_Texture_ScreenDepth;
740 int tex_Texture_ScreenNormalMap;
741 int tex_Texture_ScreenDiffuse;
742 int tex_Texture_ScreenSpecular;
743 int tex_Texture_ReflectMask;
744 int tex_Texture_ReflectCube;
745 int tex_Texture_BounceGrid;
746 /// locations of detected uniforms in program object, or -1 if not found
747 int loc_Texture_First;
748 int loc_Texture_Second;
749 int loc_Texture_GammaRamps;
750 int loc_Texture_Normal;
751 int loc_Texture_Color;
752 int loc_Texture_Gloss;
753 int loc_Texture_Glow;
754 int loc_Texture_SecondaryNormal;
755 int loc_Texture_SecondaryColor;
756 int loc_Texture_SecondaryGloss;
757 int loc_Texture_SecondaryGlow;
758 int loc_Texture_Pants;
759 int loc_Texture_Shirt;
760 int loc_Texture_FogHeightTexture;
761 int loc_Texture_FogMask;
762 int loc_Texture_Lightmap;
763 int loc_Texture_Deluxemap;
764 int loc_Texture_Attenuation;
765 int loc_Texture_Cube;
766 int loc_Texture_Refraction;
767 int loc_Texture_Reflection;
768 int loc_Texture_ShadowMap2D;
769 int loc_Texture_CubeProjection;
770 int loc_Texture_ScreenDepth;
771 int loc_Texture_ScreenNormalMap;
772 int loc_Texture_ScreenDiffuse;
773 int loc_Texture_ScreenSpecular;
774 int loc_Texture_ReflectMask;
775 int loc_Texture_ReflectCube;
776 int loc_Texture_BounceGrid;
778 int loc_BloomBlur_Parameters;
780 int loc_Color_Ambient;
781 int loc_Color_Diffuse;
782 int loc_Color_Specular;
786 int loc_DeferredColor_Ambient;
787 int loc_DeferredColor_Diffuse;
788 int loc_DeferredColor_Specular;
789 int loc_DeferredMod_Diffuse;
790 int loc_DeferredMod_Specular;
791 int loc_DistortScaleRefractReflect;
794 int loc_FogHeightFade;
796 int loc_FogPlaneViewDist;
797 int loc_FogRangeRecip;
800 int loc_LightPosition;
801 int loc_OffsetMapping_ScaleSteps;
802 int loc_OffsetMapping_LodDistance;
803 int loc_OffsetMapping_Bias;
805 int loc_ReflectColor;
806 int loc_ReflectFactor;
807 int loc_ReflectOffset;
808 int loc_RefractColor;
810 int loc_ScreenCenterRefractReflect;
811 int loc_ScreenScaleRefractReflect;
812 int loc_ScreenToDepth;
813 int loc_ShadowMap_Parameters;
814 int loc_ShadowMap_TextureScale;
815 int loc_SpecularPower;
820 int loc_ViewTintColor;
822 int loc_ModelToLight;
824 int loc_BackgroundTexMatrix;
825 int loc_ModelViewProjectionMatrix;
826 int loc_ModelViewMatrix;
827 int loc_PixelToScreenTexCoord;
828 int loc_ModelToReflectCube;
829 int loc_ShadowMapMatrix;
830 int loc_BloomColorSubtract;
831 int loc_NormalmapScrollBlend;
832 int loc_BounceGridMatrix;
833 int loc_BounceGridIntensity;
835 r_glsl_permutation_t;
837 #define SHADERPERMUTATION_HASHSIZE 256
840 // non-degradable "lightweight" shader parameters to keep the permutations simpler
841 // these can NOT degrade! only use for simple stuff
844 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
845 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
846 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
847 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
850 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
851 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
853 #define SHADERSTATICPARMS_COUNT 8
855 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
856 static int shaderstaticparms_count = 0;
858 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
859 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
860 qboolean R_CompileShader_CheckStaticParms(void)
862 static int r_compileshader_staticparms_save[1];
863 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
864 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
867 if (r_glsl_saturation_redcompensate.integer)
868 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
869 if (r_glsl_vertextextureblend_usebothalphas.integer)
870 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
871 if (r_shadow_glossexact.integer)
872 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
873 if (r_glsl_postprocess.integer)
875 if (r_glsl_postprocess_uservec1_enable.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
877 if (r_glsl_postprocess_uservec2_enable.integer)
878 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
879 if (r_glsl_postprocess_uservec3_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
881 if (r_glsl_postprocess_uservec4_enable.integer)
882 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
884 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
886 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
889 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
890 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
891 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
893 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
894 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
896 shaderstaticparms_count = 0;
899 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
909 /// information about each possible shader permutation
910 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
911 /// currently selected permutation
912 r_glsl_permutation_t *r_glsl_permutation;
913 /// storage for permutations linked in the hash table
914 memexpandablearray_t r_glsl_permutationarray;
916 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
918 //unsigned int hashdepth = 0;
919 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
920 r_glsl_permutation_t *p;
921 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
923 if (p->mode == mode && p->permutation == permutation)
925 //if (hashdepth > 10)
926 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
931 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
933 p->permutation = permutation;
934 p->hashnext = r_glsl_permutationhash[mode][hashindex];
935 r_glsl_permutationhash[mode][hashindex] = p;
936 //if (hashdepth > 10)
937 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
941 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
944 if (!filename || !filename[0])
946 if (!strcmp(filename, "glsl/default.glsl"))
948 if (!glslshaderstring)
950 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
951 if (glslshaderstring)
952 Con_DPrintf("Loading shaders from file %s...\n", filename);
954 glslshaderstring = (char *)builtinshaderstring;
956 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
957 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
960 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
963 if (printfromdisknotice)
964 Con_DPrintf("from disk %s... ", filename);
970 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
974 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
975 char *vertexstring, *geometrystring, *fragmentstring;
976 char permutationname[256];
977 int vertstrings_count = 0;
978 int geomstrings_count = 0;
979 int fragstrings_count = 0;
980 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
981 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
989 permutationname[0] = 0;
990 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
991 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
992 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
994 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
996 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
997 if(vid.support.gl20shaders130)
999 vertstrings_list[vertstrings_count++] = "#version 130\n";
1000 geomstrings_list[geomstrings_count++] = "#version 130\n";
1001 fragstrings_list[fragstrings_count++] = "#version 130\n";
1002 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1003 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1004 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1007 // the first pretext is which type of shader to compile as
1008 // (later these will all be bound together as a program object)
1009 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1010 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1011 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1013 // the second pretext is the mode (for example a light source)
1014 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1015 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1016 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1017 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1019 // now add all the permutation pretexts
1020 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1022 if (permutation & (1<<i))
1024 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1025 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1026 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1027 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1031 // keep line numbers correct
1032 vertstrings_list[vertstrings_count++] = "\n";
1033 geomstrings_list[geomstrings_count++] = "\n";
1034 fragstrings_list[fragstrings_count++] = "\n";
1039 R_CompileShader_AddStaticParms(mode, permutation);
1040 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1041 vertstrings_count += shaderstaticparms_count;
1042 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1043 geomstrings_count += shaderstaticparms_count;
1044 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1045 fragstrings_count += shaderstaticparms_count;
1047 // now append the shader text itself
1048 vertstrings_list[vertstrings_count++] = vertexstring;
1049 geomstrings_list[geomstrings_count++] = geometrystring;
1050 fragstrings_list[fragstrings_count++] = fragmentstring;
1052 // if any sources were NULL, clear the respective list
1054 vertstrings_count = 0;
1055 if (!geometrystring)
1056 geomstrings_count = 0;
1057 if (!fragmentstring)
1058 fragstrings_count = 0;
1060 // compile the shader program
1061 if (vertstrings_count + geomstrings_count + fragstrings_count)
1062 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1066 qglUseProgram(p->program);CHECKGLERROR
1067 // look up all the uniform variable names we care about, so we don't
1068 // have to look them up every time we set them
1070 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1071 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1072 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1073 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1074 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1075 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1076 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1077 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1078 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1079 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1080 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1081 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1082 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1083 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1084 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1085 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1086 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1087 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1088 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1089 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1090 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1091 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1092 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1093 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1094 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1095 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1096 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1097 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1098 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1099 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1100 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1101 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1102 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1103 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1104 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1105 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1106 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1107 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1108 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1109 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1110 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1111 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1112 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1113 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1114 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1115 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1116 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1117 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1118 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1119 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1120 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1121 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1122 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1123 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1124 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1125 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1126 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1127 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1128 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1129 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1130 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1131 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1132 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1133 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1134 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1135 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1136 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1137 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1138 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1139 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1140 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1141 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1142 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1143 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1144 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1145 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1146 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1147 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1148 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1149 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1150 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1151 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1152 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1153 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1154 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1155 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1156 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1157 // initialize the samplers to refer to the texture units we use
1158 p->tex_Texture_First = -1;
1159 p->tex_Texture_Second = -1;
1160 p->tex_Texture_GammaRamps = -1;
1161 p->tex_Texture_Normal = -1;
1162 p->tex_Texture_Color = -1;
1163 p->tex_Texture_Gloss = -1;
1164 p->tex_Texture_Glow = -1;
1165 p->tex_Texture_SecondaryNormal = -1;
1166 p->tex_Texture_SecondaryColor = -1;
1167 p->tex_Texture_SecondaryGloss = -1;
1168 p->tex_Texture_SecondaryGlow = -1;
1169 p->tex_Texture_Pants = -1;
1170 p->tex_Texture_Shirt = -1;
1171 p->tex_Texture_FogHeightTexture = -1;
1172 p->tex_Texture_FogMask = -1;
1173 p->tex_Texture_Lightmap = -1;
1174 p->tex_Texture_Deluxemap = -1;
1175 p->tex_Texture_Attenuation = -1;
1176 p->tex_Texture_Cube = -1;
1177 p->tex_Texture_Refraction = -1;
1178 p->tex_Texture_Reflection = -1;
1179 p->tex_Texture_ShadowMap2D = -1;
1180 p->tex_Texture_CubeProjection = -1;
1181 p->tex_Texture_ScreenDepth = -1;
1182 p->tex_Texture_ScreenNormalMap = -1;
1183 p->tex_Texture_ScreenDiffuse = -1;
1184 p->tex_Texture_ScreenSpecular = -1;
1185 p->tex_Texture_ReflectMask = -1;
1186 p->tex_Texture_ReflectCube = -1;
1187 p->tex_Texture_BounceGrid = -1;
1189 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1190 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1191 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1192 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1193 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1194 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1195 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1196 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1200 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1201 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1202 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1203 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1204 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1205 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1206 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1207 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1208 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1209 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1210 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1211 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1212 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1216 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1218 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1220 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1223 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1227 Mem_Free(vertexstring);
1229 Mem_Free(geometrystring);
1231 Mem_Free(fragmentstring);
1234 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1236 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1237 if (r_glsl_permutation != perm)
1239 r_glsl_permutation = perm;
1240 if (!r_glsl_permutation->program)
1242 if (!r_glsl_permutation->compiled)
1243 R_GLSL_CompilePermutation(perm, mode, permutation);
1244 if (!r_glsl_permutation->program)
1246 // remove features until we find a valid permutation
1248 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1250 // reduce i more quickly whenever it would not remove any bits
1251 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1252 if (!(permutation & j))
1255 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1256 if (!r_glsl_permutation->compiled)
1257 R_GLSL_CompilePermutation(perm, mode, permutation);
1258 if (r_glsl_permutation->program)
1261 if (i >= SHADERPERMUTATION_COUNT)
1263 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1264 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1265 qglUseProgram(0);CHECKGLERROR
1266 return; // no bit left to clear, entire mode is broken
1271 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1273 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1274 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1275 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1282 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1283 extern D3DCAPS9 vid_d3d9caps;
1286 struct r_hlsl_permutation_s;
1287 typedef struct r_hlsl_permutation_s
1289 /// hash lookup data
1290 struct r_hlsl_permutation_s *hashnext;
1292 unsigned int permutation;
1294 /// indicates if we have tried compiling this permutation already
1296 /// NULL if compilation failed
1297 IDirect3DVertexShader9 *vertexshader;
1298 IDirect3DPixelShader9 *pixelshader;
1300 r_hlsl_permutation_t;
1302 typedef enum D3DVSREGISTER_e
1304 D3DVSREGISTER_TexMatrix = 0, // float4x4
1305 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1306 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1307 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1308 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1309 D3DVSREGISTER_ModelToLight = 20, // float4x4
1310 D3DVSREGISTER_EyePosition = 24,
1311 D3DVSREGISTER_FogPlane = 25,
1312 D3DVSREGISTER_LightDir = 26,
1313 D3DVSREGISTER_LightPosition = 27,
1317 typedef enum D3DPSREGISTER_e
1319 D3DPSREGISTER_Alpha = 0,
1320 D3DPSREGISTER_BloomBlur_Parameters = 1,
1321 D3DPSREGISTER_ClientTime = 2,
1322 D3DPSREGISTER_Color_Ambient = 3,
1323 D3DPSREGISTER_Color_Diffuse = 4,
1324 D3DPSREGISTER_Color_Specular = 5,
1325 D3DPSREGISTER_Color_Glow = 6,
1326 D3DPSREGISTER_Color_Pants = 7,
1327 D3DPSREGISTER_Color_Shirt = 8,
1328 D3DPSREGISTER_DeferredColor_Ambient = 9,
1329 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1330 D3DPSREGISTER_DeferredColor_Specular = 11,
1331 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1332 D3DPSREGISTER_DeferredMod_Specular = 13,
1333 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1334 D3DPSREGISTER_EyePosition = 15, // unused
1335 D3DPSREGISTER_FogColor = 16,
1336 D3DPSREGISTER_FogHeightFade = 17,
1337 D3DPSREGISTER_FogPlane = 18,
1338 D3DPSREGISTER_FogPlaneViewDist = 19,
1339 D3DPSREGISTER_FogRangeRecip = 20,
1340 D3DPSREGISTER_LightColor = 21,
1341 D3DPSREGISTER_LightDir = 22, // unused
1342 D3DPSREGISTER_LightPosition = 23,
1343 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1344 D3DPSREGISTER_PixelSize = 25,
1345 D3DPSREGISTER_ReflectColor = 26,
1346 D3DPSREGISTER_ReflectFactor = 27,
1347 D3DPSREGISTER_ReflectOffset = 28,
1348 D3DPSREGISTER_RefractColor = 29,
1349 D3DPSREGISTER_Saturation = 30,
1350 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1351 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1352 D3DPSREGISTER_ScreenToDepth = 33,
1353 D3DPSREGISTER_ShadowMap_Parameters = 34,
1354 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1355 D3DPSREGISTER_SpecularPower = 36,
1356 D3DPSREGISTER_UserVec1 = 37,
1357 D3DPSREGISTER_UserVec2 = 38,
1358 D3DPSREGISTER_UserVec3 = 39,
1359 D3DPSREGISTER_UserVec4 = 40,
1360 D3DPSREGISTER_ViewTintColor = 41,
1361 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1362 D3DPSREGISTER_BloomColorSubtract = 43,
1363 D3DPSREGISTER_ViewToLight = 44, // float4x4
1364 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1365 D3DPSREGISTER_NormalmapScrollBlend = 52,
1366 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1367 D3DPSREGISTER_OffsetMapping_Bias = 54,
1372 /// information about each possible shader permutation
1373 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1374 /// currently selected permutation
1375 r_hlsl_permutation_t *r_hlsl_permutation;
1376 /// storage for permutations linked in the hash table
1377 memexpandablearray_t r_hlsl_permutationarray;
1379 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1381 //unsigned int hashdepth = 0;
1382 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1383 r_hlsl_permutation_t *p;
1384 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1386 if (p->mode == mode && p->permutation == permutation)
1388 //if (hashdepth > 10)
1389 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1394 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1396 p->permutation = permutation;
1397 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1398 r_hlsl_permutationhash[mode][hashindex] = p;
1399 //if (hashdepth > 10)
1400 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1404 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1407 if (!filename || !filename[0])
1409 if (!strcmp(filename, "hlsl/default.hlsl"))
1411 if (!hlslshaderstring)
1413 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1414 if (hlslshaderstring)
1415 Con_DPrintf("Loading shaders from file %s...\n", filename);
1417 hlslshaderstring = (char *)builtinhlslshaderstring;
1419 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1420 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1421 return shaderstring;
1423 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1426 if (printfromdisknotice)
1427 Con_DPrintf("from disk %s... ", filename);
1428 return shaderstring;
1430 return shaderstring;
1434 //#include <d3dx9shader.h>
1435 //#include <d3dx9mesh.h>
1437 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1439 DWORD *vsbin = NULL;
1440 DWORD *psbin = NULL;
1441 fs_offset_t vsbinsize;
1442 fs_offset_t psbinsize;
1443 // IDirect3DVertexShader9 *vs = NULL;
1444 // IDirect3DPixelShader9 *ps = NULL;
1445 ID3DXBuffer *vslog = NULL;
1446 ID3DXBuffer *vsbuffer = NULL;
1447 ID3DXConstantTable *vsconstanttable = NULL;
1448 ID3DXBuffer *pslog = NULL;
1449 ID3DXBuffer *psbuffer = NULL;
1450 ID3DXConstantTable *psconstanttable = NULL;
1453 char temp[MAX_INPUTLINE];
1454 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1455 qboolean debugshader = gl_paranoid.integer != 0;
1456 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1460 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1461 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1463 if ((!vsbin && vertstring) || (!psbin && fragstring))
1465 const char* dllnames_d3dx9 [] =
1489 dllhandle_t d3dx9_dll = NULL;
1490 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1491 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1492 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1493 dllfunction_t d3dx9_dllfuncs[] =
1495 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1496 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1497 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1500 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1502 DWORD shaderflags = 0;
1504 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1505 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1506 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1507 if (vertstring && vertstring[0])
1511 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1512 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1513 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1514 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1517 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1520 vsbinsize = vsbuffer->GetBufferSize();
1521 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1522 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1523 vsbuffer->Release();
1527 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1528 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1532 if (fragstring && fragstring[0])
1536 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1537 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1538 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1539 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1542 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1545 psbinsize = psbuffer->GetBufferSize();
1546 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1547 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1548 psbuffer->Release();
1552 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1553 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1557 Sys_UnloadLibrary(&d3dx9_dll);
1560 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1564 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1565 if (FAILED(vsresult))
1566 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1567 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1568 if (FAILED(psresult))
1569 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1571 // free the shader data
1572 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1573 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1576 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1579 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1580 int vertstring_length = 0;
1581 int geomstring_length = 0;
1582 int fragstring_length = 0;
1584 char *vertexstring, *geometrystring, *fragmentstring;
1585 char *vertstring, *geomstring, *fragstring;
1586 char permutationname[256];
1587 char cachename[256];
1588 int vertstrings_count = 0;
1589 int geomstrings_count = 0;
1590 int fragstrings_count = 0;
1591 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1592 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1598 p->vertexshader = NULL;
1599 p->pixelshader = NULL;
1601 permutationname[0] = 0;
1603 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1604 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1605 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1607 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1608 strlcat(cachename, "hlsl/", sizeof(cachename));
1610 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1611 vertstrings_count = 0;
1612 geomstrings_count = 0;
1613 fragstrings_count = 0;
1614 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1615 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1616 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1618 // the first pretext is which type of shader to compile as
1619 // (later these will all be bound together as a program object)
1620 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1621 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1622 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1624 // the second pretext is the mode (for example a light source)
1625 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1626 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1627 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1628 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1629 strlcat(cachename, modeinfo->name, sizeof(cachename));
1631 // now add all the permutation pretexts
1632 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1634 if (permutation & (1<<i))
1636 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1637 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1638 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1639 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1640 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1644 // keep line numbers correct
1645 vertstrings_list[vertstrings_count++] = "\n";
1646 geomstrings_list[geomstrings_count++] = "\n";
1647 fragstrings_list[fragstrings_count++] = "\n";
1652 R_CompileShader_AddStaticParms(mode, permutation);
1653 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1654 vertstrings_count += shaderstaticparms_count;
1655 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1656 geomstrings_count += shaderstaticparms_count;
1657 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1658 fragstrings_count += shaderstaticparms_count;
1660 // replace spaces in the cachename with _ characters
1661 for (i = 0;cachename[i];i++)
1662 if (cachename[i] == ' ')
1665 // now append the shader text itself
1666 vertstrings_list[vertstrings_count++] = vertexstring;
1667 geomstrings_list[geomstrings_count++] = geometrystring;
1668 fragstrings_list[fragstrings_count++] = fragmentstring;
1670 // if any sources were NULL, clear the respective list
1672 vertstrings_count = 0;
1673 if (!geometrystring)
1674 geomstrings_count = 0;
1675 if (!fragmentstring)
1676 fragstrings_count = 0;
1678 vertstring_length = 0;
1679 for (i = 0;i < vertstrings_count;i++)
1680 vertstring_length += strlen(vertstrings_list[i]);
1681 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1682 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1683 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1685 geomstring_length = 0;
1686 for (i = 0;i < geomstrings_count;i++)
1687 geomstring_length += strlen(geomstrings_list[i]);
1688 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1689 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1690 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1692 fragstring_length = 0;
1693 for (i = 0;i < fragstrings_count;i++)
1694 fragstring_length += strlen(fragstrings_list[i]);
1695 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1696 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1697 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1699 // try to load the cached shader, or generate one
1700 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1702 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1703 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1705 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1709 Mem_Free(vertstring);
1711 Mem_Free(geomstring);
1713 Mem_Free(fragstring);
1715 Mem_Free(vertexstring);
1717 Mem_Free(geometrystring);
1719 Mem_Free(fragmentstring);
1722 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1723 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1724 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);}
1725 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);}
1726 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);}
1727 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);}
1729 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1730 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1731 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);}
1732 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);}
1733 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);}
1734 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);}
1736 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1738 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1739 if (r_hlsl_permutation != perm)
1741 r_hlsl_permutation = perm;
1742 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1744 if (!r_hlsl_permutation->compiled)
1745 R_HLSL_CompilePermutation(perm, mode, permutation);
1746 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1748 // remove features until we find a valid permutation
1750 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1752 // reduce i more quickly whenever it would not remove any bits
1753 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1754 if (!(permutation & j))
1757 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1758 if (!r_hlsl_permutation->compiled)
1759 R_HLSL_CompilePermutation(perm, mode, permutation);
1760 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1763 if (i >= SHADERPERMUTATION_COUNT)
1765 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1766 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1767 return; // no bit left to clear, entire mode is broken
1771 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1772 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1774 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1776 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1780 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1782 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1783 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1785 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1788 void R_GLSL_Restart_f(void)
1790 unsigned int i, limit;
1791 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1792 Mem_Free(glslshaderstring);
1793 glslshaderstring = NULL;
1794 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1795 Mem_Free(hlslshaderstring);
1796 hlslshaderstring = NULL;
1797 switch(vid.renderpath)
1799 case RENDERPATH_D3D9:
1802 r_hlsl_permutation_t *p;
1803 r_hlsl_permutation = NULL;
1804 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1805 for (i = 0;i < limit;i++)
1807 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1809 if (p->vertexshader)
1810 IDirect3DVertexShader9_Release(p->vertexshader);
1812 IDirect3DPixelShader9_Release(p->pixelshader);
1813 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1816 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1820 case RENDERPATH_D3D10:
1821 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1823 case RENDERPATH_D3D11:
1824 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1826 case RENDERPATH_GL20:
1827 case RENDERPATH_GLES2:
1829 r_glsl_permutation_t *p;
1830 r_glsl_permutation = NULL;
1831 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1832 for (i = 0;i < limit;i++)
1834 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1836 GL_Backend_FreeProgram(p->program);
1837 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1840 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1843 case RENDERPATH_GL11:
1844 case RENDERPATH_GL13:
1845 case RENDERPATH_GLES1:
1847 case RENDERPATH_SOFT:
1852 void R_GLSL_DumpShader_f(void)
1857 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1860 FS_Print(file, "/* The engine may define the following macros:\n");
1861 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1862 for (i = 0;i < SHADERMODE_COUNT;i++)
1863 FS_Print(file, glslshadermodeinfo[i].pretext);
1864 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1865 FS_Print(file, shaderpermutationinfo[i].pretext);
1866 FS_Print(file, "*/\n");
1867 FS_Print(file, builtinshaderstring);
1869 Con_Printf("glsl/default.glsl written\n");
1872 Con_Printf("failed to write to glsl/default.glsl\n");
1874 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1877 FS_Print(file, "/* The engine may define the following macros:\n");
1878 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1879 for (i = 0;i < SHADERMODE_COUNT;i++)
1880 FS_Print(file, hlslshadermodeinfo[i].pretext);
1881 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1882 FS_Print(file, shaderpermutationinfo[i].pretext);
1883 FS_Print(file, "*/\n");
1884 FS_Print(file, builtinhlslshaderstring);
1886 Con_Printf("hlsl/default.hlsl written\n");
1889 Con_Printf("failed to write to hlsl/default.hlsl\n");
1892 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1894 unsigned int permutation = 0;
1895 if (r_trippy.integer && !notrippy)
1896 permutation |= SHADERPERMUTATION_TRIPPY;
1897 permutation |= SHADERPERMUTATION_VIEWTINT;
1899 permutation |= SHADERPERMUTATION_DIFFUSE;
1901 permutation |= SHADERPERMUTATION_SPECULAR;
1902 if (texturemode == GL_MODULATE)
1903 permutation |= SHADERPERMUTATION_COLORMAPPING;
1904 else if (texturemode == GL_ADD)
1905 permutation |= SHADERPERMUTATION_GLOW;
1906 else if (texturemode == GL_DECAL)
1907 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1908 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1909 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911 texturemode = GL_MODULATE;
1912 if (vid.allowalphatocoverage)
1913 GL_AlphaToCoverage(false);
1914 switch (vid.renderpath)
1916 case RENDERPATH_D3D9:
1918 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1919 R_Mesh_TexBind(GL20TU_FIRST , first );
1920 R_Mesh_TexBind(GL20TU_SECOND, second);
1921 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1922 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1925 case RENDERPATH_D3D10:
1926 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1928 case RENDERPATH_D3D11:
1929 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931 case RENDERPATH_GL20:
1932 case RENDERPATH_GLES2:
1933 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1934 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1935 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1936 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1937 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1939 case RENDERPATH_GL13:
1940 case RENDERPATH_GLES1:
1941 R_Mesh_TexBind(0, first );
1942 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1943 R_Mesh_TexBind(1, second);
1945 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1947 case RENDERPATH_GL11:
1948 R_Mesh_TexBind(0, first );
1950 case RENDERPATH_SOFT:
1951 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1952 R_Mesh_TexBind(GL20TU_FIRST , first );
1953 R_Mesh_TexBind(GL20TU_SECOND, second);
1958 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1960 unsigned int permutation = 0;
1961 if (r_trippy.integer && !notrippy)
1962 permutation |= SHADERPERMUTATION_TRIPPY;
1963 if (vid.allowalphatocoverage)
1964 GL_AlphaToCoverage(false);
1965 switch (vid.renderpath)
1967 case RENDERPATH_D3D9:
1969 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1972 case RENDERPATH_D3D10:
1973 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1975 case RENDERPATH_D3D11:
1976 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1978 case RENDERPATH_GL20:
1979 case RENDERPATH_GLES2:
1980 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1982 case RENDERPATH_GL13:
1983 case RENDERPATH_GLES1:
1984 R_Mesh_TexBind(0, 0);
1985 R_Mesh_TexBind(1, 0);
1987 case RENDERPATH_GL11:
1988 R_Mesh_TexBind(0, 0);
1990 case RENDERPATH_SOFT:
1991 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1996 void R_SetupShader_ShowDepth(qboolean notrippy)
1998 int permutation = 0;
1999 if (r_trippy.integer && !notrippy)
2000 permutation |= SHADERPERMUTATION_TRIPPY;
2001 if (vid.allowalphatocoverage)
2002 GL_AlphaToCoverage(false);
2003 switch (vid.renderpath)
2005 case RENDERPATH_D3D9:
2007 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2010 case RENDERPATH_D3D10:
2011 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2013 case RENDERPATH_D3D11:
2014 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2016 case RENDERPATH_GL20:
2017 case RENDERPATH_GLES2:
2018 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2020 case RENDERPATH_GL13:
2021 case RENDERPATH_GLES1:
2023 case RENDERPATH_GL11:
2025 case RENDERPATH_SOFT:
2026 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2031 extern qboolean r_shadow_usingdeferredprepass;
2032 extern cvar_t r_shadow_deferred_8bitrange;
2033 extern rtexture_t *r_shadow_attenuationgradienttexture;
2034 extern rtexture_t *r_shadow_attenuation2dtexture;
2035 extern rtexture_t *r_shadow_attenuation3dtexture;
2036 extern qboolean r_shadow_usingshadowmap2d;
2037 extern qboolean r_shadow_usingshadowmaportho;
2038 extern float r_shadow_shadowmap_texturescale[2];
2039 extern float r_shadow_shadowmap_parameters[4];
2040 extern qboolean r_shadow_shadowmapvsdct;
2041 extern qboolean r_shadow_shadowmapsampler;
2042 extern int r_shadow_shadowmappcf;
2043 extern rtexture_t *r_shadow_shadowmap2dtexture;
2044 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2045 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2046 extern matrix4x4_t r_shadow_shadowmapmatrix;
2047 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2048 extern int r_shadow_prepass_width;
2049 extern int r_shadow_prepass_height;
2050 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2051 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2052 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2053 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2054 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2056 #define BLENDFUNC_ALLOWS_COLORMOD 1
2057 #define BLENDFUNC_ALLOWS_FOG 2
2058 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2059 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2060 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2061 static int R_BlendFuncFlags(int src, int dst)
2065 // a blendfunc allows colormod if:
2066 // a) it can never keep the destination pixel invariant, or
2067 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2068 // this is to prevent unintended side effects from colormod
2070 // a blendfunc allows fog if:
2071 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2072 // this is to prevent unintended side effects from fog
2074 // these checks are the output of fogeval.pl
2076 r |= BLENDFUNC_ALLOWS_COLORMOD;
2077 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2078 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2079 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2080 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2081 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2082 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2083 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2084 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2085 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2086 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2088 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2089 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2090 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2091 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2092 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2093 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2094 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2095 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 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)
2104 // select a permutation of the lighting shader appropriate to this
2105 // combination of texture, entity, light source, and fogging, only use the
2106 // minimum features necessary to avoid wasting rendering time in the
2107 // fragment shader on features that are not being used
2108 unsigned int permutation = 0;
2109 unsigned int mode = 0;
2111 static float dummy_colormod[3] = {1, 1, 1};
2112 float *colormod = rsurface.colormod;
2114 matrix4x4_t tempmatrix;
2115 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2116 if (r_trippy.integer && !notrippy)
2117 permutation |= SHADERPERMUTATION_TRIPPY;
2118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2119 permutation |= SHADERPERMUTATION_ALPHAKILL;
2120 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2121 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2122 if (rsurfacepass == RSURFPASS_BACKGROUND)
2124 // distorted background
2125 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127 mode = SHADERMODE_WATER;
2128 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2130 // this is the right thing to do for wateralpha
2131 GL_BlendFunc(GL_ONE, GL_ZERO);
2132 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2136 // this is the right thing to do for entity alpha
2137 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2138 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2141 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2143 mode = SHADERMODE_REFRACTION;
2144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2145 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 mode = SHADERMODE_GENERIC;
2150 permutation |= SHADERPERMUTATION_DIFFUSE;
2151 GL_BlendFunc(GL_ONE, GL_ZERO);
2152 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2154 if (vid.allowalphatocoverage)
2155 GL_AlphaToCoverage(false);
2157 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2159 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2161 switch(rsurface.texture->offsetmapping)
2163 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2164 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2165 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2166 case OFFSETMAPPING_OFF: break;
2169 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2170 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2171 // normalmap (deferred prepass), may use alpha test on diffuse
2172 mode = SHADERMODE_DEFERREDGEOMETRY;
2173 GL_BlendFunc(GL_ONE, GL_ZERO);
2174 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2175 if (vid.allowalphatocoverage)
2176 GL_AlphaToCoverage(false);
2178 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2180 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2182 switch(rsurface.texture->offsetmapping)
2184 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2185 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2186 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2187 case OFFSETMAPPING_OFF: break;
2190 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2191 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193 mode = SHADERMODE_LIGHTSOURCE;
2194 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2195 permutation |= SHADERPERMUTATION_CUBEFILTER;
2196 if (diffusescale > 0)
2197 permutation |= SHADERPERMUTATION_DIFFUSE;
2198 if (specularscale > 0)
2199 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2200 if (r_refdef.fogenabled)
2201 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2202 if (rsurface.texture->colormapping)
2203 permutation |= SHADERPERMUTATION_COLORMAPPING;
2204 if (r_shadow_usingshadowmap2d)
2206 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2207 if(r_shadow_shadowmapvsdct)
2208 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2210 if (r_shadow_shadowmapsampler)
2211 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2212 if (r_shadow_shadowmappcf > 1)
2213 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2214 else if (r_shadow_shadowmappcf)
2215 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2217 if (rsurface.texture->reflectmasktexture)
2218 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2219 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2220 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2221 if (vid.allowalphatocoverage)
2222 GL_AlphaToCoverage(false);
2224 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2226 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2228 switch(rsurface.texture->offsetmapping)
2230 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2231 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2232 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2233 case OFFSETMAPPING_OFF: break;
2236 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2237 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2238 // unshaded geometry (fullbright or ambient model lighting)
2239 mode = SHADERMODE_FLATCOLOR;
2240 ambientscale = diffusescale = specularscale = 0;
2241 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2242 permutation |= SHADERPERMUTATION_GLOW;
2243 if (r_refdef.fogenabled)
2244 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2245 if (rsurface.texture->colormapping)
2246 permutation |= SHADERPERMUTATION_COLORMAPPING;
2247 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2249 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2250 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2252 if (r_shadow_shadowmapsampler)
2253 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2254 if (r_shadow_shadowmappcf > 1)
2255 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2256 else if (r_shadow_shadowmappcf)
2257 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2260 permutation |= SHADERPERMUTATION_REFLECTION;
2261 if (rsurface.texture->reflectmasktexture)
2262 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2263 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2264 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2265 // when using alphatocoverage, we don't need alphakill
2266 if (vid.allowalphatocoverage)
2268 if (r_transparent_alphatocoverage.integer)
2270 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2271 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2274 GL_AlphaToCoverage(false);
2277 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2279 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2281 switch(rsurface.texture->offsetmapping)
2283 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2284 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2285 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2286 case OFFSETMAPPING_OFF: break;
2289 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2290 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2291 // directional model lighting
2292 mode = SHADERMODE_LIGHTDIRECTION;
2293 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2294 permutation |= SHADERPERMUTATION_GLOW;
2295 permutation |= SHADERPERMUTATION_DIFFUSE;
2296 if (specularscale > 0)
2297 permutation |= SHADERPERMUTATION_SPECULAR;
2298 if (r_refdef.fogenabled)
2299 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2300 if (rsurface.texture->colormapping)
2301 permutation |= SHADERPERMUTATION_COLORMAPPING;
2302 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2304 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2305 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2307 if (r_shadow_shadowmapsampler)
2308 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2309 if (r_shadow_shadowmappcf > 1)
2310 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2311 else if (r_shadow_shadowmappcf)
2312 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2314 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2315 permutation |= SHADERPERMUTATION_REFLECTION;
2316 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2317 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2318 if (rsurface.texture->reflectmasktexture)
2319 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2320 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2322 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2323 if (r_shadow_bouncegriddirectional)
2324 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2326 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2327 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2328 // when using alphatocoverage, we don't need alphakill
2329 if (vid.allowalphatocoverage)
2331 if (r_transparent_alphatocoverage.integer)
2333 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2334 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2337 GL_AlphaToCoverage(false);
2340 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2342 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2344 switch(rsurface.texture->offsetmapping)
2346 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2347 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2348 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2349 case OFFSETMAPPING_OFF: break;
2352 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2353 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2354 // ambient model lighting
2355 mode = SHADERMODE_LIGHTDIRECTION;
2356 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2357 permutation |= SHADERPERMUTATION_GLOW;
2358 if (r_refdef.fogenabled)
2359 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2360 if (rsurface.texture->colormapping)
2361 permutation |= SHADERPERMUTATION_COLORMAPPING;
2362 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2364 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2365 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2367 if (r_shadow_shadowmapsampler)
2368 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2369 if (r_shadow_shadowmappcf > 1)
2370 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2371 else if (r_shadow_shadowmappcf)
2372 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2374 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2375 permutation |= SHADERPERMUTATION_REFLECTION;
2376 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2377 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2378 if (rsurface.texture->reflectmasktexture)
2379 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2380 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2382 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2383 if (r_shadow_bouncegriddirectional)
2384 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2386 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2387 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2388 // when using alphatocoverage, we don't need alphakill
2389 if (vid.allowalphatocoverage)
2391 if (r_transparent_alphatocoverage.integer)
2393 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2394 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2397 GL_AlphaToCoverage(false);
2402 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2404 switch(rsurface.texture->offsetmapping)
2406 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2407 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2408 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2409 case OFFSETMAPPING_OFF: break;
2412 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2413 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2415 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2416 permutation |= SHADERPERMUTATION_GLOW;
2417 if (r_refdef.fogenabled)
2418 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2419 if (rsurface.texture->colormapping)
2420 permutation |= SHADERPERMUTATION_COLORMAPPING;
2421 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2423 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2424 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2426 if (r_shadow_shadowmapsampler)
2427 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2428 if (r_shadow_shadowmappcf > 1)
2429 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2430 else if (r_shadow_shadowmappcf)
2431 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2433 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2434 permutation |= SHADERPERMUTATION_REFLECTION;
2435 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2436 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2437 if (rsurface.texture->reflectmasktexture)
2438 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2439 if (FAKELIGHT_ENABLED)
2441 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2442 mode = SHADERMODE_FAKELIGHT;
2443 permutation |= SHADERPERMUTATION_DIFFUSE;
2444 if (specularscale > 0)
2445 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2447 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2449 // deluxemapping (light direction texture)
2450 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2451 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2453 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2454 permutation |= SHADERPERMUTATION_DIFFUSE;
2455 if (specularscale > 0)
2456 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2458 else if (r_glsl_deluxemapping.integer >= 2)
2460 // fake deluxemapping (uniform light direction in tangentspace)
2461 if (rsurface.uselightmaptexture)
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2464 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2465 permutation |= SHADERPERMUTATION_DIFFUSE;
2466 if (specularscale > 0)
2467 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2469 else if (rsurface.uselightmaptexture)
2471 // ordinary lightmapping (q1bsp, q3bsp)
2472 mode = SHADERMODE_LIGHTMAP;
2476 // ordinary vertex coloring (q3bsp)
2477 mode = SHADERMODE_VERTEXCOLOR;
2479 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2481 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2482 if (r_shadow_bouncegriddirectional)
2483 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2485 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2486 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2487 // when using alphatocoverage, we don't need alphakill
2488 if (vid.allowalphatocoverage)
2490 if (r_transparent_alphatocoverage.integer)
2492 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2493 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2496 GL_AlphaToCoverage(false);
2499 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2500 colormod = dummy_colormod;
2501 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2502 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2503 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2504 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2505 switch(vid.renderpath)
2507 case RENDERPATH_D3D9:
2509 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2510 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2511 R_SetupShader_SetPermutationHLSL(mode, permutation);
2512 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2513 if (mode == SHADERMODE_LIGHTSOURCE)
2515 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2516 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2520 if (mode == SHADERMODE_LIGHTDIRECTION)
2522 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2525 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2526 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2527 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2528 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2529 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2531 if (mode == SHADERMODE_LIGHTSOURCE)
2533 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2534 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2537 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2539 // additive passes are only darkened by fog, not tinted
2540 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2541 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2545 if (mode == SHADERMODE_FLATCOLOR)
2547 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2549 else if (mode == SHADERMODE_LIGHTDIRECTION)
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2554 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2555 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2556 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2557 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2565 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2567 // additive passes are only darkened by fog, not tinted
2568 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2569 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2571 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2572 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2573 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2574 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2575 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2576 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2577 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2578 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2579 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2580 if (mode == SHADERMODE_WATER)
2581 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2583 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2584 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2586 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2587 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2588 if (rsurface.texture->pantstexture)
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2592 if (rsurface.texture->shirttexture)
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2595 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2596 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2597 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2598 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2599 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2600 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2601 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2602 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2603 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2604 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2606 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2607 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2608 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2609 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2611 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2612 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2613 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2614 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2615 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2616 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2617 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2618 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2619 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2620 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2621 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2622 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2623 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2624 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2625 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2626 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2627 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2628 if (rsurfacepass == RSURFPASS_BACKGROUND)
2630 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2631 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2632 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2636 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2638 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2639 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2640 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2641 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2642 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2644 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2645 if (rsurface.rtlight)
2647 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2648 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2653 case RENDERPATH_D3D10:
2654 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2656 case RENDERPATH_D3D11:
2657 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2659 case RENDERPATH_GL20:
2660 case RENDERPATH_GLES2:
2661 if (!vid.useinterleavedarrays)
2663 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);
2664 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2665 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2666 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2667 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2668 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2669 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2670 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2674 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);
2675 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2677 R_SetupShader_SetPermutationGLSL(mode, permutation);
2678 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2679 if (mode == SHADERMODE_LIGHTSOURCE)
2681 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2682 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2683 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2684 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2685 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2686 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);
2688 // additive passes are only darkened by fog, not tinted
2689 if (r_glsl_permutation->loc_FogColor >= 0)
2690 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2691 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);
2695 if (mode == SHADERMODE_FLATCOLOR)
2697 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2699 else if (mode == SHADERMODE_LIGHTDIRECTION)
2701 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]);
2702 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]);
2703 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);
2704 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2705 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2706 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]);
2707 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]);
2711 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]);
2712 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]);
2713 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);
2714 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2715 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2717 // additive passes are only darkened by fog, not tinted
2718 if (r_glsl_permutation->loc_FogColor >= 0)
2720 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2721 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2723 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2725 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);
2726 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]);
2727 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]);
2728 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]);
2729 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]);
2730 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2731 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2732 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);
2733 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]);
2735 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2736 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2737 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2738 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]);
2739 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]);
2741 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2742 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));
2743 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2744 if (r_glsl_permutation->loc_Color_Pants >= 0)
2746 if (rsurface.texture->pantstexture)
2747 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2749 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2751 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2753 if (rsurface.texture->shirttexture)
2754 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2756 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2758 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]);
2759 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2760 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2761 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2762 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2763 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2764 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2765 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2766 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2768 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2769 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2770 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]);
2771 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2772 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);}
2773 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2775 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2776 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2777 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2778 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2779 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2780 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2781 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2782 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2783 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2784 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2785 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2786 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2787 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2788 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2789 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);
2790 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2791 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2792 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2793 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2794 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2795 if (rsurfacepass == RSURFPASS_BACKGROUND)
2797 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);
2798 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);
2799 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);
2803 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);
2805 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2806 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2807 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2808 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2809 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2811 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2812 if (rsurface.rtlight)
2814 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2815 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2818 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2821 case RENDERPATH_GL11:
2822 case RENDERPATH_GL13:
2823 case RENDERPATH_GLES1:
2825 case RENDERPATH_SOFT:
2826 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);
2827 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2828 R_SetupShader_SetPermutationSoft(mode, permutation);
2829 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2830 if (mode == SHADERMODE_LIGHTSOURCE)
2832 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2833 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2834 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2835 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2836 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2837 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2839 // additive passes are only darkened by fog, not tinted
2840 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2841 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2845 if (mode == SHADERMODE_FLATCOLOR)
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2849 else if (mode == SHADERMODE_LIGHTDIRECTION)
2851 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]);
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2853 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);
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2856 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]);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2867 // additive passes are only darkened by fog, not tinted
2868 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2872 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);
2873 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]);
2874 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]);
2875 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]);
2876 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]);
2877 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2878 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2879 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2880 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2882 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2883 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2884 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2885 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2886 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]);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2889 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));
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2891 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2893 if (rsurface.texture->pantstexture)
2894 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2898 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2900 if (rsurface.texture->shirttexture)
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2905 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2908 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2909 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2910 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2911 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2912 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2913 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2917 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2918 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2920 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2921 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2922 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2923 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2924 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2925 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2926 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2927 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2928 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2929 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2930 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2931 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2932 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2933 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2934 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2935 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2936 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2937 if (rsurfacepass == RSURFPASS_BACKGROUND)
2939 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2940 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2941 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2945 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2947 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2948 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2949 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2950 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2951 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2953 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2954 if (rsurface.rtlight)
2956 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2957 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2964 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2966 // select a permutation of the lighting shader appropriate to this
2967 // combination of texture, entity, light source, and fogging, only use the
2968 // minimum features necessary to avoid wasting rendering time in the
2969 // fragment shader on features that are not being used
2970 unsigned int permutation = 0;
2971 unsigned int mode = 0;
2972 const float *lightcolorbase = rtlight->currentcolor;
2973 float ambientscale = rtlight->ambientscale;
2974 float diffusescale = rtlight->diffusescale;
2975 float specularscale = rtlight->specularscale;
2976 // this is the location of the light in view space
2977 vec3_t viewlightorigin;
2978 // this transforms from view space (camera) to light space (cubemap)
2979 matrix4x4_t viewtolight;
2980 matrix4x4_t lighttoview;
2981 float viewtolight16f[16];
2982 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2984 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2985 if (rtlight->currentcubemap != r_texture_whitecube)
2986 permutation |= SHADERPERMUTATION_CUBEFILTER;
2987 if (diffusescale > 0)
2988 permutation |= SHADERPERMUTATION_DIFFUSE;
2989 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2990 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2991 if (r_shadow_usingshadowmap2d)
2993 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2994 if (r_shadow_shadowmapvsdct)
2995 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2997 if (r_shadow_shadowmapsampler)
2998 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2999 if (r_shadow_shadowmappcf > 1)
3000 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3001 else if (r_shadow_shadowmappcf)
3002 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3004 if (vid.allowalphatocoverage)
3005 GL_AlphaToCoverage(false);
3006 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3007 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3008 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3009 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3010 switch(vid.renderpath)
3012 case RENDERPATH_D3D9:
3014 R_SetupShader_SetPermutationHLSL(mode, permutation);
3015 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3016 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3017 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3018 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3019 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3020 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3021 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3022 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3023 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3024 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3026 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3027 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3028 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3029 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3030 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3031 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3034 case RENDERPATH_D3D10:
3035 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3037 case RENDERPATH_D3D11:
3038 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3040 case RENDERPATH_GL20:
3041 case RENDERPATH_GLES2:
3042 R_SetupShader_SetPermutationGLSL(mode, permutation);
3043 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3045 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3046 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3047 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048 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]);
3049 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]);
3050 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);
3051 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]);
3052 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3054 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3055 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3056 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3057 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3058 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3059 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3061 case RENDERPATH_GL11:
3062 case RENDERPATH_GL13:
3063 case RENDERPATH_GLES1:
3065 case RENDERPATH_SOFT:
3066 R_SetupShader_SetPermutationGLSL(mode, permutation);
3067 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3068 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3069 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3070 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3071 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3072 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3073 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]);
3074 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);
3075 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3076 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3078 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3079 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3080 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3081 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3082 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3083 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3088 #define SKINFRAME_HASH 1024
3092 int loadsequence; // incremented each level change
3093 memexpandablearray_t array;
3094 skinframe_t *hash[SKINFRAME_HASH];
3097 r_skinframe_t r_skinframe;
3099 void R_SkinFrame_PrepareForPurge(void)
3101 r_skinframe.loadsequence++;
3102 // wrap it without hitting zero
3103 if (r_skinframe.loadsequence >= 200)
3104 r_skinframe.loadsequence = 1;
3107 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3111 // mark the skinframe as used for the purging code
3112 skinframe->loadsequence = r_skinframe.loadsequence;
3115 void R_SkinFrame_Purge(void)
3119 for (i = 0;i < SKINFRAME_HASH;i++)
3121 for (s = r_skinframe.hash[i];s;s = s->next)
3123 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3125 if (s->merged == s->base)
3127 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3128 R_PurgeTexture(s->stain );s->stain = NULL;
3129 R_PurgeTexture(s->merged);s->merged = NULL;
3130 R_PurgeTexture(s->base );s->base = NULL;
3131 R_PurgeTexture(s->pants );s->pants = NULL;
3132 R_PurgeTexture(s->shirt );s->shirt = NULL;
3133 R_PurgeTexture(s->nmap );s->nmap = NULL;
3134 R_PurgeTexture(s->gloss );s->gloss = NULL;
3135 R_PurgeTexture(s->glow );s->glow = NULL;
3136 R_PurgeTexture(s->fog );s->fog = NULL;
3137 R_PurgeTexture(s->reflect);s->reflect = NULL;
3138 s->loadsequence = 0;
3144 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3146 char basename[MAX_QPATH];
3148 Image_StripImageExtension(name, basename, sizeof(basename));
3150 if( last == NULL ) {
3152 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3153 item = r_skinframe.hash[hashindex];
3158 // linearly search through the hash bucket
3159 for( ; item ; item = item->next ) {
3160 if( !strcmp( item->basename, basename ) ) {
3167 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3171 char basename[MAX_QPATH];
3173 Image_StripImageExtension(name, basename, sizeof(basename));
3175 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3176 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3177 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3181 rtexture_t *dyntexture;
3182 // check whether its a dynamic texture
3183 dyntexture = CL_GetDynTexture( basename );
3184 if (!add && !dyntexture)
3186 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3187 memset(item, 0, sizeof(*item));
3188 strlcpy(item->basename, basename, sizeof(item->basename));
3189 item->base = dyntexture; // either NULL or dyntexture handle
3190 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3191 item->comparewidth = comparewidth;
3192 item->compareheight = compareheight;
3193 item->comparecrc = comparecrc;
3194 item->next = r_skinframe.hash[hashindex];
3195 r_skinframe.hash[hashindex] = item;
3197 else if (textureflags & TEXF_FORCE_RELOAD)
3199 rtexture_t *dyntexture;
3200 // check whether its a dynamic texture
3201 dyntexture = CL_GetDynTexture( basename );
3202 if (!add && !dyntexture)
3204 if (item->merged == item->base)
3205 item->merged = NULL;
3206 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3207 R_PurgeTexture(item->stain );item->stain = NULL;
3208 R_PurgeTexture(item->merged);item->merged = NULL;
3209 R_PurgeTexture(item->base );item->base = NULL;
3210 R_PurgeTexture(item->pants );item->pants = NULL;
3211 R_PurgeTexture(item->shirt );item->shirt = NULL;
3212 R_PurgeTexture(item->nmap );item->nmap = NULL;
3213 R_PurgeTexture(item->gloss );item->gloss = NULL;
3214 R_PurgeTexture(item->glow );item->glow = NULL;
3215 R_PurgeTexture(item->fog );item->fog = NULL;
3216 R_PurgeTexture(item->reflect);item->reflect = NULL;
3217 item->loadsequence = 0;
3219 else if( item->base == NULL )
3221 rtexture_t *dyntexture;
3222 // check whether its a dynamic texture
3223 // 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]
3224 dyntexture = CL_GetDynTexture( basename );
3225 item->base = dyntexture; // either NULL or dyntexture handle
3228 R_SkinFrame_MarkUsed(item);
3232 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3234 unsigned long long avgcolor[5], wsum; \
3242 for(pix = 0; pix < cnt; ++pix) \
3245 for(comp = 0; comp < 3; ++comp) \
3247 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3250 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3252 for(comp = 0; comp < 3; ++comp) \
3253 avgcolor[comp] += getpixel * w; \
3256 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3257 avgcolor[4] += getpixel; \
3259 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3261 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3262 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3263 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3264 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3267 extern cvar_t gl_picmip;
3268 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3271 unsigned char *pixels;
3272 unsigned char *bumppixels;
3273 unsigned char *basepixels = NULL;
3274 int basepixels_width = 0;
3275 int basepixels_height = 0;
3276 skinframe_t *skinframe;
3277 rtexture_t *ddsbase = NULL;
3278 qboolean ddshasalpha = false;
3279 float ddsavgcolor[4];
3280 char basename[MAX_QPATH];
3281 int miplevel = R_PicmipForFlags(textureflags);
3282 int savemiplevel = miplevel;
3285 if (cls.state == ca_dedicated)
3288 // return an existing skinframe if already loaded
3289 // if loading of the first image fails, don't make a new skinframe as it
3290 // would cause all future lookups of this to be missing
3291 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3292 if (skinframe && skinframe->base)
3295 Image_StripImageExtension(name, basename, sizeof(basename));
3297 // check for DDS texture file first
3298 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3300 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3301 if (basepixels == NULL)
3305 // FIXME handle miplevel
3307 if (developer_loading.integer)
3308 Con_Printf("loading skin \"%s\"\n", name);
3310 // we've got some pixels to store, so really allocate this new texture now
3312 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3313 textureflags &= ~TEXF_FORCE_RELOAD;
3314 skinframe->stain = NULL;
3315 skinframe->merged = NULL;
3316 skinframe->base = NULL;
3317 skinframe->pants = NULL;
3318 skinframe->shirt = NULL;
3319 skinframe->nmap = NULL;
3320 skinframe->gloss = NULL;
3321 skinframe->glow = NULL;
3322 skinframe->fog = NULL;
3323 skinframe->reflect = NULL;
3324 skinframe->hasalpha = false;
3328 skinframe->base = ddsbase;
3329 skinframe->hasalpha = ddshasalpha;
3330 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3331 if (r_loadfog && skinframe->hasalpha)
3332 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3333 //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]);
3337 basepixels_width = image_width;
3338 basepixels_height = image_height;
3339 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);
3340 if (textureflags & TEXF_ALPHA)
3342 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3344 if (basepixels[j] < 255)
3346 skinframe->hasalpha = true;
3350 if (r_loadfog && skinframe->hasalpha)
3352 // has transparent pixels
3353 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3354 for (j = 0;j < image_width * image_height * 4;j += 4)
3359 pixels[j+3] = basepixels[j+3];
3361 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3365 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3367 //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]);
3368 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3369 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3370 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3371 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3377 mymiplevel = savemiplevel;
3378 if (r_loadnormalmap)
3379 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3380 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3382 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3383 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3384 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3385 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3388 // _norm is the name used by tenebrae and has been adopted as standard
3389 if (r_loadnormalmap && skinframe->nmap == NULL)
3391 mymiplevel = savemiplevel;
3392 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3394 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3398 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3400 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3401 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3402 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3404 Mem_Free(bumppixels);
3406 else if (r_shadow_bumpscale_basetexture.value > 0)
3408 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3409 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3410 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3414 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3415 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3419 // _luma is supported only for tenebrae compatibility
3420 // _glow is the preferred name
3421 mymiplevel = savemiplevel;
3422 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3424 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3426 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3427 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3429 Mem_Free(pixels);pixels = NULL;
3432 mymiplevel = savemiplevel;
3433 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3435 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%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);
3437 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3438 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 mymiplevel = savemiplevel;
3445 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3447 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3449 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3450 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3456 mymiplevel = savemiplevel;
3457 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3459 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3461 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3462 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3468 mymiplevel = savemiplevel;
3469 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3471 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3474 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3481 Mem_Free(basepixels);
3486 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3487 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3490 unsigned char *temp1, *temp2;
3491 skinframe_t *skinframe;
3493 if (cls.state == ca_dedicated)
3496 // if already loaded just return it, otherwise make a new skinframe
3497 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3498 if (skinframe && skinframe->base)
3500 textureflags &= ~TEXF_FORCE_RELOAD;
3502 skinframe->stain = NULL;
3503 skinframe->merged = NULL;
3504 skinframe->base = NULL;
3505 skinframe->pants = NULL;
3506 skinframe->shirt = NULL;
3507 skinframe->nmap = NULL;
3508 skinframe->gloss = NULL;
3509 skinframe->glow = NULL;
3510 skinframe->fog = NULL;
3511 skinframe->reflect = NULL;
3512 skinframe->hasalpha = false;
3514 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3518 if (developer_loading.integer)
3519 Con_Printf("loading 32bit skin \"%s\"\n", name);
3521 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3523 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3524 temp2 = temp1 + width * height * 4;
3525 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3526 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3529 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3530 if (textureflags & TEXF_ALPHA)
3532 for (i = 3;i < width * height * 4;i += 4)
3534 if (skindata[i] < 255)
3536 skinframe->hasalpha = true;
3540 if (r_loadfog && skinframe->hasalpha)
3542 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3543 memcpy(fogpixels, skindata, width * height * 4);
3544 for (i = 0;i < width * height * 4;i += 4)
3545 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3546 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3547 Mem_Free(fogpixels);
3551 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3552 //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]);
3557 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3561 skinframe_t *skinframe;
3563 if (cls.state == ca_dedicated)
3566 // if already loaded just return it, otherwise make a new skinframe
3567 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3568 if (skinframe && skinframe->base)
3570 textureflags &= ~TEXF_FORCE_RELOAD;
3572 skinframe->stain = NULL;
3573 skinframe->merged = NULL;
3574 skinframe->base = NULL;
3575 skinframe->pants = NULL;
3576 skinframe->shirt = NULL;
3577 skinframe->nmap = NULL;
3578 skinframe->gloss = NULL;
3579 skinframe->glow = NULL;
3580 skinframe->fog = NULL;
3581 skinframe->reflect = NULL;
3582 skinframe->hasalpha = false;
3584 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3588 if (developer_loading.integer)
3589 Con_Printf("loading quake skin \"%s\"\n", name);
3591 // 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)
3592 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3593 memcpy(skinframe->qpixels, skindata, width*height);
3594 skinframe->qwidth = width;
3595 skinframe->qheight = height;
3598 for (i = 0;i < width * height;i++)
3599 featuresmask |= palette_featureflags[skindata[i]];
3601 skinframe->hasalpha = false;
3602 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3603 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3604 skinframe->qgeneratemerged = true;
3605 skinframe->qgeneratebase = skinframe->qhascolormapping;
3606 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3608 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3609 //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]);
3614 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3618 unsigned char *skindata;
3620 if (!skinframe->qpixels)
3623 if (!skinframe->qhascolormapping)
3624 colormapped = false;
3628 if (!skinframe->qgeneratebase)
3633 if (!skinframe->qgeneratemerged)
3637 width = skinframe->qwidth;
3638 height = skinframe->qheight;
3639 skindata = skinframe->qpixels;
3641 if (skinframe->qgeneratenmap)
3643 unsigned char *temp1, *temp2;
3644 skinframe->qgeneratenmap = false;
3645 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3646 temp2 = temp1 + width * height * 4;
3647 // use either a custom palette or the quake palette
3648 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3649 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3650 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3654 if (skinframe->qgenerateglow)
3656 skinframe->qgenerateglow = false;
3657 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3662 skinframe->qgeneratebase = false;
3663 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3664 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3665 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3669 skinframe->qgeneratemerged = false;
3670 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3673 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3675 Mem_Free(skinframe->qpixels);
3676 skinframe->qpixels = NULL;
3680 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3683 skinframe_t *skinframe;
3685 if (cls.state == ca_dedicated)
3688 // if already loaded just return it, otherwise make a new skinframe
3689 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3690 if (skinframe && skinframe->base)
3692 textureflags &= ~TEXF_FORCE_RELOAD;
3694 skinframe->stain = NULL;
3695 skinframe->merged = NULL;
3696 skinframe->base = NULL;
3697 skinframe->pants = NULL;
3698 skinframe->shirt = NULL;
3699 skinframe->nmap = NULL;
3700 skinframe->gloss = NULL;
3701 skinframe->glow = NULL;
3702 skinframe->fog = NULL;
3703 skinframe->reflect = NULL;
3704 skinframe->hasalpha = false;
3706 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3710 if (developer_loading.integer)
3711 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3713 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3714 if (textureflags & TEXF_ALPHA)
3716 for (i = 0;i < width * height;i++)
3718 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3720 skinframe->hasalpha = true;
3724 if (r_loadfog && skinframe->hasalpha)
3725 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3728 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3729 //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]);
3734 skinframe_t *R_SkinFrame_LoadMissing(void)
3736 skinframe_t *skinframe;
3738 if (cls.state == ca_dedicated)
3741 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3742 skinframe->stain = NULL;
3743 skinframe->merged = NULL;
3744 skinframe->base = NULL;
3745 skinframe->pants = NULL;
3746 skinframe->shirt = NULL;
3747 skinframe->nmap = NULL;
3748 skinframe->gloss = NULL;
3749 skinframe->glow = NULL;
3750 skinframe->fog = NULL;
3751 skinframe->reflect = NULL;
3752 skinframe->hasalpha = false;
3754 skinframe->avgcolor[0] = rand() / RAND_MAX;
3755 skinframe->avgcolor[1] = rand() / RAND_MAX;
3756 skinframe->avgcolor[2] = rand() / RAND_MAX;
3757 skinframe->avgcolor[3] = 1;
3762 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3763 typedef struct suffixinfo_s
3766 qboolean flipx, flipy, flipdiagonal;
3769 static suffixinfo_t suffix[3][6] =
3772 {"px", false, false, false},
3773 {"nx", false, false, false},
3774 {"py", false, false, false},
3775 {"ny", false, false, false},
3776 {"pz", false, false, false},
3777 {"nz", false, false, false}
3780 {"posx", false, false, false},
3781 {"negx", false, false, false},
3782 {"posy", false, false, false},
3783 {"negy", false, false, false},
3784 {"posz", false, false, false},
3785 {"negz", false, false, false}
3788 {"rt", true, false, true},
3789 {"lf", false, true, true},
3790 {"ft", true, true, false},
3791 {"bk", false, false, false},
3792 {"up", true, false, true},
3793 {"dn", true, false, true}
3797 static int componentorder[4] = {0, 1, 2, 3};
3799 rtexture_t *R_LoadCubemap(const char *basename)
3801 int i, j, cubemapsize;
3802 unsigned char *cubemappixels, *image_buffer;
3803 rtexture_t *cubemaptexture;
3805 // must start 0 so the first loadimagepixels has no requested width/height
3807 cubemappixels = NULL;
3808 cubemaptexture = NULL;
3809 // keep trying different suffix groups (posx, px, rt) until one loads
3810 for (j = 0;j < 3 && !cubemappixels;j++)
3812 // load the 6 images in the suffix group
3813 for (i = 0;i < 6;i++)
3815 // generate an image name based on the base and and suffix
3816 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3818 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3820 // an image loaded, make sure width and height are equal
3821 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3823 // if this is the first image to load successfully, allocate the cubemap memory
3824 if (!cubemappixels && image_width >= 1)
3826 cubemapsize = image_width;
3827 // note this clears to black, so unavailable sides are black
3828 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3830 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3832 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);
3835 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3837 Mem_Free(image_buffer);
3841 // if a cubemap loaded, upload it
3844 if (developer_loading.integer)
3845 Con_Printf("loading cubemap \"%s\"\n", basename);
3847 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);
3848 Mem_Free(cubemappixels);
3852 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3853 if (developer_loading.integer)
3855 Con_Printf("(tried tried images ");
3856 for (j = 0;j < 3;j++)
3857 for (i = 0;i < 6;i++)
3858 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3859 Con_Print(" and was unable to find any of them).\n");
3862 return cubemaptexture;
3865 rtexture_t *R_GetCubemap(const char *basename)
3868 for (i = 0;i < r_texture_numcubemaps;i++)
3869 if (r_texture_cubemaps[i] != NULL)
3870 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3871 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3872 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3873 return r_texture_whitecube;
3874 r_texture_numcubemaps++;
3875 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3876 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3877 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3878 return r_texture_cubemaps[i]->texture;
3881 void R_FreeCubemap(const char *basename)
3885 for (i = 0;i < r_texture_numcubemaps;i++)
3887 if (r_texture_cubemaps[i] != NULL)
3889 if (r_texture_cubemaps[i]->texture)
3891 if (developer_loading.integer)
3892 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3893 R_FreeTexture(r_texture_cubemaps[i]->texture);
3894 Mem_Free(r_texture_cubemaps[i]);
3895 r_texture_cubemaps[i] = NULL;
3901 void R_FreeCubemaps(void)
3904 for (i = 0;i < r_texture_numcubemaps;i++)
3906 if (developer_loading.integer)
3907 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3908 if (r_texture_cubemaps[i] != NULL)
3910 if (r_texture_cubemaps[i]->texture)
3911 R_FreeTexture(r_texture_cubemaps[i]->texture);
3912 Mem_Free(r_texture_cubemaps[i]);
3915 r_texture_numcubemaps = 0;
3918 void R_Main_FreeViewCache(void)
3920 if (r_refdef.viewcache.entityvisible)
3921 Mem_Free(r_refdef.viewcache.entityvisible);
3922 if (r_refdef.viewcache.world_pvsbits)
3923 Mem_Free(r_refdef.viewcache.world_pvsbits);
3924 if (r_refdef.viewcache.world_leafvisible)
3925 Mem_Free(r_refdef.viewcache.world_leafvisible);
3926 if (r_refdef.viewcache.world_surfacevisible)
3927 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3928 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3931 void R_Main_ResizeViewCache(void)
3933 int numentities = r_refdef.scene.numentities;
3934 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3935 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3936 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3937 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3938 if (r_refdef.viewcache.maxentities < numentities)
3940 r_refdef.viewcache.maxentities = numentities;
3941 if (r_refdef.viewcache.entityvisible)
3942 Mem_Free(r_refdef.viewcache.entityvisible);
3943 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3945 if (r_refdef.viewcache.world_numclusters != numclusters)
3947 r_refdef.viewcache.world_numclusters = numclusters;
3948 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3949 if (r_refdef.viewcache.world_pvsbits)
3950 Mem_Free(r_refdef.viewcache.world_pvsbits);
3951 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3953 if (r_refdef.viewcache.world_numleafs != numleafs)
3955 r_refdef.viewcache.world_numleafs = numleafs;
3956 if (r_refdef.viewcache.world_leafvisible)
3957 Mem_Free(r_refdef.viewcache.world_leafvisible);
3958 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3960 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3962 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3963 if (r_refdef.viewcache.world_surfacevisible)
3964 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3965 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3969 extern rtexture_t *loadingscreentexture;
3970 void gl_main_start(void)
3972 loadingscreentexture = NULL;
3973 r_texture_blanknormalmap = NULL;
3974 r_texture_white = NULL;
3975 r_texture_grey128 = NULL;
3976 r_texture_black = NULL;
3977 r_texture_whitecube = NULL;
3978 r_texture_normalizationcube = NULL;
3979 r_texture_fogattenuation = NULL;
3980 r_texture_fogheighttexture = NULL;
3981 r_texture_gammaramps = NULL;
3982 r_texture_numcubemaps = 0;
3984 r_loaddds = r_texture_dds_load.integer != 0;
3985 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3987 switch(vid.renderpath)
3989 case RENDERPATH_GL20:
3990 case RENDERPATH_D3D9:
3991 case RENDERPATH_D3D10:
3992 case RENDERPATH_D3D11:
3993 case RENDERPATH_SOFT:
3994 case RENDERPATH_GLES2:
3995 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3996 Cvar_SetValueQuick(&gl_combine, 1);
3997 Cvar_SetValueQuick(&r_glsl, 1);
3998 r_loadnormalmap = true;
4002 case RENDERPATH_GL13:
4003 case RENDERPATH_GLES1:
4004 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4005 Cvar_SetValueQuick(&gl_combine, 1);
4006 Cvar_SetValueQuick(&r_glsl, 0);
4007 r_loadnormalmap = false;
4008 r_loadgloss = false;
4011 case RENDERPATH_GL11:
4012 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4013 Cvar_SetValueQuick(&gl_combine, 0);
4014 Cvar_SetValueQuick(&r_glsl, 0);
4015 r_loadnormalmap = false;
4016 r_loadgloss = false;
4022 R_FrameData_Reset();
4026 memset(r_queries, 0, sizeof(r_queries));
4028 r_qwskincache = NULL;
4029 r_qwskincache_size = 0;
4031 // due to caching of texture_t references, the collision cache must be reset
4032 Collision_Cache_Reset(true);
4034 // set up r_skinframe loading system for textures
4035 memset(&r_skinframe, 0, sizeof(r_skinframe));
4036 r_skinframe.loadsequence = 1;
4037 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4039 r_main_texturepool = R_AllocTexturePool();
4040 R_BuildBlankTextures();
4042 if (vid.support.arb_texture_cube_map)
4045 R_BuildNormalizationCube();
4047 r_texture_fogattenuation = NULL;
4048 r_texture_fogheighttexture = NULL;
4049 r_texture_gammaramps = NULL;
4050 //r_texture_fogintensity = NULL;
4051 memset(&r_fb, 0, sizeof(r_fb));
4052 r_glsl_permutation = NULL;
4053 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4054 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4055 glslshaderstring = NULL;
4057 r_hlsl_permutation = NULL;
4058 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4059 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4061 hlslshaderstring = NULL;
4062 memset(&r_svbsp, 0, sizeof (r_svbsp));
4064 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4065 r_texture_numcubemaps = 0;
4067 r_refdef.fogmasktable_density = 0;
4070 void gl_main_shutdown(void)
4073 R_FrameData_Reset();
4075 R_Main_FreeViewCache();
4077 switch(vid.renderpath)
4079 case RENDERPATH_GL11:
4080 case RENDERPATH_GL13:
4081 case RENDERPATH_GL20:
4082 case RENDERPATH_GLES1:
4083 case RENDERPATH_GLES2:
4084 #ifdef GL_SAMPLES_PASSED_ARB
4086 qglDeleteQueriesARB(r_maxqueries, r_queries);
4089 case RENDERPATH_D3D9:
4090 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4092 case RENDERPATH_D3D10:
4093 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4095 case RENDERPATH_D3D11:
4096 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4098 case RENDERPATH_SOFT:
4104 memset(r_queries, 0, sizeof(r_queries));
4106 r_qwskincache = NULL;
4107 r_qwskincache_size = 0;
4109 // clear out the r_skinframe state
4110 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4111 memset(&r_skinframe, 0, sizeof(r_skinframe));
4114 Mem_Free(r_svbsp.nodes);
4115 memset(&r_svbsp, 0, sizeof (r_svbsp));
4116 R_FreeTexturePool(&r_main_texturepool);
4117 loadingscreentexture = NULL;
4118 r_texture_blanknormalmap = NULL;
4119 r_texture_white = NULL;
4120 r_texture_grey128 = NULL;
4121 r_texture_black = NULL;
4122 r_texture_whitecube = NULL;
4123 r_texture_normalizationcube = NULL;
4124 r_texture_fogattenuation = NULL;
4125 r_texture_fogheighttexture = NULL;
4126 r_texture_gammaramps = NULL;
4127 r_texture_numcubemaps = 0;
4128 //r_texture_fogintensity = NULL;
4129 memset(&r_fb, 0, sizeof(r_fb));
4132 r_glsl_permutation = NULL;
4133 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4134 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4135 glslshaderstring = NULL;
4137 r_hlsl_permutation = NULL;
4138 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4139 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4141 hlslshaderstring = NULL;
4144 extern void CL_ParseEntityLump(char *entitystring);
4145 void gl_main_newmap(void)
4147 // FIXME: move this code to client
4148 char *entities, entname[MAX_QPATH];
4150 Mem_Free(r_qwskincache);
4151 r_qwskincache = NULL;
4152 r_qwskincache_size = 0;
4155 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4156 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4158 CL_ParseEntityLump(entities);
4162 if (cl.worldmodel->brush.entities)
4163 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4165 R_Main_FreeViewCache();
4167 R_FrameData_Reset();
4170 void GL_Main_Init(void)
4172 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4174 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4175 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4176 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4177 if (gamemode == GAME_NEHAHRA)
4179 Cvar_RegisterVariable (&gl_fogenable);
4180 Cvar_RegisterVariable (&gl_fogdensity);
4181 Cvar_RegisterVariable (&gl_fogred);
4182 Cvar_RegisterVariable (&gl_foggreen);
4183 Cvar_RegisterVariable (&gl_fogblue);
4184 Cvar_RegisterVariable (&gl_fogstart);
4185 Cvar_RegisterVariable (&gl_fogend);
4186 Cvar_RegisterVariable (&gl_skyclip);
4188 Cvar_RegisterVariable(&r_motionblur);
4189 Cvar_RegisterVariable(&r_damageblur);
4190 Cvar_RegisterVariable(&r_motionblur_averaging);
4191 Cvar_RegisterVariable(&r_motionblur_randomize);
4192 Cvar_RegisterVariable(&r_motionblur_minblur);
4193 Cvar_RegisterVariable(&r_motionblur_maxblur);
4194 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4195 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4196 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4197 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4198 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4199 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4200 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4201 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4202 Cvar_RegisterVariable(&r_equalize_entities_by);
4203 Cvar_RegisterVariable(&r_equalize_entities_to);
4204 Cvar_RegisterVariable(&r_depthfirst);
4205 Cvar_RegisterVariable(&r_useinfinitefarclip);
4206 Cvar_RegisterVariable(&r_farclip_base);
4207 Cvar_RegisterVariable(&r_farclip_world);
4208 Cvar_RegisterVariable(&r_nearclip);
4209 Cvar_RegisterVariable(&r_deformvertexes);
4210 Cvar_RegisterVariable(&r_transparent);
4211 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4212 Cvar_RegisterVariable(&r_showoverdraw);
4213 Cvar_RegisterVariable(&r_showbboxes);
4214 Cvar_RegisterVariable(&r_showsurfaces);
4215 Cvar_RegisterVariable(&r_showtris);
4216 Cvar_RegisterVariable(&r_shownormals);
4217 Cvar_RegisterVariable(&r_showlighting);
4218 Cvar_RegisterVariable(&r_showshadowvolumes);
4219 Cvar_RegisterVariable(&r_showcollisionbrushes);
4220 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4221 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4222 Cvar_RegisterVariable(&r_showdisabledepthtest);
4223 Cvar_RegisterVariable(&r_drawportals);
4224 Cvar_RegisterVariable(&r_drawentities);
4225 Cvar_RegisterVariable(&r_draw2d);
4226 Cvar_RegisterVariable(&r_drawworld);
4227 Cvar_RegisterVariable(&r_cullentities_trace);
4228 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4229 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4230 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4231 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4232 Cvar_RegisterVariable(&r_sortentities);
4233 Cvar_RegisterVariable(&r_drawviewmodel);
4234 Cvar_RegisterVariable(&r_drawexteriormodel);
4235 Cvar_RegisterVariable(&r_speeds);
4236 Cvar_RegisterVariable(&r_fullbrights);
4237 Cvar_RegisterVariable(&r_wateralpha);
4238 Cvar_RegisterVariable(&r_dynamic);
4239 Cvar_RegisterVariable(&r_fakelight);
4240 Cvar_RegisterVariable(&r_fakelight_intensity);
4241 Cvar_RegisterVariable(&r_fullbright);
4242 Cvar_RegisterVariable(&r_shadows);
4243 Cvar_RegisterVariable(&r_shadows_darken);
4244 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4245 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4246 Cvar_RegisterVariable(&r_shadows_throwdistance);
4247 Cvar_RegisterVariable(&r_shadows_throwdirection);
4248 Cvar_RegisterVariable(&r_shadows_focus);
4249 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4250 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4251 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4252 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4253 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4254 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4255 Cvar_RegisterVariable(&r_fog_exp2);
4256 Cvar_RegisterVariable(&r_fog_clear);
4257 Cvar_RegisterVariable(&r_drawfog);
4258 Cvar_RegisterVariable(&r_transparentdepthmasking);
4259 Cvar_RegisterVariable(&r_transparent_sortmindist);
4260 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4261 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4262 Cvar_RegisterVariable(&r_texture_dds_load);
4263 Cvar_RegisterVariable(&r_texture_dds_save);
4264 Cvar_RegisterVariable(&r_textureunits);
4265 Cvar_RegisterVariable(&gl_combine);
4266 Cvar_RegisterVariable(&r_viewfbo);
4267 Cvar_RegisterVariable(&r_viewscale);
4268 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4269 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4270 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4271 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4272 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4273 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4274 Cvar_RegisterVariable(&r_glsl);
4275 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4276 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4277 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4278 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4279 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4280 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4281 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4282 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4283 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4284 Cvar_RegisterVariable(&r_glsl_postprocess);
4285 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4286 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4287 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4289 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4291 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4292 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4294 Cvar_RegisterVariable(&r_water);
4295 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4296 Cvar_RegisterVariable(&r_water_clippingplanebias);
4297 Cvar_RegisterVariable(&r_water_refractdistort);
4298 Cvar_RegisterVariable(&r_water_reflectdistort);
4299 Cvar_RegisterVariable(&r_water_scissormode);
4300 Cvar_RegisterVariable(&r_water_lowquality);
4301 Cvar_RegisterVariable(&r_water_hideplayer);
4302 Cvar_RegisterVariable(&r_water_fbo);
4304 Cvar_RegisterVariable(&r_lerpsprites);
4305 Cvar_RegisterVariable(&r_lerpmodels);
4306 Cvar_RegisterVariable(&r_lerplightstyles);
4307 Cvar_RegisterVariable(&r_waterscroll);
4308 Cvar_RegisterVariable(&r_bloom);
4309 Cvar_RegisterVariable(&r_bloom_colorscale);
4310 Cvar_RegisterVariable(&r_bloom_brighten);
4311 Cvar_RegisterVariable(&r_bloom_blur);
4312 Cvar_RegisterVariable(&r_bloom_resolution);
4313 Cvar_RegisterVariable(&r_bloom_colorexponent);
4314 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4315 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4316 Cvar_RegisterVariable(&r_hdr_glowintensity);
4317 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4318 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4319 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4320 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4321 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4322 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4323 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4324 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4325 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4326 Cvar_RegisterVariable(&developer_texturelogging);
4327 Cvar_RegisterVariable(&gl_lightmaps);
4328 Cvar_RegisterVariable(&r_test);
4329 Cvar_RegisterVariable(&r_glsl_saturation);
4330 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4331 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4332 Cvar_RegisterVariable(&r_framedatasize);
4333 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4334 Cvar_SetValue("r_fullbrights", 0);
4335 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4338 extern void R_Textures_Init(void);
4339 extern void GL_Draw_Init(void);
4340 extern void GL_Main_Init(void);
4341 extern void R_Shadow_Init(void);
4342 extern void R_Sky_Init(void);
4343 extern void GL_Surf_Init(void);
4344 extern void R_Particles_Init(void);
4345 extern void R_Explosion_Init(void);
4346 extern void gl_backend_init(void);
4347 extern void Sbar_Init(void);
4348 extern void R_LightningBeams_Init(void);
4349 extern void Mod_RenderInit(void);
4350 extern void Font_Init(void);
4352 void Render_Init(void)
4365 R_LightningBeams_Init();
4375 extern char *ENGINE_EXTENSIONS;
4378 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4379 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4380 gl_version = (const char *)qglGetString(GL_VERSION);
4381 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4385 if (!gl_platformextensions)
4386 gl_platformextensions = "";
4388 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4389 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4390 Con_Printf("GL_VERSION: %s\n", gl_version);
4391 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4392 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4394 VID_CheckExtensions();
4396 // LordHavoc: report supported extensions
4397 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4399 // clear to black (loading plaque will be seen over this)
4400 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4404 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4408 if (r_trippy.integer)
4410 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4412 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4415 p = r_refdef.view.frustum + i;
4420 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4424 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4428 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4460 if (r_trippy.integer)
4462 for (i = 0;i < numplanes;i++)
4469 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4473 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4477 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4481 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4485 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4489 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4493 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4497 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4505 //==================================================================================
4507 // LordHavoc: this stores temporary data used within the same frame
4509 typedef struct r_framedata_mem_s
4511 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4512 size_t size; // how much usable space
4513 size_t current; // how much space in use
4514 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4515 size_t wantedsize; // how much space was allocated
4516 unsigned char *data; // start of real data (16byte aligned)
4520 static r_framedata_mem_t *r_framedata_mem;
4522 void R_FrameData_Reset(void)
4524 while (r_framedata_mem)
4526 r_framedata_mem_t *next = r_framedata_mem->purge;
4527 Mem_Free(r_framedata_mem);
4528 r_framedata_mem = next;
4532 void R_FrameData_Resize(void)
4535 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4536 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4537 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4539 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4540 newmem->wantedsize = wantedsize;
4541 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4542 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4543 newmem->current = 0;
4545 newmem->purge = r_framedata_mem;
4546 r_framedata_mem = newmem;
4550 void R_FrameData_NewFrame(void)
4552 R_FrameData_Resize();
4553 if (!r_framedata_mem)
4555 // if we ran out of space on the last frame, free the old memory now
4556 while (r_framedata_mem->purge)
4558 // repeatedly remove the second item in the list, leaving only head
4559 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4560 Mem_Free(r_framedata_mem->purge);
4561 r_framedata_mem->purge = next;
4563 // reset the current mem pointer
4564 r_framedata_mem->current = 0;
4565 r_framedata_mem->mark = 0;
4568 void *R_FrameData_Alloc(size_t size)
4572 // align to 16 byte boundary - the data pointer is already aligned, so we
4573 // only need to ensure the size of every allocation is also aligned
4574 size = (size + 15) & ~15;
4576 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4578 // emergency - we ran out of space, allocate more memory
4579 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4580 R_FrameData_Resize();
4583 data = r_framedata_mem->data + r_framedata_mem->current;
4584 r_framedata_mem->current += size;
4586 // count the usage for stats
4587 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4588 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4590 return (void *)data;
4593 void *R_FrameData_Store(size_t size, void *data)
4595 void *d = R_FrameData_Alloc(size);
4597 memcpy(d, data, size);
4601 void R_FrameData_SetMark(void)
4603 if (!r_framedata_mem)
4605 r_framedata_mem->mark = r_framedata_mem->current;
4608 void R_FrameData_ReturnToMark(void)
4610 if (!r_framedata_mem)
4612 r_framedata_mem->current = r_framedata_mem->mark;
4615 //==================================================================================
4617 // LordHavoc: animcache originally written by Echon, rewritten since then
4620 * Animation cache prevents re-generating mesh data for an animated model
4621 * multiple times in one frame for lighting, shadowing, reflections, etc.
4624 void R_AnimCache_Free(void)
4628 void R_AnimCache_ClearCache(void)
4631 entity_render_t *ent;
4633 for (i = 0;i < r_refdef.scene.numentities;i++)
4635 ent = r_refdef.scene.entities[i];
4636 ent->animcache_vertex3f = NULL;
4637 ent->animcache_normal3f = NULL;
4638 ent->animcache_svector3f = NULL;
4639 ent->animcache_tvector3f = NULL;
4640 ent->animcache_vertexmesh = NULL;
4641 ent->animcache_vertex3fbuffer = NULL;
4642 ent->animcache_vertexmeshbuffer = NULL;
4646 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4650 // check if we need the meshbuffers
4651 if (!vid.useinterleavedarrays)
4654 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4655 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4656 // TODO: upload vertex3f buffer?
4657 if (ent->animcache_vertexmesh)
4659 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4660 for (i = 0;i < numvertices;i++)
4661 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4662 if (ent->animcache_svector3f)
4663 for (i = 0;i < numvertices;i++)
4664 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4665 if (ent->animcache_tvector3f)
4666 for (i = 0;i < numvertices;i++)
4667 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4668 if (ent->animcache_normal3f)
4669 for (i = 0;i < numvertices;i++)
4670 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4671 // TODO: upload vertexmeshbuffer?
4675 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4677 dp_model_t *model = ent->model;
4679 // see if it's already cached this frame
4680 if (ent->animcache_vertex3f)
4682 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4683 if (wantnormals || wanttangents)
4685 if (ent->animcache_normal3f)
4686 wantnormals = false;
4687 if (ent->animcache_svector3f)
4688 wanttangents = false;
4689 if (wantnormals || wanttangents)
4691 numvertices = model->surfmesh.num_vertices;
4693 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4696 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4697 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4699 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4700 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4706 // see if this ent is worth caching
4707 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4709 // get some memory for this entity and generate mesh data
4710 numvertices = model->surfmesh.num_vertices;
4711 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4713 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4716 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4717 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4719 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4720 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4725 void R_AnimCache_CacheVisibleEntities(void)
4728 qboolean wantnormals = true;
4729 qboolean wanttangents = !r_showsurfaces.integer;
4731 switch(vid.renderpath)
4733 case RENDERPATH_GL20:
4734 case RENDERPATH_D3D9:
4735 case RENDERPATH_D3D10:
4736 case RENDERPATH_D3D11:
4737 case RENDERPATH_GLES2:
4739 case RENDERPATH_GL11:
4740 case RENDERPATH_GL13:
4741 case RENDERPATH_GLES1:
4742 wanttangents = false;
4744 case RENDERPATH_SOFT:
4748 if (r_shownormals.integer)
4749 wanttangents = wantnormals = true;
4751 // TODO: thread this
4752 // NOTE: R_PrepareRTLights() also caches entities
4754 for (i = 0;i < r_refdef.scene.numentities;i++)
4755 if (r_refdef.viewcache.entityvisible[i])
4756 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4759 //==================================================================================
4761 extern cvar_t r_overheadsprites_pushback;
4763 static void R_View_UpdateEntityLighting (void)
4766 entity_render_t *ent;
4767 vec3_t tempdiffusenormal, avg;
4768 vec_t f, fa, fd, fdd;
4769 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4771 for (i = 0;i < r_refdef.scene.numentities;i++)
4773 ent = r_refdef.scene.entities[i];
4775 // skip unseen models and models that updated by CSQC
4776 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4780 if (ent->model && ent->model->brush.num_leafs)
4782 // TODO: use modellight for r_ambient settings on world?
4783 VectorSet(ent->modellight_ambient, 0, 0, 0);
4784 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4785 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4789 // fetch the lighting from the worldmodel data
4790 VectorClear(ent->modellight_ambient);
4791 VectorClear(ent->modellight_diffuse);
4792 VectorClear(tempdiffusenormal);
4793 if (ent->flags & RENDER_LIGHT)
4796 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4798 // complete lightning for lit sprites
4799 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4800 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4802 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4803 org[2] = org[2] + r_overheadsprites_pushback.value;
4804 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4807 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4809 if(ent->flags & RENDER_EQUALIZE)
4811 // first fix up ambient lighting...
4812 if(r_equalize_entities_minambient.value > 0)
4814 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4817 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4818 if(fa < r_equalize_entities_minambient.value * fd)
4821 // fa'/fd' = minambient
4822 // fa'+0.25*fd' = fa+0.25*fd
4824 // fa' = fd' * minambient
4825 // fd'*(0.25+minambient) = fa+0.25*fd
4827 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4828 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4830 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4831 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
4832 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4833 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4838 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4840 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4841 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4845 // adjust brightness and saturation to target
4846 avg[0] = avg[1] = avg[2] = fa / f;
4847 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4848 avg[0] = avg[1] = avg[2] = fd / f;
4849 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4855 VectorSet(ent->modellight_ambient, 1, 1, 1);
4857 // move the light direction into modelspace coordinates for lighting code
4858 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4859 if(VectorLength2(ent->modellight_lightdir) == 0)
4860 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4861 VectorNormalize(ent->modellight_lightdir);
4865 #define MAX_LINEOFSIGHTTRACES 64
4867 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4870 vec3_t boxmins, boxmaxs;
4873 dp_model_t *model = r_refdef.scene.worldmodel;
4875 if (!model || !model->brush.TraceLineOfSight)
4878 // expand the box a little
4879 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4880 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4881 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4882 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4883 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4884 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4886 // return true if eye is inside enlarged box
4887 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4891 VectorCopy(eye, start);
4892 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4893 if (model->brush.TraceLineOfSight(model, start, end))
4896 // try various random positions
4897 for (i = 0;i < numsamples;i++)
4899 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4900 if (model->brush.TraceLineOfSight(model, start, end))
4908 static void R_View_UpdateEntityVisible (void)
4913 entity_render_t *ent;
4915 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4916 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4917 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4918 : RENDER_EXTERIORMODEL;
4919 if (!r_drawviewmodel.integer)
4920 renderimask |= RENDER_VIEWMODEL;
4921 if (!r_drawexteriormodel.integer)
4922 renderimask |= RENDER_EXTERIORMODEL;
4923 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4925 // worldmodel can check visibility
4926 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4927 for (i = 0;i < r_refdef.scene.numentities;i++)
4929 ent = r_refdef.scene.entities[i];
4930 if (!(ent->flags & renderimask))
4931 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)))
4932 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))
4933 r_refdef.viewcache.entityvisible[i] = true;
4938 // no worldmodel or it can't check visibility
4939 for (i = 0;i < r_refdef.scene.numentities;i++)
4941 ent = r_refdef.scene.entities[i];
4942 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));
4945 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4946 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4948 for (i = 0;i < r_refdef.scene.numentities;i++)
4950 if (!r_refdef.viewcache.entityvisible[i])
4952 ent = r_refdef.scene.entities[i];
4953 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4955 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4957 continue; // temp entities do pvs only
4958 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4959 ent->last_trace_visibility = realtime;
4960 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4961 r_refdef.viewcache.entityvisible[i] = 0;
4967 /// only used if skyrendermasked, and normally returns false
4968 int R_DrawBrushModelsSky (void)
4971 entity_render_t *ent;
4974 for (i = 0;i < r_refdef.scene.numentities;i++)
4976 if (!r_refdef.viewcache.entityvisible[i])
4978 ent = r_refdef.scene.entities[i];
4979 if (!ent->model || !ent->model->DrawSky)
4981 ent->model->DrawSky(ent);
4987 static void R_DrawNoModel(entity_render_t *ent);
4988 static void R_DrawModels(void)
4991 entity_render_t *ent;
4993 for (i = 0;i < r_refdef.scene.numentities;i++)
4995 if (!r_refdef.viewcache.entityvisible[i])
4997 ent = r_refdef.scene.entities[i];
4998 r_refdef.stats.entities++;
5000 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5003 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5004 Con_Printf("R_DrawModels\n");
5005 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]);
5006 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);
5007 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);
5010 if (ent->model && ent->model->Draw != NULL)
5011 ent->model->Draw(ent);
5017 static void R_DrawModelsDepth(void)
5020 entity_render_t *ent;
5022 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (!r_refdef.viewcache.entityvisible[i])
5026 ent = r_refdef.scene.entities[i];
5027 if (ent->model && ent->model->DrawDepth != NULL)
5028 ent->model->DrawDepth(ent);
5032 static void R_DrawModelsDebug(void)
5035 entity_render_t *ent;
5037 for (i = 0;i < r_refdef.scene.numentities;i++)
5039 if (!r_refdef.viewcache.entityvisible[i])
5041 ent = r_refdef.scene.entities[i];
5042 if (ent->model && ent->model->DrawDebug != NULL)
5043 ent->model->DrawDebug(ent);
5047 static void R_DrawModelsAddWaterPlanes(void)
5050 entity_render_t *ent;
5052 for (i = 0;i < r_refdef.scene.numentities;i++)
5054 if (!r_refdef.viewcache.entityvisible[i])
5056 ent = r_refdef.scene.entities[i];
5057 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5058 ent->model->DrawAddWaterPlanes(ent);
5062 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}};
5064 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5066 if (r_hdr_irisadaptation.integer)
5071 vec3_t diffusenormal;
5073 vec_t brightness = 0.0f;
5078 VectorCopy(r_refdef.view.forward, forward);
5079 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5081 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5082 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5083 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5084 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5085 d = DotProduct(forward, diffusenormal);
5086 brightness += VectorLength(ambient);
5088 brightness += d * VectorLength(diffuse);
5090 brightness *= 1.0f / c;
5091 brightness += 0.00001f; // make sure it's never zero
5092 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5093 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5094 current = r_hdr_irisadaptation_value.value;
5096 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5097 else if (current > goal)
5098 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5099 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5100 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5102 else if (r_hdr_irisadaptation_value.value != 1.0f)
5103 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5106 static void R_View_SetFrustum(const int *scissor)
5109 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5110 vec3_t forward, left, up, origin, v;
5114 // flipped x coordinates (because x points left here)
5115 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5116 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5118 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5119 switch(vid.renderpath)
5121 case RENDERPATH_D3D9:
5122 case RENDERPATH_D3D10:
5123 case RENDERPATH_D3D11:
5124 // non-flipped y coordinates
5125 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5126 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5128 case RENDERPATH_SOFT:
5129 case RENDERPATH_GL11:
5130 case RENDERPATH_GL13:
5131 case RENDERPATH_GL20:
5132 case RENDERPATH_GLES1:
5133 case RENDERPATH_GLES2:
5134 // non-flipped y coordinates
5135 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5136 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5141 // we can't trust r_refdef.view.forward and friends in reflected scenes
5142 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5145 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5146 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5147 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5148 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5149 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5150 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5151 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5152 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5153 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5154 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5155 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5156 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5160 zNear = r_refdef.nearclip;
5161 nudge = 1.0 - 1.0 / (1<<23);
5162 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5163 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5164 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5165 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5166 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5167 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5168 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5169 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5175 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5176 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5177 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5178 r_refdef.view.frustum[0].dist = m[15] - m[12];
5180 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5181 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5182 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5183 r_refdef.view.frustum[1].dist = m[15] + m[12];
5185 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5186 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5187 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5188 r_refdef.view.frustum[2].dist = m[15] - m[13];
5190 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5191 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5192 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5193 r_refdef.view.frustum[3].dist = m[15] + m[13];
5195 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5196 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5197 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5198 r_refdef.view.frustum[4].dist = m[15] - m[14];
5200 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5201 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5202 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5203 r_refdef.view.frustum[5].dist = m[15] + m[14];
5206 if (r_refdef.view.useperspective)
5208 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5209 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]);
5210 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]);
5211 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]);
5212 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]);
5214 // then the normals from the corners relative to origin
5215 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5216 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5217 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5218 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5220 // in a NORMAL view, forward cross left == up
5221 // in a REFLECTED view, forward cross left == down
5222 // so our cross products above need to be adjusted for a left handed coordinate system
5223 CrossProduct(forward, left, v);
5224 if(DotProduct(v, up) < 0)
5226 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5227 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5228 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5229 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5232 // Leaving those out was a mistake, those were in the old code, and they
5233 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5234 // I couldn't reproduce it after adding those normalizations. --blub
5235 VectorNormalize(r_refdef.view.frustum[0].normal);
5236 VectorNormalize(r_refdef.view.frustum[1].normal);
5237 VectorNormalize(r_refdef.view.frustum[2].normal);
5238 VectorNormalize(r_refdef.view.frustum[3].normal);
5240 // make the corners absolute
5241 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5242 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5243 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5244 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5247 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5249 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5250 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5251 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5252 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5253 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5257 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5258 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5259 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5260 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5261 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5262 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5263 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5264 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5265 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5266 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5268 r_refdef.view.numfrustumplanes = 5;
5270 if (r_refdef.view.useclipplane)
5272 r_refdef.view.numfrustumplanes = 6;
5273 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5276 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5277 PlaneClassify(r_refdef.view.frustum + i);
5279 // LordHavoc: note to all quake engine coders, Quake had a special case
5280 // for 90 degrees which assumed a square view (wrong), so I removed it,
5281 // Quake2 has it disabled as well.
5283 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5284 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5285 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5286 //PlaneClassify(&frustum[0]);
5288 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5289 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5290 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5291 //PlaneClassify(&frustum[1]);
5293 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5294 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5295 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5296 //PlaneClassify(&frustum[2]);
5298 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5299 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5300 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5301 //PlaneClassify(&frustum[3]);
5304 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5305 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5306 //PlaneClassify(&frustum[4]);
5309 void R_View_UpdateWithScissor(const int *myscissor)
5311 R_Main_ResizeViewCache();
5312 R_View_SetFrustum(myscissor);
5313 R_View_WorldVisibility(r_refdef.view.useclipplane);
5314 R_View_UpdateEntityVisible();
5315 R_View_UpdateEntityLighting();
5316 R_AnimCache_CacheVisibleEntities();
5319 void R_View_Update(void)
5321 R_Main_ResizeViewCache();
5322 R_View_SetFrustum(NULL);
5323 R_View_WorldVisibility(r_refdef.view.useclipplane);
5324 R_View_UpdateEntityVisible();
5325 R_View_UpdateEntityLighting();
5326 R_AnimCache_CacheVisibleEntities();
5329 float viewscalefpsadjusted = 1.0f;
5331 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5333 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5334 scale = bound(0.03125f, scale, 1.0f);
5335 *outwidth = (int)ceil(width * scale);
5336 *outheight = (int)ceil(height * scale);
5339 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5341 const float *customclipplane = NULL;
5343 int scaledwidth, scaledheight;
5344 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5346 // LordHavoc: couldn't figure out how to make this approach the
5347 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5348 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5349 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5350 dist = r_refdef.view.clipplane.dist;
5351 plane[0] = r_refdef.view.clipplane.normal[0];
5352 plane[1] = r_refdef.view.clipplane.normal[1];
5353 plane[2] = r_refdef.view.clipplane.normal[2];
5355 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5358 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5359 if (!r_refdef.view.useperspective)
5360 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5361 else if (vid.stencil && r_useinfinitefarclip.integer)
5362 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5364 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5365 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5366 R_SetViewport(&r_refdef.view.viewport);
5367 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5369 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5370 float screenplane[4];
5371 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5372 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5373 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5374 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5375 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5379 void R_EntityMatrix(const matrix4x4_t *matrix)
5381 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5383 gl_modelmatrixchanged = false;
5384 gl_modelmatrix = *matrix;
5385 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5386 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5387 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5388 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5390 switch(vid.renderpath)
5392 case RENDERPATH_D3D9:
5394 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5395 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5398 case RENDERPATH_D3D10:
5399 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5401 case RENDERPATH_D3D11:
5402 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5404 case RENDERPATH_GL11:
5405 case RENDERPATH_GL13:
5406 case RENDERPATH_GLES1:
5407 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5409 case RENDERPATH_SOFT:
5410 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5411 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5413 case RENDERPATH_GL20:
5414 case RENDERPATH_GLES2:
5415 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5416 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5422 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5424 r_viewport_t viewport;
5427 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5428 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5429 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5430 R_SetViewport(&viewport);
5431 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5432 GL_Color(1, 1, 1, 1);
5433 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5434 GL_BlendFunc(GL_ONE, GL_ZERO);
5435 GL_ScissorTest(false);
5436 GL_DepthMask(false);
5437 GL_DepthRange(0, 1);
5438 GL_DepthTest(false);
5439 GL_DepthFunc(GL_LEQUAL);
5440 R_EntityMatrix(&identitymatrix);
5441 R_Mesh_ResetTextureState();
5442 GL_PolygonOffset(0, 0);
5443 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5444 switch(vid.renderpath)
5446 case RENDERPATH_GL11:
5447 case RENDERPATH_GL13:
5448 case RENDERPATH_GL20:
5449 case RENDERPATH_GLES1:
5450 case RENDERPATH_GLES2:
5451 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5453 case RENDERPATH_D3D9:
5454 case RENDERPATH_D3D10:
5455 case RENDERPATH_D3D11:
5456 case RENDERPATH_SOFT:
5459 GL_CullFace(GL_NONE);
5462 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5466 R_SetupView(true, fbo, depthtexture, colortexture);
5467 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5468 GL_Color(1, 1, 1, 1);
5469 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5470 GL_BlendFunc(GL_ONE, GL_ZERO);
5471 GL_ScissorTest(true);
5473 GL_DepthRange(0, 1);
5475 GL_DepthFunc(GL_LEQUAL);
5476 R_EntityMatrix(&identitymatrix);
5477 R_Mesh_ResetTextureState();
5478 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5479 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5480 switch(vid.renderpath)
5482 case RENDERPATH_GL11:
5483 case RENDERPATH_GL13:
5484 case RENDERPATH_GL20:
5485 case RENDERPATH_GLES1:
5486 case RENDERPATH_GLES2:
5487 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5489 case RENDERPATH_D3D9:
5490 case RENDERPATH_D3D10:
5491 case RENDERPATH_D3D11:
5492 case RENDERPATH_SOFT:
5495 GL_CullFace(r_refdef.view.cullface_back);
5500 R_RenderView_UpdateViewVectors
5503 static void R_RenderView_UpdateViewVectors(void)
5505 // break apart the view matrix into vectors for various purposes
5506 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5507 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5508 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5509 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5510 // make an inverted copy of the view matrix for tracking sprites
5511 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5514 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5515 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5517 static void R_Water_StartFrame(void)
5520 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5521 r_waterstate_waterplane_t *p;
5523 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5526 switch(vid.renderpath)
5528 case RENDERPATH_GL20:
5529 case RENDERPATH_D3D9:
5530 case RENDERPATH_D3D10:
5531 case RENDERPATH_D3D11:
5532 case RENDERPATH_SOFT:
5533 case RENDERPATH_GLES2:
5535 case RENDERPATH_GL11:
5536 case RENDERPATH_GL13:
5537 case RENDERPATH_GLES1:
5541 // set waterwidth and waterheight to the water resolution that will be
5542 // used (often less than the screen resolution for faster rendering)
5543 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5545 // calculate desired texture sizes
5546 // can't use water if the card does not support the texture size
5547 if (!r_water.integer || r_showsurfaces.integer)
5548 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5549 else if (vid.support.arb_texture_non_power_of_two)
5551 texturewidth = waterwidth;
5552 textureheight = waterheight;
5553 camerawidth = waterwidth;
5554 cameraheight = waterheight;
5558 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5559 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5560 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5561 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5564 // allocate textures as needed
5565 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight)
5567 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5568 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5570 if (p->texture_refraction)
5571 R_FreeTexture(p->texture_refraction);
5572 p->texture_refraction = NULL;
5573 if (p->fbo_refraction)
5574 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5575 p->fbo_refraction = 0;
5576 if (p->texture_reflection)
5577 R_FreeTexture(p->texture_reflection);
5578 p->texture_reflection = NULL;
5579 if (p->fbo_reflection)
5580 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5581 p->fbo_reflection = 0;
5582 if (p->texture_camera)
5583 R_FreeTexture(p->texture_camera);
5584 p->texture_camera = NULL;
5586 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5589 memset(&r_fb.water, 0, sizeof(r_fb.water));
5590 r_fb.water.texturewidth = texturewidth;
5591 r_fb.water.textureheight = textureheight;
5592 r_fb.water.camerawidth = camerawidth;
5593 r_fb.water.cameraheight = cameraheight;
5596 if (r_fb.water.texturewidth)
5598 int scaledwidth, scaledheight;
5600 r_fb.water.enabled = true;
5602 // water resolution is usually reduced
5603 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5604 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5605 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5607 // set up variables that will be used in shader setup
5608 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5609 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5610 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5611 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5614 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5615 r_fb.water.numwaterplanes = 0;
5618 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5620 int planeindex, bestplaneindex, vertexindex;
5621 vec3_t mins, maxs, normal, center, v, n;
5622 vec_t planescore, bestplanescore;
5624 r_waterstate_waterplane_t *p;
5625 texture_t *t = R_GetCurrentTexture(surface->texture);
5627 rsurface.texture = t;
5628 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5629 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5630 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5632 // average the vertex normals, find the surface bounds (after deformvertexes)
5633 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5634 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5635 VectorCopy(n, normal);
5636 VectorCopy(v, mins);
5637 VectorCopy(v, maxs);
5638 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5640 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5641 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5642 VectorAdd(normal, n, normal);
5643 mins[0] = min(mins[0], v[0]);
5644 mins[1] = min(mins[1], v[1]);
5645 mins[2] = min(mins[2], v[2]);
5646 maxs[0] = max(maxs[0], v[0]);
5647 maxs[1] = max(maxs[1], v[1]);
5648 maxs[2] = max(maxs[2], v[2]);
5650 VectorNormalize(normal);
5651 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5653 VectorCopy(normal, plane.normal);
5654 VectorNormalize(plane.normal);
5655 plane.dist = DotProduct(center, plane.normal);
5656 PlaneClassify(&plane);
5657 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5659 // skip backfaces (except if nocullface is set)
5660 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5662 VectorNegate(plane.normal, plane.normal);
5664 PlaneClassify(&plane);
5668 // find a matching plane if there is one
5669 bestplaneindex = -1;
5670 bestplanescore = 1048576.0f;
5671 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5673 if(p->camera_entity == t->camera_entity)
5675 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5676 if (bestplaneindex < 0 || bestplanescore > planescore)
5678 bestplaneindex = planeindex;
5679 bestplanescore = planescore;
5683 planeindex = bestplaneindex;
5684 p = r_fb.water.waterplanes + planeindex;
5686 // if this surface does not fit any known plane rendered this frame, add one
5687 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5689 // store the new plane
5690 planeindex = r_fb.water.numwaterplanes++;
5691 p = r_fb.water.waterplanes + planeindex;
5693 // clear materialflags and pvs
5694 p->materialflags = 0;
5695 p->pvsvalid = false;
5696 p->camera_entity = t->camera_entity;
5697 VectorCopy(mins, p->mins);
5698 VectorCopy(maxs, p->maxs);
5702 // merge mins/maxs when we're adding this surface to the plane
5703 p->mins[0] = min(p->mins[0], mins[0]);
5704 p->mins[1] = min(p->mins[1], mins[1]);
5705 p->mins[2] = min(p->mins[2], mins[2]);
5706 p->maxs[0] = max(p->maxs[0], maxs[0]);
5707 p->maxs[1] = max(p->maxs[1], maxs[1]);
5708 p->maxs[2] = max(p->maxs[2], maxs[2]);
5710 // merge this surface's materialflags into the waterplane
5711 p->materialflags |= t->currentmaterialflags;
5712 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5714 // merge this surface's PVS into the waterplane
5715 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5716 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5718 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5724 extern cvar_t r_drawparticles;
5725 extern cvar_t r_drawdecals;
5727 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5730 r_refdef_view_t originalview;
5731 r_refdef_view_t myview;
5732 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;
5733 r_waterstate_waterplane_t *p;
5736 originalview = r_refdef.view;
5738 // lowquality hack, temporarily shut down some cvars and restore afterwards
5739 qualityreduction = r_water_lowquality.integer;
5740 if (qualityreduction > 0)
5742 if (qualityreduction >= 1)
5744 old_r_shadows = r_shadows.integer;
5745 old_r_worldrtlight = r_shadow_realtime_world.integer;
5746 old_r_dlight = r_shadow_realtime_dlight.integer;
5747 Cvar_SetValueQuick(&r_shadows, 0);
5748 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5749 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5751 if (qualityreduction >= 2)
5753 old_r_dynamic = r_dynamic.integer;
5754 old_r_particles = r_drawparticles.integer;
5755 old_r_decals = r_drawdecals.integer;
5756 Cvar_SetValueQuick(&r_dynamic, 0);
5757 Cvar_SetValueQuick(&r_drawparticles, 0);
5758 Cvar_SetValueQuick(&r_drawdecals, 0);
5762 // make sure enough textures are allocated
5763 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5765 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5767 if (!p->texture_refraction)
5768 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5769 if (!p->texture_refraction)
5771 if (r_water_fbo.integer >= 1 && vid.support.ext_framebuffer_object)
5773 if (r_fb.water.depthtexture == NULL)
5774 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5775 if (p->fbo_refraction == 0)
5776 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5779 else if (p->materialflags & MATERIALFLAG_CAMERA)
5781 if (!p->texture_camera)
5782 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5783 if (!p->texture_camera)
5785 if (r_water_fbo.integer >= 1 && vid.support.ext_framebuffer_object)
5787 if (r_fb.water.depthtexture == NULL)
5788 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5789 if (p->fbo_camera == 0)
5790 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5794 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5796 if (!p->texture_reflection)
5797 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5798 if (!p->texture_reflection)
5800 if (r_water_fbo.integer >= 1 && vid.support.ext_framebuffer_object)
5802 if (r_fb.water.depthtexture == NULL)
5803 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5804 if (p->fbo_reflection == 0)
5805 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5811 r_refdef.view = originalview;
5812 r_refdef.view.showdebug = false;
5813 r_refdef.view.width = r_fb.water.waterwidth;
5814 r_refdef.view.height = r_fb.water.waterheight;
5815 r_refdef.view.useclipplane = true;
5816 myview = r_refdef.view;
5817 r_fb.water.renderingscene = true;
5818 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5820 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5822 r_refdef.view = myview;
5823 if(r_water_scissormode.integer)
5825 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5826 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5827 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5830 // render reflected scene and copy into texture
5831 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5832 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5833 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5834 r_refdef.view.clipplane = p->plane;
5835 // reverse the cullface settings for this render
5836 r_refdef.view.cullface_front = GL_FRONT;
5837 r_refdef.view.cullface_back = GL_BACK;
5838 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5840 r_refdef.view.usecustompvs = true;
5842 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5844 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5847 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5848 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5849 R_ClearScreen(r_refdef.fogenabled);
5850 if(r_water_scissormode.integer & 2)
5851 R_View_UpdateWithScissor(myscissor);
5854 if(r_water_scissormode.integer & 1)
5855 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5856 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5858 if (!p->fbo_reflection)
5859 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);
5860 r_fb.water.hideplayer = false;
5863 // render the normal view scene and copy into texture
5864 // (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)
5865 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5867 r_refdef.view = myview;
5868 if(r_water_scissormode.integer)
5870 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5871 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5872 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5875 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5877 r_refdef.view.clipplane = p->plane;
5878 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5879 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5881 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5883 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5884 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5885 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5886 R_RenderView_UpdateViewVectors();
5887 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5889 r_refdef.view.usecustompvs = true;
5890 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);
5894 PlaneClassify(&r_refdef.view.clipplane);
5896 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5897 R_ClearScreen(r_refdef.fogenabled);
5898 if(r_water_scissormode.integer & 2)
5899 R_View_UpdateWithScissor(myscissor);
5902 if(r_water_scissormode.integer & 1)
5903 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5904 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5906 if (!p->fbo_refraction)
5907 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);
5908 r_fb.water.hideplayer = false;
5910 else if (p->materialflags & MATERIALFLAG_CAMERA)
5912 r_refdef.view = myview;
5914 r_refdef.view.clipplane = p->plane;
5915 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5916 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5918 r_refdef.view.width = r_fb.water.camerawidth;
5919 r_refdef.view.height = r_fb.water.cameraheight;
5920 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5921 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5922 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5923 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5925 if(p->camera_entity)
5927 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5928 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5931 // note: all of the view is used for displaying... so
5932 // there is no use in scissoring
5934 // reverse the cullface settings for this render
5935 r_refdef.view.cullface_front = GL_FRONT;
5936 r_refdef.view.cullface_back = GL_BACK;
5937 // also reverse the view matrix
5938 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
5939 R_RenderView_UpdateViewVectors();
5940 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5942 r_refdef.view.usecustompvs = true;
5943 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);
5946 // camera needs no clipplane
5947 r_refdef.view.useclipplane = false;
5949 PlaneClassify(&r_refdef.view.clipplane);
5951 r_fb.water.hideplayer = false;
5953 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5954 R_ClearScreen(r_refdef.fogenabled);
5956 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5959 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);
5960 r_fb.water.hideplayer = false;
5964 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5965 r_fb.water.renderingscene = false;
5966 r_refdef.view = originalview;
5967 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5968 if (!r_fb.water.depthtexture)
5969 R_ClearScreen(r_refdef.fogenabled);
5973 r_refdef.view = originalview;
5974 r_fb.water.renderingscene = false;
5975 Cvar_SetValueQuick(&r_water, 0);
5976 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5978 // lowquality hack, restore cvars
5979 if (qualityreduction > 0)
5981 if (qualityreduction >= 1)
5983 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5984 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5985 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5987 if (qualityreduction >= 2)
5989 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5990 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5991 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5996 void R_Bloom_StartFrame(void)
5999 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6000 int viewwidth, viewheight;
6002 r_fb.textype = TEXTYPE_COLORBUFFER;
6003 switch (vid.renderpath)
6005 case RENDERPATH_GL20:
6006 case RENDERPATH_GLES2:
6007 if (vid.support.ext_framebuffer_object)
6009 if (r_viewfbo.integer == 2) r_fb.textype = TEXTYPE_COLORBUFFER16F;
6010 if (r_viewfbo.integer == 3) r_fb.textype = TEXTYPE_COLORBUFFER32F;
6013 case RENDERPATH_GL11:
6014 case RENDERPATH_GL13:
6015 case RENDERPATH_GLES1:
6016 case RENDERPATH_D3D9:
6017 case RENDERPATH_D3D10:
6018 case RENDERPATH_D3D11:
6019 case RENDERPATH_SOFT:
6023 if (r_viewscale_fpsscaling.integer)
6025 double actualframetime;
6026 double targetframetime;
6028 actualframetime = r_refdef.lastdrawscreentime;
6029 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6030 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6031 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6032 if (r_viewscale_fpsscaling_stepsize.value > 0)
6033 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6034 viewscalefpsadjusted += adjust;
6035 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6038 viewscalefpsadjusted = 1.0f;
6040 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6042 switch(vid.renderpath)
6044 case RENDERPATH_GL20:
6045 case RENDERPATH_D3D9:
6046 case RENDERPATH_D3D10:
6047 case RENDERPATH_D3D11:
6048 case RENDERPATH_SOFT:
6049 case RENDERPATH_GLES2:
6051 case RENDERPATH_GL11:
6052 case RENDERPATH_GL13:
6053 case RENDERPATH_GLES1:
6057 // set bloomwidth and bloomheight to the bloom resolution that will be
6058 // used (often less than the screen resolution for faster rendering)
6059 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6060 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6061 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6062 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6063 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6065 // calculate desired texture sizes
6066 if (vid.support.arb_texture_non_power_of_two)
6068 screentexturewidth = vid.width;
6069 screentextureheight = vid.height;
6070 bloomtexturewidth = r_fb.bloomwidth;
6071 bloomtextureheight = r_fb.bloomheight;
6075 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6076 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6077 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6078 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6081 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))
6083 Cvar_SetValueQuick(&r_bloom, 0);
6084 Cvar_SetValueQuick(&r_motionblur, 0);
6085 Cvar_SetValueQuick(&r_damageblur, 0);
6088 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6089 screentexturewidth = screentextureheight = 0;
6090 if (!r_bloom.integer)
6091 bloomtexturewidth = bloomtextureheight = 0;
6093 // allocate textures as needed
6094 if (r_fb.screentexturewidth != screentexturewidth
6095 || r_fb.screentextureheight != screentextureheight
6096 || r_fb.bloomtexturewidth != bloomtexturewidth
6097 || r_fb.bloomtextureheight != bloomtextureheight
6098 || r_fb.viewfbo != r_viewfbo.integer)
6100 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6102 if (r_fb.bloomtexture[i])
6103 R_FreeTexture(r_fb.bloomtexture[i]);
6104 r_fb.bloomtexture[i] = NULL;
6106 if (r_fb.bloomfbo[i])
6107 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6108 r_fb.bloomfbo[i] = 0;
6112 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6115 if (r_fb.colortexture)
6116 R_FreeTexture(r_fb.colortexture);
6117 r_fb.colortexture = NULL;
6119 if (r_fb.depthtexture)
6120 R_FreeTexture(r_fb.depthtexture);
6121 r_fb.depthtexture = NULL;
6123 if (r_fb.ghosttexture)
6124 R_FreeTexture(r_fb.ghosttexture);
6125 r_fb.ghosttexture = NULL;
6127 r_fb.screentexturewidth = screentexturewidth;
6128 r_fb.screentextureheight = screentextureheight;
6129 r_fb.bloomtexturewidth = bloomtexturewidth;
6130 r_fb.bloomtextureheight = bloomtextureheight;
6131 r_fb.viewfbo = r_viewfbo.integer;
6133 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6135 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6136 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);
6137 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);
6138 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6140 // FIXME: choose depth bits based on a cvar
6141 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6142 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6143 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6145 // render depth into one texture and color into the other
6149 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6150 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6151 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6152 if (status != GL_FRAMEBUFFER_COMPLETE)
6153 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6159 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6161 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6163 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);
6164 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6165 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6170 // bloom texture is a different resolution
6171 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6172 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6173 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6174 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6175 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6177 // set up a texcoord array for the full resolution screen image
6178 // (we have to keep this around to copy back during final render)
6179 r_fb.screentexcoord2f[0] = 0;
6180 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6181 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6182 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6183 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6184 r_fb.screentexcoord2f[5] = 0;
6185 r_fb.screentexcoord2f[6] = 0;
6186 r_fb.screentexcoord2f[7] = 0;
6188 // set up a texcoord array for the reduced resolution bloom image
6189 // (which will be additive blended over the screen image)
6190 r_fb.bloomtexcoord2f[0] = 0;
6191 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6192 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6193 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6194 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6195 r_fb.bloomtexcoord2f[5] = 0;
6196 r_fb.bloomtexcoord2f[6] = 0;
6197 r_fb.bloomtexcoord2f[7] = 0;
6199 switch(vid.renderpath)
6201 case RENDERPATH_GL11:
6202 case RENDERPATH_GL13:
6203 case RENDERPATH_GL20:
6204 case RENDERPATH_SOFT:
6205 case RENDERPATH_GLES1:
6206 case RENDERPATH_GLES2:
6208 case RENDERPATH_D3D9:
6209 case RENDERPATH_D3D10:
6210 case RENDERPATH_D3D11:
6213 for (i = 0;i < 4;i++)
6215 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6216 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6217 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6218 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6224 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);
6227 r_refdef.view.clear = true;
6230 void R_Bloom_MakeTexture(void)
6233 float xoffset, yoffset, r, brighten;
6235 float colorscale = r_bloom_colorscale.value;
6237 r_refdef.stats.bloom++;
6241 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);
6242 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6245 // scale down screen texture to the bloom texture size
6247 r_fb.bloomindex = 0;
6248 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6249 R_SetViewport(&r_fb.bloomviewport);
6250 GL_BlendFunc(GL_ONE, GL_ZERO);
6251 GL_Color(colorscale, colorscale, colorscale, 1);
6252 // 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...
6253 switch(vid.renderpath)
6255 case RENDERPATH_GL11:
6256 case RENDERPATH_GL13:
6257 case RENDERPATH_GL20:
6258 case RENDERPATH_GLES1:
6259 case RENDERPATH_GLES2:
6260 case RENDERPATH_SOFT:
6261 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6263 case RENDERPATH_D3D9:
6264 case RENDERPATH_D3D10:
6265 case RENDERPATH_D3D11:
6266 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6269 // TODO: do boxfilter scale-down in shader?
6270 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true);
6271 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6272 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6274 // we now have a properly scaled bloom image
6275 if (!r_fb.bloomfbo[r_fb.bloomindex])
6277 // copy it into the bloom texture
6278 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);
6279 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6282 // multiply bloom image by itself as many times as desired
6283 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6285 intex = r_fb.bloomtexture[r_fb.bloomindex];
6286 r_fb.bloomindex ^= 1;
6287 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6289 r = bound(0, r_bloom_colorexponent.value / x, 1);
6290 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6292 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6293 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true);
6294 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6295 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6297 if (!r_fb.bloomfbo[r_fb.bloomindex])
6299 // copy the darkened image to a texture
6300 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);
6301 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6305 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6306 brighten = r_bloom_brighten.value;
6307 brighten = sqrt(brighten);
6309 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6311 for (dir = 0;dir < 2;dir++)
6313 intex = r_fb.bloomtexture[r_fb.bloomindex];
6314 r_fb.bloomindex ^= 1;
6315 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6316 // blend on at multiple vertical offsets to achieve a vertical blur
6317 // TODO: do offset blends using GLSL
6318 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6319 GL_BlendFunc(GL_ONE, GL_ZERO);
6320 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true);
6321 for (x = -range;x <= range;x++)
6323 if (!dir){xoffset = 0;yoffset = x;}
6324 else {xoffset = x;yoffset = 0;}
6325 xoffset /= (float)r_fb.bloomtexturewidth;
6326 yoffset /= (float)r_fb.bloomtextureheight;
6327 // compute a texcoord array with the specified x and y offset
6328 r_fb.offsettexcoord2f[0] = xoffset+0;
6329 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6330 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6331 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6332 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6333 r_fb.offsettexcoord2f[5] = yoffset+0;
6334 r_fb.offsettexcoord2f[6] = xoffset+0;
6335 r_fb.offsettexcoord2f[7] = yoffset+0;
6336 // this r value looks like a 'dot' particle, fading sharply to
6337 // black at the edges
6338 // (probably not realistic but looks good enough)
6339 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6340 //r = brighten/(range*2+1);
6341 r = brighten / (range * 2 + 1);
6343 r *= (1 - x*x/(float)(range*range));
6344 GL_Color(r, r, r, 1);
6345 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6346 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6347 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6348 GL_BlendFunc(GL_ONE, GL_ONE);
6351 if (!r_fb.bloomfbo[r_fb.bloomindex])
6353 // copy the vertically or horizontally blurred bloom view to a texture
6354 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);
6355 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6360 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6362 unsigned int permutation;
6363 float uservecs[4][4];
6365 switch (vid.renderpath)
6367 case RENDERPATH_GL20:
6368 case RENDERPATH_D3D9:
6369 case RENDERPATH_D3D10:
6370 case RENDERPATH_D3D11:
6371 case RENDERPATH_SOFT:
6372 case RENDERPATH_GLES2:
6374 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6375 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6376 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6377 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6378 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6380 if (r_fb.colortexture)
6384 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);
6385 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6388 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6390 // declare variables
6391 float blur_factor, blur_mouseaccel, blur_velocity;
6392 static float blur_average;
6393 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6395 // set a goal for the factoring
6396 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6397 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6398 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6399 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6400 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6401 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6403 // from the goal, pick an averaged value between goal and last value
6404 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6405 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6407 // enforce minimum amount of blur
6408 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6410 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6412 // calculate values into a standard alpha
6413 cl.motionbluralpha = 1 - exp(-
6415 (r_motionblur.value * blur_factor / 80)
6417 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6420 max(0.0001, cl.time - cl.oldtime) // fps independent
6423 // randomization for the blur value to combat persistent ghosting
6424 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6425 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6428 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6429 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture)
6431 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6432 GL_Color(1, 1, 1, cl.motionbluralpha);
6433 switch(vid.renderpath)
6435 case RENDERPATH_GL11:
6436 case RENDERPATH_GL13:
6437 case RENDERPATH_GL20:
6438 case RENDERPATH_GLES1:
6439 case RENDERPATH_GLES2:
6440 case RENDERPATH_SOFT:
6441 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6443 case RENDERPATH_D3D9:
6444 case RENDERPATH_D3D10:
6445 case RENDERPATH_D3D11:
6446 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6449 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true);
6450 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6451 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6454 // updates old view angles for next pass
6455 VectorCopy(cl.viewangles, blur_oldangles);
6457 // copy view into the ghost texture
6458 if (!r_fb.ghosttexture)
6459 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "motionblurtexture", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
6460 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);
6461 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6466 // no r_fb.colortexture means we're rendering to the real fb
6467 // we may still have to do view tint...
6468 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6470 // apply a color tint to the whole view
6471 R_ResetViewRendering2D(0, NULL, NULL);
6472 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6473 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6474 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6475 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6476 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6478 break; // no screen processing, no bloom, skip it
6481 if (r_fb.bloomtexture[0])
6483 // make the bloom texture
6484 R_Bloom_MakeTexture();
6487 #if _MSC_VER >= 1400
6488 #define sscanf sscanf_s
6490 memset(uservecs, 0, sizeof(uservecs));
6491 if (r_glsl_postprocess_uservec1_enable.integer)
6492 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6493 if (r_glsl_postprocess_uservec2_enable.integer)
6494 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6495 if (r_glsl_postprocess_uservec3_enable.integer)
6496 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6497 if (r_glsl_postprocess_uservec4_enable.integer)
6498 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6500 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6501 GL_Color(1, 1, 1, 1);
6502 GL_BlendFunc(GL_ONE, GL_ZERO);
6504 switch(vid.renderpath)
6506 case RENDERPATH_GL20:
6507 case RENDERPATH_GLES2:
6508 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6509 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6510 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6511 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6512 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6513 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]);
6514 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6515 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]);
6516 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]);
6517 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]);
6518 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]);
6519 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6520 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6521 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);
6523 case RENDERPATH_D3D9:
6525 // 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...
6526 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6527 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6528 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6529 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture);
6530 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6531 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6532 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6533 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6534 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6535 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6536 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6537 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6538 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6539 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6542 case RENDERPATH_D3D10:
6543 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6545 case RENDERPATH_D3D11:
6546 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6548 case RENDERPATH_SOFT:
6549 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6550 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6551 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6552 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6553 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6554 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6555 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6556 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6557 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6558 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6559 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6560 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6561 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6562 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6567 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6568 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6570 case RENDERPATH_GL11:
6571 case RENDERPATH_GL13:
6572 case RENDERPATH_GLES1:
6573 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6575 // apply a color tint to the whole view
6576 R_ResetViewRendering2D(0, NULL, NULL);
6577 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6578 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6579 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6580 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6581 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6587 matrix4x4_t r_waterscrollmatrix;
6589 void R_UpdateFog(void)
6592 if (gamemode == GAME_NEHAHRA)
6594 if (gl_fogenable.integer)
6596 r_refdef.oldgl_fogenable = true;
6597 r_refdef.fog_density = gl_fogdensity.value;
6598 r_refdef.fog_red = gl_fogred.value;
6599 r_refdef.fog_green = gl_foggreen.value;
6600 r_refdef.fog_blue = gl_fogblue.value;
6601 r_refdef.fog_alpha = 1;
6602 r_refdef.fog_start = 0;
6603 r_refdef.fog_end = gl_skyclip.value;
6604 r_refdef.fog_height = 1<<30;
6605 r_refdef.fog_fadedepth = 128;
6607 else if (r_refdef.oldgl_fogenable)
6609 r_refdef.oldgl_fogenable = false;
6610 r_refdef.fog_density = 0;
6611 r_refdef.fog_red = 0;
6612 r_refdef.fog_green = 0;
6613 r_refdef.fog_blue = 0;
6614 r_refdef.fog_alpha = 0;
6615 r_refdef.fog_start = 0;
6616 r_refdef.fog_end = 0;
6617 r_refdef.fog_height = 1<<30;
6618 r_refdef.fog_fadedepth = 128;
6623 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6624 r_refdef.fog_start = max(0, r_refdef.fog_start);
6625 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6627 if (r_refdef.fog_density && r_drawfog.integer)
6629 r_refdef.fogenabled = true;
6630 // this is the point where the fog reaches 0.9986 alpha, which we
6631 // consider a good enough cutoff point for the texture
6632 // (0.9986 * 256 == 255.6)
6633 if (r_fog_exp2.integer)
6634 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6636 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6637 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6638 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6639 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6640 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6641 R_BuildFogHeightTexture();
6642 // fog color was already set
6643 // update the fog texture
6644 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)
6645 R_BuildFogTexture();
6646 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6647 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6650 r_refdef.fogenabled = false;
6653 if (r_refdef.fog_density)
6655 r_refdef.fogcolor[0] = r_refdef.fog_red;
6656 r_refdef.fogcolor[1] = r_refdef.fog_green;
6657 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6659 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6660 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6661 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6662 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6666 VectorCopy(r_refdef.fogcolor, fogvec);
6667 // color.rgb *= ContrastBoost * SceneBrightness;
6668 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6669 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6670 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6671 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6676 void R_UpdateVariables(void)
6680 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6682 r_refdef.farclip = r_farclip_base.value;
6683 if (r_refdef.scene.worldmodel)
6684 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6685 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6687 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6688 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6689 r_refdef.polygonfactor = 0;
6690 r_refdef.polygonoffset = 0;
6691 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6692 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6694 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6695 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6696 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6697 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6698 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6699 if (FAKELIGHT_ENABLED)
6701 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6703 if (r_showsurfaces.integer)
6705 r_refdef.scene.rtworld = false;
6706 r_refdef.scene.rtworldshadows = false;
6707 r_refdef.scene.rtdlight = false;
6708 r_refdef.scene.rtdlightshadows = false;
6709 r_refdef.lightmapintensity = 0;
6712 switch(vid.renderpath)
6714 case RENDERPATH_GL20:
6715 case RENDERPATH_D3D9:
6716 case RENDERPATH_D3D10:
6717 case RENDERPATH_D3D11:
6718 case RENDERPATH_SOFT:
6719 case RENDERPATH_GLES2:
6720 if(v_glslgamma.integer && !vid_gammatables_trivial)
6722 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6724 // build GLSL gamma texture
6725 #define RAMPWIDTH 256
6726 unsigned short ramp[RAMPWIDTH * 3];
6727 unsigned char rampbgr[RAMPWIDTH][4];
6730 r_texture_gammaramps_serial = vid_gammatables_serial;
6732 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6733 for(i = 0; i < RAMPWIDTH; ++i)
6735 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6736 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6737 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6740 if (r_texture_gammaramps)
6742 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6746 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6752 // remove GLSL gamma texture
6755 case RENDERPATH_GL11:
6756 case RENDERPATH_GL13:
6757 case RENDERPATH_GLES1:
6762 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6763 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6769 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6770 if( scenetype != r_currentscenetype ) {
6771 // store the old scenetype
6772 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6773 r_currentscenetype = scenetype;
6774 // move in the new scene
6775 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6784 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6786 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6787 if( scenetype == r_currentscenetype ) {
6788 return &r_refdef.scene;
6790 return &r_scenes_store[ scenetype ];
6794 int R_SortEntities_Compare(const void *ap, const void *bp)
6796 const entity_render_t *a = *(const entity_render_t **)ap;
6797 const entity_render_t *b = *(const entity_render_t **)bp;
6800 if(a->model < b->model)
6802 if(a->model > b->model)
6806 // TODO possibly calculate the REAL skinnum here first using
6808 if(a->skinnum < b->skinnum)
6810 if(a->skinnum > b->skinnum)
6813 // everything we compared is equal
6816 void R_SortEntities(void)
6818 // below or equal 2 ents, sorting never gains anything
6819 if(r_refdef.scene.numentities <= 2)
6822 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6830 int dpsoftrast_test;
6831 extern void R_Shadow_UpdateBounceGridTexture(void);
6832 extern cvar_t r_shadow_bouncegrid;
6833 void R_RenderView(void)
6835 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6837 rtexture_t *depthtexture;
6838 rtexture_t *colortexture;
6840 dpsoftrast_test = r_test.integer;
6842 if (r_timereport_active)
6843 R_TimeReport("start");
6844 r_textureframe++; // used only by R_GetCurrentTexture
6845 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6847 if(R_CompileShader_CheckStaticParms())
6850 if (!r_drawentities.integer)
6851 r_refdef.scene.numentities = 0;
6852 else if (r_sortentities.integer)
6855 R_AnimCache_ClearCache();
6856 R_FrameData_NewFrame();
6858 /* adjust for stereo display */
6859 if(R_Stereo_Active())
6861 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);
6862 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6865 if (r_refdef.view.isoverlay)
6867 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6868 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6869 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6870 R_TimeReport("depthclear");
6872 r_refdef.view.showdebug = false;
6874 r_fb.water.enabled = false;
6875 r_fb.water.numwaterplanes = 0;
6877 R_RenderScene(0, NULL, NULL);
6879 r_refdef.view.matrix = originalmatrix;
6885 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6887 r_refdef.view.matrix = originalmatrix;
6888 return; //Host_Error ("R_RenderView: NULL worldmodel");
6891 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6893 R_RenderView_UpdateViewVectors();
6895 R_Shadow_UpdateWorldLightSelection();
6897 R_Bloom_StartFrame();
6898 R_Water_StartFrame();
6900 // now we probably have an fbo to render into
6902 depthtexture = r_fb.depthtexture;
6903 colortexture = r_fb.colortexture;
6906 if (r_timereport_active)
6907 R_TimeReport("viewsetup");
6909 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6911 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6913 R_ClearScreen(r_refdef.fogenabled);
6914 if (r_timereport_active)
6915 R_TimeReport("viewclear");
6917 r_refdef.view.clear = true;
6919 r_refdef.view.showdebug = true;
6922 if (r_timereport_active)
6923 R_TimeReport("visibility");
6925 R_Shadow_UpdateBounceGridTexture();
6926 if (r_timereport_active && r_shadow_bouncegrid.integer)
6927 R_TimeReport("bouncegrid");
6929 r_fb.water.numwaterplanes = 0;
6930 if (r_fb.water.enabled)
6931 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6933 R_RenderScene(fbo, depthtexture, colortexture);
6934 r_fb.water.numwaterplanes = 0;
6936 R_BlendView(fbo, depthtexture, colortexture);
6937 if (r_timereport_active)
6938 R_TimeReport("blendview");
6940 GL_Scissor(0, 0, vid.width, vid.height);
6941 GL_ScissorTest(false);
6943 r_refdef.view.matrix = originalmatrix;
6948 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6950 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6952 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6953 if (r_timereport_active)
6954 R_TimeReport("waterworld");
6957 // don't let sound skip if going slow
6958 if (r_refdef.scene.extraupdate)
6961 R_DrawModelsAddWaterPlanes();
6962 if (r_timereport_active)
6963 R_TimeReport("watermodels");
6965 if (r_fb.water.numwaterplanes)
6967 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6968 if (r_timereport_active)
6969 R_TimeReport("waterscenes");
6973 extern void R_DrawLightningBeams (void);
6974 extern void VM_CL_AddPolygonsToMeshQueue (void);
6975 extern void R_DrawPortals (void);
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 void R_DrawModelShadows(void);
6981 extern void R_DrawModelShadowMaps(void);
6982 extern cvar_t cl_decals_newsystem;
6983 extern qboolean r_shadow_usingdeferredprepass;
6984 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6986 qboolean shadowmapping = false;
6988 if (r_timereport_active)
6989 R_TimeReport("beginscene");
6991 r_refdef.stats.renders++;
6995 // don't let sound skip if going slow
6996 if (r_refdef.scene.extraupdate)
6999 R_MeshQueue_BeginScene();
7003 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);
7005 if (r_timereport_active)
7006 R_TimeReport("skystartframe");
7008 if (cl.csqc_vidvars.drawworld)
7010 // don't let sound skip if going slow
7011 if (r_refdef.scene.extraupdate)
7014 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7016 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7017 if (r_timereport_active)
7018 R_TimeReport("worldsky");
7021 if (R_DrawBrushModelsSky() && r_timereport_active)
7022 R_TimeReport("bmodelsky");
7024 if (skyrendermasked && skyrenderlater)
7026 // we have to force off the water clipping plane while rendering sky
7027 R_SetupView(false, fbo, depthtexture, colortexture);
7029 R_SetupView(true, fbo, depthtexture, colortexture);
7030 if (r_timereport_active)
7031 R_TimeReport("sky");
7035 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7036 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7037 R_Shadow_PrepareModelShadows();
7038 if (r_timereport_active)
7039 R_TimeReport("preparelights");
7041 if (R_Shadow_ShadowMappingEnabled())
7042 shadowmapping = true;
7044 if (r_shadow_usingdeferredprepass)
7045 R_Shadow_DrawPrepass();
7047 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7049 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7050 if (r_timereport_active)
7051 R_TimeReport("worlddepth");
7053 if (r_depthfirst.integer >= 2)
7055 R_DrawModelsDepth();
7056 if (r_timereport_active)
7057 R_TimeReport("modeldepth");
7060 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7062 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7063 R_DrawModelShadowMaps();
7064 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7065 // don't let sound skip if going slow
7066 if (r_refdef.scene.extraupdate)
7070 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7072 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7073 if (r_timereport_active)
7074 R_TimeReport("world");
7077 // don't let sound skip if going slow
7078 if (r_refdef.scene.extraupdate)
7082 if (r_timereport_active)
7083 R_TimeReport("models");
7085 // don't let sound skip if going slow
7086 if (r_refdef.scene.extraupdate)
7089 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7091 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7092 R_DrawModelShadows();
7093 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7094 // don't let sound skip if going slow
7095 if (r_refdef.scene.extraupdate)
7099 if (!r_shadow_usingdeferredprepass)
7101 R_Shadow_DrawLights();
7102 if (r_timereport_active)
7103 R_TimeReport("rtlights");
7106 // don't let sound skip if going slow
7107 if (r_refdef.scene.extraupdate)
7110 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7112 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7113 R_DrawModelShadows();
7114 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7115 // don't let sound skip if going slow
7116 if (r_refdef.scene.extraupdate)
7120 if (cl.csqc_vidvars.drawworld)
7122 if (cl_decals_newsystem.integer)
7124 R_DrawModelDecals();
7125 if (r_timereport_active)
7126 R_TimeReport("modeldecals");
7131 if (r_timereport_active)
7132 R_TimeReport("decals");
7136 if (r_timereport_active)
7137 R_TimeReport("particles");
7140 if (r_timereport_active)
7141 R_TimeReport("explosions");
7143 R_DrawLightningBeams();
7144 if (r_timereport_active)
7145 R_TimeReport("lightning");
7148 VM_CL_AddPolygonsToMeshQueue();
7150 if (r_refdef.view.showdebug)
7152 if (cl_locs_show.integer)
7155 if (r_timereport_active)
7156 R_TimeReport("showlocs");
7159 if (r_drawportals.integer)
7162 if (r_timereport_active)
7163 R_TimeReport("portals");
7166 if (r_showbboxes.value > 0)
7168 R_DrawEntityBBoxes();
7169 if (r_timereport_active)
7170 R_TimeReport("bboxes");
7174 if (r_transparent.integer)
7176 R_MeshQueue_RenderTransparent();
7177 if (r_timereport_active)
7178 R_TimeReport("drawtrans");
7181 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))
7183 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7184 if (r_timereport_active)
7185 R_TimeReport("worlddebug");
7186 R_DrawModelsDebug();
7187 if (r_timereport_active)
7188 R_TimeReport("modeldebug");
7191 if (cl.csqc_vidvars.drawworld)
7193 R_Shadow_DrawCoronas();
7194 if (r_timereport_active)
7195 R_TimeReport("coronas");
7200 GL_DepthTest(false);
7201 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7202 GL_Color(1, 1, 1, 1);
7203 qglBegin(GL_POLYGON);
7204 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7205 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7206 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7207 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7209 qglBegin(GL_POLYGON);
7210 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]);
7211 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]);
7212 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]);
7213 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]);
7215 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7219 // don't let sound skip if going slow
7220 if (r_refdef.scene.extraupdate)
7224 static const unsigned short bboxelements[36] =
7234 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7237 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7239 RSurf_ActiveWorldEntity();
7241 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7242 GL_DepthMask(false);
7243 GL_DepthRange(0, 1);
7244 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7245 // R_Mesh_ResetTextureState();
7247 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7248 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7249 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7250 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7251 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7252 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7253 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7254 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7255 R_FillColors(color4f, 8, cr, cg, cb, ca);
7256 if (r_refdef.fogenabled)
7258 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7260 f1 = RSurf_FogVertex(v);
7262 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7263 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7264 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7267 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7268 R_Mesh_ResetTextureState();
7269 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7270 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7273 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7277 prvm_edict_t *edict;
7278 prvm_prog_t *prog_save = prog;
7280 // this function draws bounding boxes of server entities
7284 GL_CullFace(GL_NONE);
7285 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7289 for (i = 0;i < numsurfaces;i++)
7291 edict = PRVM_EDICT_NUM(surfacelist[i]);
7292 switch ((int)PRVM_serveredictfloat(edict, solid))
7294 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7295 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7296 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7297 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7298 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7299 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7301 color[3] *= r_showbboxes.value;
7302 color[3] = bound(0, color[3], 1);
7303 GL_DepthTest(!r_showdisabledepthtest.integer);
7304 GL_CullFace(r_refdef.view.cullface_front);
7305 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7311 static void R_DrawEntityBBoxes(void)
7314 prvm_edict_t *edict;
7316 prvm_prog_t *prog_save = prog;
7318 // this function draws bounding boxes of server entities
7324 for (i = 0;i < prog->num_edicts;i++)
7326 edict = PRVM_EDICT_NUM(i);
7327 if (edict->priv.server->free)
7329 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7330 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7332 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7334 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7335 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7341 static const int nomodelelement3i[24] =
7353 static const unsigned short nomodelelement3s[24] =
7365 static const float nomodelvertex3f[6*3] =
7375 static const float nomodelcolor4f[6*4] =
7377 0.0f, 0.0f, 0.5f, 1.0f,
7378 0.0f, 0.0f, 0.5f, 1.0f,
7379 0.0f, 0.5f, 0.0f, 1.0f,
7380 0.0f, 0.5f, 0.0f, 1.0f,
7381 0.5f, 0.0f, 0.0f, 1.0f,
7382 0.5f, 0.0f, 0.0f, 1.0f
7385 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7391 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);
7393 // this is only called once per entity so numsurfaces is always 1, and
7394 // surfacelist is always {0}, so this code does not handle batches
7396 if (rsurface.ent_flags & RENDER_ADDITIVE)
7398 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7399 GL_DepthMask(false);
7401 else if (rsurface.colormod[3] < 1)
7403 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7404 GL_DepthMask(false);
7408 GL_BlendFunc(GL_ONE, GL_ZERO);
7411 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7412 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7413 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7414 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7415 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7416 for (i = 0, c = color4f;i < 6;i++, c += 4)
7418 c[0] *= rsurface.colormod[0];
7419 c[1] *= rsurface.colormod[1];
7420 c[2] *= rsurface.colormod[2];
7421 c[3] *= rsurface.colormod[3];
7423 if (r_refdef.fogenabled)
7425 for (i = 0, c = color4f;i < 6;i++, c += 4)
7427 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7429 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7430 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7431 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7434 // R_Mesh_ResetTextureState();
7435 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7436 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7437 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7440 void R_DrawNoModel(entity_render_t *ent)
7443 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7444 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7445 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7447 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7450 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7452 vec3_t right1, right2, diff, normal;
7454 VectorSubtract (org2, org1, normal);
7456 // calculate 'right' vector for start
7457 VectorSubtract (r_refdef.view.origin, org1, diff);
7458 CrossProduct (normal, diff, right1);
7459 VectorNormalize (right1);
7461 // calculate 'right' vector for end
7462 VectorSubtract (r_refdef.view.origin, org2, diff);
7463 CrossProduct (normal, diff, right2);
7464 VectorNormalize (right2);
7466 vert[ 0] = org1[0] + width * right1[0];
7467 vert[ 1] = org1[1] + width * right1[1];
7468 vert[ 2] = org1[2] + width * right1[2];
7469 vert[ 3] = org1[0] - width * right1[0];
7470 vert[ 4] = org1[1] - width * right1[1];
7471 vert[ 5] = org1[2] - width * right1[2];
7472 vert[ 6] = org2[0] - width * right2[0];
7473 vert[ 7] = org2[1] - width * right2[1];
7474 vert[ 8] = org2[2] - width * right2[2];
7475 vert[ 9] = org2[0] + width * right2[0];
7476 vert[10] = org2[1] + width * right2[1];
7477 vert[11] = org2[2] + width * right2[2];
7480 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)
7482 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7483 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7484 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7485 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7486 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7487 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7488 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7489 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7490 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7491 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7492 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7493 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7496 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7501 VectorSet(v, x, y, z);
7502 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7503 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7505 if (i == mesh->numvertices)
7507 if (mesh->numvertices < mesh->maxvertices)
7509 VectorCopy(v, vertex3f);
7510 mesh->numvertices++;
7512 return mesh->numvertices;
7518 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7522 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7523 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7524 e = mesh->element3i + mesh->numtriangles * 3;
7525 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7527 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7528 if (mesh->numtriangles < mesh->maxtriangles)
7533 mesh->numtriangles++;
7535 element[1] = element[2];
7539 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7543 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7544 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7545 e = mesh->element3i + mesh->numtriangles * 3;
7546 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7548 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7549 if (mesh->numtriangles < mesh->maxtriangles)
7554 mesh->numtriangles++;
7556 element[1] = element[2];
7560 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7561 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7563 int planenum, planenum2;
7566 mplane_t *plane, *plane2;
7568 double temppoints[2][256*3];
7569 // figure out how large a bounding box we need to properly compute this brush
7571 for (w = 0;w < numplanes;w++)
7572 maxdist = max(maxdist, fabs(planes[w].dist));
7573 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7574 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7575 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7579 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7580 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7582 if (planenum2 == planenum)
7584 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);
7587 if (tempnumpoints < 3)
7589 // generate elements forming a triangle fan for this polygon
7590 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7594 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)
7596 texturelayer_t *layer;
7597 layer = t->currentlayers + t->currentnumlayers++;
7599 layer->depthmask = depthmask;
7600 layer->blendfunc1 = blendfunc1;
7601 layer->blendfunc2 = blendfunc2;
7602 layer->texture = texture;
7603 layer->texmatrix = *matrix;
7604 layer->color[0] = r;
7605 layer->color[1] = g;
7606 layer->color[2] = b;
7607 layer->color[3] = a;
7610 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7612 if(parms[0] == 0 && parms[1] == 0)
7614 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7615 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7620 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7623 index = parms[2] + rsurface.shadertime * parms[3];
7624 index -= floor(index);
7625 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7628 case Q3WAVEFUNC_NONE:
7629 case Q3WAVEFUNC_NOISE:
7630 case Q3WAVEFUNC_COUNT:
7633 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7634 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7635 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7636 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7637 case Q3WAVEFUNC_TRIANGLE:
7639 f = index - floor(index);
7652 f = parms[0] + parms[1] * f;
7653 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7654 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7658 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7664 matrix4x4_t matrix, temp;
7665 switch(tcmod->tcmod)
7669 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7670 matrix = r_waterscrollmatrix;
7672 matrix = identitymatrix;
7674 case Q3TCMOD_ENTITYTRANSLATE:
7675 // this is used in Q3 to allow the gamecode to control texcoord
7676 // scrolling on the entity, which is not supported in darkplaces yet.
7677 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7679 case Q3TCMOD_ROTATE:
7680 f = tcmod->parms[0] * rsurface.shadertime;
7681 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7682 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7683 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7686 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7688 case Q3TCMOD_SCROLL:
7689 // extra care is needed because of precision breakdown with large values of time
7690 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7691 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7692 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7694 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7695 w = (int) tcmod->parms[0];
7696 h = (int) tcmod->parms[1];
7697 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7699 idx = (int) floor(f * w * h);
7700 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7702 case Q3TCMOD_STRETCH:
7703 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7704 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7706 case Q3TCMOD_TRANSFORM:
7707 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7708 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7709 VectorSet(tcmat + 6, 0 , 0 , 1);
7710 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7711 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7713 case Q3TCMOD_TURBULENT:
7714 // this is handled in the RSurf_PrepareVertices function
7715 matrix = identitymatrix;
7719 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7722 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7724 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7725 char name[MAX_QPATH];
7726 skinframe_t *skinframe;
7727 unsigned char pixels[296*194];
7728 strlcpy(cache->name, skinname, sizeof(cache->name));
7729 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7730 if (developer_loading.integer)
7731 Con_Printf("loading %s\n", name);
7732 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7733 if (!skinframe || !skinframe->base)
7736 fs_offset_t filesize;
7738 f = FS_LoadFile(name, tempmempool, true, &filesize);
7741 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7742 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7746 cache->skinframe = skinframe;
7749 texture_t *R_GetCurrentTexture(texture_t *t)
7752 const entity_render_t *ent = rsurface.entity;
7753 dp_model_t *model = ent->model;
7754 q3shaderinfo_layer_tcmod_t *tcmod;
7756 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7757 return t->currentframe;
7758 t->update_lastrenderframe = r_textureframe;
7759 t->update_lastrenderentity = (void *)ent;
7761 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7762 t->camera_entity = ent->entitynumber;
7764 t->camera_entity = 0;
7766 // switch to an alternate material if this is a q1bsp animated material
7768 texture_t *texture = t;
7769 int s = rsurface.ent_skinnum;
7770 if ((unsigned int)s >= (unsigned int)model->numskins)
7772 if (model->skinscenes)
7774 if (model->skinscenes[s].framecount > 1)
7775 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7777 s = model->skinscenes[s].firstframe;
7780 t = t + s * model->num_surfaces;
7783 // use an alternate animation if the entity's frame is not 0,
7784 // and only if the texture has an alternate animation
7785 if (rsurface.ent_alttextures && t->anim_total[1])
7786 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7788 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7790 texture->currentframe = t;
7793 // update currentskinframe to be a qw skin or animation frame
7794 if (rsurface.ent_qwskin >= 0)
7796 i = rsurface.ent_qwskin;
7797 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7799 r_qwskincache_size = cl.maxclients;
7801 Mem_Free(r_qwskincache);
7802 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7804 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7805 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7806 t->currentskinframe = r_qwskincache[i].skinframe;
7807 if (t->currentskinframe == NULL)
7808 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7810 else if (t->numskinframes >= 2)
7811 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7812 if (t->backgroundnumskinframes >= 2)
7813 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7815 t->currentmaterialflags = t->basematerialflags;
7816 t->currentalpha = rsurface.colormod[3];
7817 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7818 t->currentalpha *= r_wateralpha.value;
7819 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7820 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7821 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7822 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7823 if (!(rsurface.ent_flags & RENDER_LIGHT))
7824 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7825 else if (FAKELIGHT_ENABLED)
7827 // no modellight if using fakelight for the map
7829 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7831 // pick a model lighting mode
7832 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7833 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7835 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7837 if (rsurface.ent_flags & RENDER_ADDITIVE)
7838 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7839 else if (t->currentalpha < 1)
7840 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7841 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7842 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7843 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7844 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7845 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7846 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7847 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7848 if (t->backgroundnumskinframes)
7849 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7850 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7852 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7853 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7856 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7857 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7859 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7860 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7862 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7863 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7865 // there is no tcmod
7866 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7868 t->currenttexmatrix = r_waterscrollmatrix;
7869 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7871 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7873 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7874 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7877 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7878 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7879 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7880 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7882 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7883 if (t->currentskinframe->qpixels)
7884 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7885 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7886 if (!t->basetexture)
7887 t->basetexture = r_texture_notexture;
7888 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7889 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7890 t->nmaptexture = t->currentskinframe->nmap;
7891 if (!t->nmaptexture)
7892 t->nmaptexture = r_texture_blanknormalmap;
7893 t->glosstexture = r_texture_black;
7894 t->glowtexture = t->currentskinframe->glow;
7895 t->fogtexture = t->currentskinframe->fog;
7896 t->reflectmasktexture = t->currentskinframe->reflect;
7897 if (t->backgroundnumskinframes)
7899 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7900 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7901 t->backgroundglosstexture = r_texture_black;
7902 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7903 if (!t->backgroundnmaptexture)
7904 t->backgroundnmaptexture = r_texture_blanknormalmap;
7908 t->backgroundbasetexture = r_texture_white;
7909 t->backgroundnmaptexture = r_texture_blanknormalmap;
7910 t->backgroundglosstexture = r_texture_black;
7911 t->backgroundglowtexture = NULL;
7913 t->specularpower = r_shadow_glossexponent.value;
7914 // TODO: store reference values for these in the texture?
7915 t->specularscale = 0;
7916 if (r_shadow_gloss.integer > 0)
7918 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7920 if (r_shadow_glossintensity.value > 0)
7922 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7923 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7924 t->specularscale = r_shadow_glossintensity.value;
7927 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7929 t->glosstexture = r_texture_white;
7930 t->backgroundglosstexture = r_texture_white;
7931 t->specularscale = r_shadow_gloss2intensity.value;
7932 t->specularpower = r_shadow_gloss2exponent.value;
7935 t->specularscale *= t->specularscalemod;
7936 t->specularpower *= t->specularpowermod;
7937 t->rtlightambient = 0;
7939 // lightmaps mode looks bad with dlights using actual texturing, so turn
7940 // off the colormap and glossmap, but leave the normalmap on as it still
7941 // accurately represents the shading involved
7942 if (gl_lightmaps.integer)
7944 t->basetexture = r_texture_grey128;
7945 t->pantstexture = r_texture_black;
7946 t->shirttexture = r_texture_black;
7947 t->nmaptexture = r_texture_blanknormalmap;
7948 t->glosstexture = r_texture_black;
7949 t->glowtexture = NULL;
7950 t->fogtexture = NULL;
7951 t->reflectmasktexture = NULL;
7952 t->backgroundbasetexture = NULL;
7953 t->backgroundnmaptexture = r_texture_blanknormalmap;
7954 t->backgroundglosstexture = r_texture_black;
7955 t->backgroundglowtexture = NULL;
7956 t->specularscale = 0;
7957 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7960 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7961 VectorClear(t->dlightcolor);
7962 t->currentnumlayers = 0;
7963 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7965 int blendfunc1, blendfunc2;
7967 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7969 blendfunc1 = GL_SRC_ALPHA;
7970 blendfunc2 = GL_ONE;
7972 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7974 blendfunc1 = GL_SRC_ALPHA;
7975 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7977 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7979 blendfunc1 = t->customblendfunc[0];
7980 blendfunc2 = t->customblendfunc[1];
7984 blendfunc1 = GL_ONE;
7985 blendfunc2 = GL_ZERO;
7987 // don't colormod evilblend textures
7988 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7989 VectorSet(t->lightmapcolor, 1, 1, 1);
7990 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7991 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7993 // fullbright is not affected by r_refdef.lightmapintensity
7994 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]);
7995 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7996 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]);
7997 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7998 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]);
8002 vec3_t ambientcolor;
8004 // set the color tint used for lights affecting this surface
8005 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8007 // q3bsp has no lightmap updates, so the lightstylevalue that
8008 // would normally be baked into the lightmap must be
8009 // applied to the color
8010 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8011 if (model->type == mod_brushq3)
8012 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8013 colorscale *= r_refdef.lightmapintensity;
8014 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8015 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8016 // basic lit geometry
8017 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]);
8018 // add pants/shirt if needed
8019 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8020 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]);
8021 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8022 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]);
8023 // now add ambient passes if needed
8024 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8026 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]);
8027 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8028 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]);
8029 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8030 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]);
8033 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8034 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]);
8035 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8037 // if this is opaque use alpha blend which will darken the earlier
8040 // if this is an alpha blended material, all the earlier passes
8041 // were darkened by fog already, so we only need to add the fog
8042 // color ontop through the fog mask texture
8044 // if this is an additive blended material, all the earlier passes
8045 // were darkened by fog already, and we should not add fog color
8046 // (because the background was not darkened, there is no fog color
8047 // that was lost behind it).
8048 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]);
8052 return t->currentframe;
8055 rsurfacestate_t rsurface;
8057 void RSurf_ActiveWorldEntity(void)
8059 dp_model_t *model = r_refdef.scene.worldmodel;
8060 //if (rsurface.entity == r_refdef.scene.worldentity)
8062 rsurface.entity = r_refdef.scene.worldentity;
8063 rsurface.skeleton = NULL;
8064 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8065 rsurface.ent_skinnum = 0;
8066 rsurface.ent_qwskin = -1;
8067 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8068 rsurface.shadertime = r_refdef.scene.time;
8069 rsurface.matrix = identitymatrix;
8070 rsurface.inversematrix = identitymatrix;
8071 rsurface.matrixscale = 1;
8072 rsurface.inversematrixscale = 1;
8073 R_EntityMatrix(&identitymatrix);
8074 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8075 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8076 rsurface.fograngerecip = r_refdef.fograngerecip;
8077 rsurface.fogheightfade = r_refdef.fogheightfade;
8078 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8079 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8080 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8081 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8082 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8083 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8084 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8085 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8086 rsurface.colormod[3] = 1;
8087 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);
8088 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8089 rsurface.frameblend[0].lerp = 1;
8090 rsurface.ent_alttextures = false;
8091 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8092 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8093 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8094 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8095 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8096 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8097 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8098 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8099 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8100 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8101 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8102 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8103 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8104 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8105 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8106 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8107 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8108 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8109 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8110 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8111 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8112 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8113 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8114 rsurface.modelelement3i = model->surfmesh.data_element3i;
8115 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8116 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8117 rsurface.modelelement3s = model->surfmesh.data_element3s;
8118 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8119 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8120 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8121 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8122 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8123 rsurface.modelsurfaces = model->data_surfaces;
8124 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8125 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8126 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8127 rsurface.modelgeneratedvertex = false;
8128 rsurface.batchgeneratedvertex = false;
8129 rsurface.batchfirstvertex = 0;
8130 rsurface.batchnumvertices = 0;
8131 rsurface.batchfirsttriangle = 0;
8132 rsurface.batchnumtriangles = 0;
8133 rsurface.batchvertex3f = NULL;
8134 rsurface.batchvertex3f_vertexbuffer = NULL;
8135 rsurface.batchvertex3f_bufferoffset = 0;
8136 rsurface.batchsvector3f = NULL;
8137 rsurface.batchsvector3f_vertexbuffer = NULL;
8138 rsurface.batchsvector3f_bufferoffset = 0;
8139 rsurface.batchtvector3f = NULL;
8140 rsurface.batchtvector3f_vertexbuffer = NULL;
8141 rsurface.batchtvector3f_bufferoffset = 0;
8142 rsurface.batchnormal3f = NULL;
8143 rsurface.batchnormal3f_vertexbuffer = NULL;
8144 rsurface.batchnormal3f_bufferoffset = 0;
8145 rsurface.batchlightmapcolor4f = NULL;
8146 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8147 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8148 rsurface.batchtexcoordtexture2f = NULL;
8149 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8150 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8151 rsurface.batchtexcoordlightmap2f = NULL;
8152 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8153 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8154 rsurface.batchvertexmesh = NULL;
8155 rsurface.batchvertexmeshbuffer = NULL;
8156 rsurface.batchvertex3fbuffer = NULL;
8157 rsurface.batchelement3i = NULL;
8158 rsurface.batchelement3i_indexbuffer = NULL;
8159 rsurface.batchelement3i_bufferoffset = 0;
8160 rsurface.batchelement3s = NULL;
8161 rsurface.batchelement3s_indexbuffer = NULL;
8162 rsurface.batchelement3s_bufferoffset = 0;
8163 rsurface.passcolor4f = NULL;
8164 rsurface.passcolor4f_vertexbuffer = NULL;
8165 rsurface.passcolor4f_bufferoffset = 0;
8168 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8170 dp_model_t *model = ent->model;
8171 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8173 rsurface.entity = (entity_render_t *)ent;
8174 rsurface.skeleton = ent->skeleton;
8175 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8176 rsurface.ent_skinnum = ent->skinnum;
8177 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;
8178 rsurface.ent_flags = ent->flags;
8179 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8180 rsurface.matrix = ent->matrix;
8181 rsurface.inversematrix = ent->inversematrix;
8182 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8183 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8184 R_EntityMatrix(&rsurface.matrix);
8185 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8186 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8187 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8188 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8189 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8190 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8191 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8192 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8193 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8194 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8195 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8196 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8197 rsurface.colormod[3] = ent->alpha;
8198 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8199 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8200 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8201 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8202 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8203 if (ent->model->brush.submodel && !prepass)
8205 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8206 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8208 if (model->surfmesh.isanimated && model->AnimateVertices)
8210 if (ent->animcache_vertex3f)
8212 rsurface.modelvertex3f = ent->animcache_vertex3f;
8213 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8214 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8215 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8216 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8217 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8218 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8220 else if (wanttangents)
8222 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8223 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8224 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8225 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8226 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8227 rsurface.modelvertexmesh = NULL;
8228 rsurface.modelvertexmeshbuffer = NULL;
8229 rsurface.modelvertex3fbuffer = NULL;
8231 else if (wantnormals)
8233 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234 rsurface.modelsvector3f = NULL;
8235 rsurface.modeltvector3f = NULL;
8236 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8237 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8238 rsurface.modelvertexmesh = NULL;
8239 rsurface.modelvertexmeshbuffer = NULL;
8240 rsurface.modelvertex3fbuffer = NULL;
8244 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8245 rsurface.modelsvector3f = NULL;
8246 rsurface.modeltvector3f = NULL;
8247 rsurface.modelnormal3f = NULL;
8248 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8249 rsurface.modelvertexmesh = NULL;
8250 rsurface.modelvertexmeshbuffer = NULL;
8251 rsurface.modelvertex3fbuffer = NULL;
8253 rsurface.modelvertex3f_vertexbuffer = 0;
8254 rsurface.modelvertex3f_bufferoffset = 0;
8255 rsurface.modelsvector3f_vertexbuffer = 0;
8256 rsurface.modelsvector3f_bufferoffset = 0;
8257 rsurface.modeltvector3f_vertexbuffer = 0;
8258 rsurface.modeltvector3f_bufferoffset = 0;
8259 rsurface.modelnormal3f_vertexbuffer = 0;
8260 rsurface.modelnormal3f_bufferoffset = 0;
8261 rsurface.modelgeneratedvertex = true;
8265 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8266 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8267 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8268 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8269 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8270 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8271 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8272 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8273 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8274 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8275 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8276 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8277 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8278 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8279 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8280 rsurface.modelgeneratedvertex = false;
8282 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8283 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8284 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8285 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8286 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8287 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8288 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8289 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8290 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8291 rsurface.modelelement3i = model->surfmesh.data_element3i;
8292 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8293 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8294 rsurface.modelelement3s = model->surfmesh.data_element3s;
8295 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8296 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8297 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8298 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8299 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8300 rsurface.modelsurfaces = model->data_surfaces;
8301 rsurface.batchgeneratedvertex = false;
8302 rsurface.batchfirstvertex = 0;
8303 rsurface.batchnumvertices = 0;
8304 rsurface.batchfirsttriangle = 0;
8305 rsurface.batchnumtriangles = 0;
8306 rsurface.batchvertex3f = NULL;
8307 rsurface.batchvertex3f_vertexbuffer = NULL;
8308 rsurface.batchvertex3f_bufferoffset = 0;
8309 rsurface.batchsvector3f = NULL;
8310 rsurface.batchsvector3f_vertexbuffer = NULL;
8311 rsurface.batchsvector3f_bufferoffset = 0;
8312 rsurface.batchtvector3f = NULL;
8313 rsurface.batchtvector3f_vertexbuffer = NULL;
8314 rsurface.batchtvector3f_bufferoffset = 0;
8315 rsurface.batchnormal3f = NULL;
8316 rsurface.batchnormal3f_vertexbuffer = NULL;
8317 rsurface.batchnormal3f_bufferoffset = 0;
8318 rsurface.batchlightmapcolor4f = NULL;
8319 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8320 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8321 rsurface.batchtexcoordtexture2f = NULL;
8322 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8323 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8324 rsurface.batchtexcoordlightmap2f = NULL;
8325 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8326 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8327 rsurface.batchvertexmesh = NULL;
8328 rsurface.batchvertexmeshbuffer = NULL;
8329 rsurface.batchvertex3fbuffer = NULL;
8330 rsurface.batchelement3i = NULL;
8331 rsurface.batchelement3i_indexbuffer = NULL;
8332 rsurface.batchelement3i_bufferoffset = 0;
8333 rsurface.batchelement3s = NULL;
8334 rsurface.batchelement3s_indexbuffer = NULL;
8335 rsurface.batchelement3s_bufferoffset = 0;
8336 rsurface.passcolor4f = NULL;
8337 rsurface.passcolor4f_vertexbuffer = NULL;
8338 rsurface.passcolor4f_bufferoffset = 0;
8341 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)
8343 rsurface.entity = r_refdef.scene.worldentity;
8344 rsurface.skeleton = NULL;
8345 rsurface.ent_skinnum = 0;
8346 rsurface.ent_qwskin = -1;
8347 rsurface.ent_flags = entflags;
8348 rsurface.shadertime = r_refdef.scene.time - shadertime;
8349 rsurface.modelnumvertices = numvertices;
8350 rsurface.modelnumtriangles = numtriangles;
8351 rsurface.matrix = *matrix;
8352 rsurface.inversematrix = *inversematrix;
8353 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8354 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8355 R_EntityMatrix(&rsurface.matrix);
8356 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8357 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8358 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8359 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8360 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8361 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8362 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8363 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8364 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8365 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8366 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8367 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8368 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);
8369 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8370 rsurface.frameblend[0].lerp = 1;
8371 rsurface.ent_alttextures = false;
8372 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8373 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8376 rsurface.modelvertex3f = (float *)vertex3f;
8377 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8378 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8379 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8381 else if (wantnormals)
8383 rsurface.modelvertex3f = (float *)vertex3f;
8384 rsurface.modelsvector3f = NULL;
8385 rsurface.modeltvector3f = NULL;
8386 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8390 rsurface.modelvertex3f = (float *)vertex3f;
8391 rsurface.modelsvector3f = NULL;
8392 rsurface.modeltvector3f = NULL;
8393 rsurface.modelnormal3f = NULL;
8395 rsurface.modelvertexmesh = NULL;
8396 rsurface.modelvertexmeshbuffer = NULL;
8397 rsurface.modelvertex3fbuffer = NULL;
8398 rsurface.modelvertex3f_vertexbuffer = 0;
8399 rsurface.modelvertex3f_bufferoffset = 0;
8400 rsurface.modelsvector3f_vertexbuffer = 0;
8401 rsurface.modelsvector3f_bufferoffset = 0;
8402 rsurface.modeltvector3f_vertexbuffer = 0;
8403 rsurface.modeltvector3f_bufferoffset = 0;
8404 rsurface.modelnormal3f_vertexbuffer = 0;
8405 rsurface.modelnormal3f_bufferoffset = 0;
8406 rsurface.modelgeneratedvertex = true;
8407 rsurface.modellightmapcolor4f = (float *)color4f;
8408 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8409 rsurface.modellightmapcolor4f_bufferoffset = 0;
8410 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8411 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8412 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8413 rsurface.modeltexcoordlightmap2f = NULL;
8414 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8415 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8416 rsurface.modelelement3i = (int *)element3i;
8417 rsurface.modelelement3i_indexbuffer = NULL;
8418 rsurface.modelelement3i_bufferoffset = 0;
8419 rsurface.modelelement3s = (unsigned short *)element3s;
8420 rsurface.modelelement3s_indexbuffer = NULL;
8421 rsurface.modelelement3s_bufferoffset = 0;
8422 rsurface.modellightmapoffsets = NULL;
8423 rsurface.modelsurfaces = NULL;
8424 rsurface.batchgeneratedvertex = false;
8425 rsurface.batchfirstvertex = 0;
8426 rsurface.batchnumvertices = 0;
8427 rsurface.batchfirsttriangle = 0;
8428 rsurface.batchnumtriangles = 0;
8429 rsurface.batchvertex3f = NULL;
8430 rsurface.batchvertex3f_vertexbuffer = NULL;
8431 rsurface.batchvertex3f_bufferoffset = 0;
8432 rsurface.batchsvector3f = NULL;
8433 rsurface.batchsvector3f_vertexbuffer = NULL;
8434 rsurface.batchsvector3f_bufferoffset = 0;
8435 rsurface.batchtvector3f = NULL;
8436 rsurface.batchtvector3f_vertexbuffer = NULL;
8437 rsurface.batchtvector3f_bufferoffset = 0;
8438 rsurface.batchnormal3f = NULL;
8439 rsurface.batchnormal3f_vertexbuffer = NULL;
8440 rsurface.batchnormal3f_bufferoffset = 0;
8441 rsurface.batchlightmapcolor4f = NULL;
8442 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8443 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8444 rsurface.batchtexcoordtexture2f = NULL;
8445 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8446 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8447 rsurface.batchtexcoordlightmap2f = NULL;
8448 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8449 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8450 rsurface.batchvertexmesh = NULL;
8451 rsurface.batchvertexmeshbuffer = NULL;
8452 rsurface.batchvertex3fbuffer = NULL;
8453 rsurface.batchelement3i = NULL;
8454 rsurface.batchelement3i_indexbuffer = NULL;
8455 rsurface.batchelement3i_bufferoffset = 0;
8456 rsurface.batchelement3s = NULL;
8457 rsurface.batchelement3s_indexbuffer = NULL;
8458 rsurface.batchelement3s_bufferoffset = 0;
8459 rsurface.passcolor4f = NULL;
8460 rsurface.passcolor4f_vertexbuffer = NULL;
8461 rsurface.passcolor4f_bufferoffset = 0;
8463 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8465 if ((wantnormals || wanttangents) && !normal3f)
8467 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8468 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8470 if (wanttangents && !svector3f)
8472 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8473 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8474 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8479 float RSurf_FogPoint(const float *v)
8481 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8482 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8483 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8484 float FogHeightFade = r_refdef.fogheightfade;
8486 unsigned int fogmasktableindex;
8487 if (r_refdef.fogplaneviewabove)
8488 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8490 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8491 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8492 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8495 float RSurf_FogVertex(const float *v)
8497 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8498 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8499 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8500 float FogHeightFade = rsurface.fogheightfade;
8502 unsigned int fogmasktableindex;
8503 if (r_refdef.fogplaneviewabove)
8504 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8506 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8507 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8508 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8511 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8514 for (i = 0;i < numelements;i++)
8515 outelement3i[i] = inelement3i[i] + adjust;
8518 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8519 extern cvar_t gl_vbo;
8520 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8528 int surfacefirsttriangle;
8529 int surfacenumtriangles;
8530 int surfacefirstvertex;
8531 int surfaceendvertex;
8532 int surfacenumvertices;
8533 int batchnumvertices;
8534 int batchnumtriangles;
8538 qboolean dynamicvertex;
8542 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8544 q3shaderinfo_deform_t *deform;
8545 const msurface_t *surface, *firstsurface;
8546 r_vertexmesh_t *vertexmesh;
8547 if (!texturenumsurfaces)
8549 // find vertex range of this surface batch
8551 firstsurface = texturesurfacelist[0];
8552 firsttriangle = firstsurface->num_firsttriangle;
8553 batchnumvertices = 0;
8554 batchnumtriangles = 0;
8555 firstvertex = endvertex = firstsurface->num_firstvertex;
8556 for (i = 0;i < texturenumsurfaces;i++)
8558 surface = texturesurfacelist[i];
8559 if (surface != firstsurface + i)
8561 surfacefirstvertex = surface->num_firstvertex;
8562 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8563 surfacenumvertices = surface->num_vertices;
8564 surfacenumtriangles = surface->num_triangles;
8565 if (firstvertex > surfacefirstvertex)
8566 firstvertex = surfacefirstvertex;
8567 if (endvertex < surfaceendvertex)
8568 endvertex = surfaceendvertex;
8569 batchnumvertices += surfacenumvertices;
8570 batchnumtriangles += surfacenumtriangles;
8573 // we now know the vertex range used, and if there are any gaps in it
8574 rsurface.batchfirstvertex = firstvertex;
8575 rsurface.batchnumvertices = endvertex - firstvertex;
8576 rsurface.batchfirsttriangle = firsttriangle;
8577 rsurface.batchnumtriangles = batchnumtriangles;
8579 // this variable holds flags for which properties have been updated that
8580 // may require regenerating vertexmesh array...
8583 // check if any dynamic vertex processing must occur
8584 dynamicvertex = false;
8586 // if there is a chance of animated vertex colors, it's a dynamic batch
8587 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8589 dynamicvertex = true;
8590 batchneed |= BATCHNEED_NOGAPS;
8591 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8594 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8596 switch (deform->deform)
8599 case Q3DEFORM_PROJECTIONSHADOW:
8600 case Q3DEFORM_TEXT0:
8601 case Q3DEFORM_TEXT1:
8602 case Q3DEFORM_TEXT2:
8603 case Q3DEFORM_TEXT3:
8604 case Q3DEFORM_TEXT4:
8605 case Q3DEFORM_TEXT5:
8606 case Q3DEFORM_TEXT6:
8607 case Q3DEFORM_TEXT7:
8610 case Q3DEFORM_AUTOSPRITE:
8611 dynamicvertex = true;
8612 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8613 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8615 case Q3DEFORM_AUTOSPRITE2:
8616 dynamicvertex = true;
8617 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8618 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8620 case Q3DEFORM_NORMAL:
8621 dynamicvertex = true;
8622 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8623 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8626 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8627 break; // if wavefunc is a nop, ignore this transform
8628 dynamicvertex = true;
8629 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8630 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8632 case Q3DEFORM_BULGE:
8633 dynamicvertex = true;
8634 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8635 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8638 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8639 break; // if wavefunc is a nop, ignore this transform
8640 dynamicvertex = true;
8641 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8642 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8646 switch(rsurface.texture->tcgen.tcgen)
8649 case Q3TCGEN_TEXTURE:
8651 case Q3TCGEN_LIGHTMAP:
8652 dynamicvertex = true;
8653 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8654 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8656 case Q3TCGEN_VECTOR:
8657 dynamicvertex = true;
8658 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8659 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8661 case Q3TCGEN_ENVIRONMENT:
8662 dynamicvertex = true;
8663 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8664 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8667 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8669 dynamicvertex = true;
8670 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8671 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8674 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8676 dynamicvertex = true;
8677 batchneed |= BATCHNEED_NOGAPS;
8678 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8681 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8683 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8684 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8685 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8686 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8687 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8688 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8689 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8692 // when the model data has no vertex buffer (dynamic mesh), we need to
8694 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8695 batchneed |= BATCHNEED_NOGAPS;
8697 // if needsupdate, we have to do a dynamic vertex batch for sure
8698 if (needsupdate & batchneed)
8699 dynamicvertex = true;
8701 // see if we need to build vertexmesh from arrays
8702 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8703 dynamicvertex = true;
8705 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8706 // also some drivers strongly dislike firstvertex
8707 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8708 dynamicvertex = true;
8710 rsurface.batchvertex3f = rsurface.modelvertex3f;
8711 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8712 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8713 rsurface.batchsvector3f = rsurface.modelsvector3f;
8714 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8715 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8716 rsurface.batchtvector3f = rsurface.modeltvector3f;
8717 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8718 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8719 rsurface.batchnormal3f = rsurface.modelnormal3f;
8720 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8721 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8722 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8723 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8724 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8725 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8726 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8727 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8728 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8729 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8730 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8731 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8732 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8733 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8734 rsurface.batchelement3i = rsurface.modelelement3i;
8735 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8736 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8737 rsurface.batchelement3s = rsurface.modelelement3s;
8738 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8739 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8741 // if any dynamic vertex processing has to occur in software, we copy the
8742 // entire surface list together before processing to rebase the vertices
8743 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8745 // if any gaps exist and we do not have a static vertex buffer, we have to
8746 // copy the surface list together to avoid wasting upload bandwidth on the
8747 // vertices in the gaps.
8749 // if gaps exist and we have a static vertex buffer, we still have to
8750 // combine the index buffer ranges into one dynamic index buffer.
8752 // in all cases we end up with data that can be drawn in one call.
8756 // static vertex data, just set pointers...
8757 rsurface.batchgeneratedvertex = false;
8758 // if there are gaps, we want to build a combined index buffer,
8759 // otherwise use the original static buffer with an appropriate offset
8762 // build a new triangle elements array for this batch
8763 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8764 rsurface.batchfirsttriangle = 0;
8766 for (i = 0;i < texturenumsurfaces;i++)
8768 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8769 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8770 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8771 numtriangles += surfacenumtriangles;
8773 rsurface.batchelement3i_indexbuffer = NULL;
8774 rsurface.batchelement3i_bufferoffset = 0;
8775 rsurface.batchelement3s = NULL;
8776 rsurface.batchelement3s_indexbuffer = NULL;
8777 rsurface.batchelement3s_bufferoffset = 0;
8778 if (endvertex <= 65536)
8780 // make a 16bit (unsigned short) index array if possible
8781 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8782 for (i = 0;i < numtriangles*3;i++)
8783 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8789 // something needs software processing, do it for real...
8790 // we only directly handle separate array data in this case and then
8791 // generate interleaved data if needed...
8792 rsurface.batchgeneratedvertex = true;
8794 // now copy the vertex data into a combined array and make an index array
8795 // (this is what Quake3 does all the time)
8796 //if (gaps || rsurface.batchfirstvertex)
8798 rsurface.batchvertex3fbuffer = NULL;
8799 rsurface.batchvertexmesh = NULL;
8800 rsurface.batchvertexmeshbuffer = NULL;
8801 rsurface.batchvertex3f = NULL;
8802 rsurface.batchvertex3f_vertexbuffer = NULL;
8803 rsurface.batchvertex3f_bufferoffset = 0;
8804 rsurface.batchsvector3f = NULL;
8805 rsurface.batchsvector3f_vertexbuffer = NULL;
8806 rsurface.batchsvector3f_bufferoffset = 0;
8807 rsurface.batchtvector3f = NULL;
8808 rsurface.batchtvector3f_vertexbuffer = NULL;
8809 rsurface.batchtvector3f_bufferoffset = 0;
8810 rsurface.batchnormal3f = NULL;
8811 rsurface.batchnormal3f_vertexbuffer = NULL;
8812 rsurface.batchnormal3f_bufferoffset = 0;
8813 rsurface.batchlightmapcolor4f = NULL;
8814 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8815 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8816 rsurface.batchtexcoordtexture2f = NULL;
8817 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8818 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8819 rsurface.batchtexcoordlightmap2f = NULL;
8820 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8821 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8822 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8823 rsurface.batchelement3i_indexbuffer = NULL;
8824 rsurface.batchelement3i_bufferoffset = 0;
8825 rsurface.batchelement3s = NULL;
8826 rsurface.batchelement3s_indexbuffer = NULL;
8827 rsurface.batchelement3s_bufferoffset = 0;
8828 // we'll only be setting up certain arrays as needed
8829 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8830 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8831 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8832 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8833 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8834 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8835 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8837 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8838 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8840 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8841 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8842 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8843 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8844 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8845 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8848 for (i = 0;i < texturenumsurfaces;i++)
8850 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8851 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8852 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8853 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8854 // copy only the data requested
8855 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8856 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8857 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8859 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8861 if (rsurface.batchvertex3f)
8862 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8864 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8866 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8868 if (rsurface.modelnormal3f)
8869 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8871 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8873 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8875 if (rsurface.modelsvector3f)
8877 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8878 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8882 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8883 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8886 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8888 if (rsurface.modellightmapcolor4f)
8889 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8891 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8893 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8895 if (rsurface.modeltexcoordtexture2f)
8896 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8898 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8900 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8902 if (rsurface.modeltexcoordlightmap2f)
8903 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8905 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8908 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8909 numvertices += surfacenumvertices;
8910 numtriangles += surfacenumtriangles;
8913 // generate a 16bit index array as well if possible
8914 // (in general, dynamic batches fit)
8915 if (numvertices <= 65536)
8917 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8918 for (i = 0;i < numtriangles*3;i++)
8919 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8922 // since we've copied everything, the batch now starts at 0
8923 rsurface.batchfirstvertex = 0;
8924 rsurface.batchnumvertices = batchnumvertices;
8925 rsurface.batchfirsttriangle = 0;
8926 rsurface.batchnumtriangles = batchnumtriangles;
8929 // q1bsp surfaces rendered in vertex color mode have to have colors
8930 // calculated based on lightstyles
8931 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8933 // generate color arrays for the surfaces in this list
8938 const unsigned char *lm;
8939 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8940 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8941 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8943 for (i = 0;i < texturenumsurfaces;i++)
8945 surface = texturesurfacelist[i];
8946 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8947 surfacenumvertices = surface->num_vertices;
8948 if (surface->lightmapinfo->samples)
8950 for (j = 0;j < surfacenumvertices;j++)
8952 lm = surface->lightmapinfo->samples + offsets[j];
8953 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8954 VectorScale(lm, scale, c);
8955 if (surface->lightmapinfo->styles[1] != 255)
8957 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8959 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8960 VectorMA(c, scale, lm, c);
8961 if (surface->lightmapinfo->styles[2] != 255)
8964 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8965 VectorMA(c, scale, lm, c);
8966 if (surface->lightmapinfo->styles[3] != 255)
8969 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8970 VectorMA(c, scale, lm, c);
8977 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);
8983 for (j = 0;j < surfacenumvertices;j++)
8985 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8992 // if vertices are deformed (sprite flares and things in maps, possibly
8993 // water waves, bulges and other deformations), modify the copied vertices
8995 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8997 switch (deform->deform)
9000 case Q3DEFORM_PROJECTIONSHADOW:
9001 case Q3DEFORM_TEXT0:
9002 case Q3DEFORM_TEXT1:
9003 case Q3DEFORM_TEXT2:
9004 case Q3DEFORM_TEXT3:
9005 case Q3DEFORM_TEXT4:
9006 case Q3DEFORM_TEXT5:
9007 case Q3DEFORM_TEXT6:
9008 case Q3DEFORM_TEXT7:
9011 case Q3DEFORM_AUTOSPRITE:
9012 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9013 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9014 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9015 VectorNormalize(newforward);
9016 VectorNormalize(newright);
9017 VectorNormalize(newup);
9018 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9019 // rsurface.batchvertex3f_vertexbuffer = NULL;
9020 // rsurface.batchvertex3f_bufferoffset = 0;
9021 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9022 // rsurface.batchsvector3f_vertexbuffer = NULL;
9023 // rsurface.batchsvector3f_bufferoffset = 0;
9024 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9025 // rsurface.batchtvector3f_vertexbuffer = NULL;
9026 // rsurface.batchtvector3f_bufferoffset = 0;
9027 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9028 // rsurface.batchnormal3f_vertexbuffer = NULL;
9029 // rsurface.batchnormal3f_bufferoffset = 0;
9030 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9031 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9032 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9033 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9034 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);
9035 // a single autosprite surface can contain multiple sprites...
9036 for (j = 0;j < batchnumvertices - 3;j += 4)
9038 VectorClear(center);
9039 for (i = 0;i < 4;i++)
9040 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9041 VectorScale(center, 0.25f, center);
9042 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9043 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9044 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9045 for (i = 0;i < 4;i++)
9047 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9048 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9051 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9052 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9053 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);
9055 case Q3DEFORM_AUTOSPRITE2:
9056 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9057 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9058 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9059 VectorNormalize(newforward);
9060 VectorNormalize(newright);
9061 VectorNormalize(newup);
9062 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9063 // rsurface.batchvertex3f_vertexbuffer = NULL;
9064 // rsurface.batchvertex3f_bufferoffset = 0;
9066 const float *v1, *v2;
9076 memset(shortest, 0, sizeof(shortest));
9077 // a single autosprite surface can contain multiple sprites...
9078 for (j = 0;j < batchnumvertices - 3;j += 4)
9080 VectorClear(center);
9081 for (i = 0;i < 4;i++)
9082 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9083 VectorScale(center, 0.25f, center);
9084 // find the two shortest edges, then use them to define the
9085 // axis vectors for rotating around the central axis
9086 for (i = 0;i < 6;i++)
9088 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9089 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9090 l = VectorDistance2(v1, v2);
9091 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9093 l += (1.0f / 1024.0f);
9094 if (shortest[0].length2 > l || i == 0)
9096 shortest[1] = shortest[0];
9097 shortest[0].length2 = l;
9098 shortest[0].v1 = v1;
9099 shortest[0].v2 = v2;
9101 else if (shortest[1].length2 > l || i == 1)
9103 shortest[1].length2 = l;
9104 shortest[1].v1 = v1;
9105 shortest[1].v2 = v2;
9108 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9109 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9110 // this calculates the right vector from the shortest edge
9111 // and the up vector from the edge midpoints
9112 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9113 VectorNormalize(right);
9114 VectorSubtract(end, start, up);
9115 VectorNormalize(up);
9116 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9117 VectorSubtract(rsurface.localvieworigin, center, forward);
9118 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9119 VectorNegate(forward, forward);
9120 VectorReflect(forward, 0, up, forward);
9121 VectorNormalize(forward);
9122 CrossProduct(up, forward, newright);
9123 VectorNormalize(newright);
9124 // rotate the quad around the up axis vector, this is made
9125 // especially easy by the fact we know the quad is flat,
9126 // so we only have to subtract the center position and
9127 // measure distance along the right vector, and then
9128 // multiply that by the newright vector and add back the
9130 // we also need to subtract the old position to undo the
9131 // displacement from the center, which we do with a
9132 // DotProduct, the subtraction/addition of center is also
9133 // optimized into DotProducts here
9134 l = DotProduct(right, center);
9135 for (i = 0;i < 4;i++)
9137 v1 = rsurface.batchvertex3f + 3*(j+i);
9138 f = DotProduct(right, v1) - l;
9139 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9143 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9145 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9146 // rsurface.batchnormal3f_vertexbuffer = NULL;
9147 // rsurface.batchnormal3f_bufferoffset = 0;
9148 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9150 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9152 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9153 // rsurface.batchsvector3f_vertexbuffer = NULL;
9154 // rsurface.batchsvector3f_bufferoffset = 0;
9155 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9156 // rsurface.batchtvector3f_vertexbuffer = NULL;
9157 // rsurface.batchtvector3f_bufferoffset = 0;
9158 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);
9161 case Q3DEFORM_NORMAL:
9162 // deform the normals to make reflections wavey
9163 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9164 rsurface.batchnormal3f_vertexbuffer = NULL;
9165 rsurface.batchnormal3f_bufferoffset = 0;
9166 for (j = 0;j < batchnumvertices;j++)
9169 float *normal = rsurface.batchnormal3f + 3*j;
9170 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9171 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9172 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9173 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9174 VectorNormalize(normal);
9176 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9178 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9179 // rsurface.batchsvector3f_vertexbuffer = NULL;
9180 // rsurface.batchsvector3f_bufferoffset = 0;
9181 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9182 // rsurface.batchtvector3f_vertexbuffer = NULL;
9183 // rsurface.batchtvector3f_bufferoffset = 0;
9184 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);
9188 // deform vertex array to make wavey water and flags and such
9189 waveparms[0] = deform->waveparms[0];
9190 waveparms[1] = deform->waveparms[1];
9191 waveparms[2] = deform->waveparms[2];
9192 waveparms[3] = deform->waveparms[3];
9193 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9194 break; // if wavefunc is a nop, don't make a dynamic vertex array
9195 // this is how a divisor of vertex influence on deformation
9196 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9197 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9198 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9199 // rsurface.batchvertex3f_vertexbuffer = NULL;
9200 // rsurface.batchvertex3f_bufferoffset = 0;
9201 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9202 // rsurface.batchnormal3f_vertexbuffer = NULL;
9203 // rsurface.batchnormal3f_bufferoffset = 0;
9204 for (j = 0;j < batchnumvertices;j++)
9206 // if the wavefunc depends on time, evaluate it per-vertex
9209 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9210 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9212 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9214 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9215 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9216 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9218 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9219 // rsurface.batchsvector3f_vertexbuffer = NULL;
9220 // rsurface.batchsvector3f_bufferoffset = 0;
9221 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9222 // rsurface.batchtvector3f_vertexbuffer = NULL;
9223 // rsurface.batchtvector3f_bufferoffset = 0;
9224 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);
9227 case Q3DEFORM_BULGE:
9228 // deform vertex array to make the surface have moving bulges
9229 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9230 // rsurface.batchvertex3f_vertexbuffer = NULL;
9231 // rsurface.batchvertex3f_bufferoffset = 0;
9232 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9233 // rsurface.batchnormal3f_vertexbuffer = NULL;
9234 // rsurface.batchnormal3f_bufferoffset = 0;
9235 for (j = 0;j < batchnumvertices;j++)
9237 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9238 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9240 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9241 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9242 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9244 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9245 // rsurface.batchsvector3f_vertexbuffer = NULL;
9246 // rsurface.batchsvector3f_bufferoffset = 0;
9247 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9248 // rsurface.batchtvector3f_vertexbuffer = NULL;
9249 // rsurface.batchtvector3f_bufferoffset = 0;
9250 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);
9254 // deform vertex array
9255 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9256 break; // if wavefunc is a nop, don't make a dynamic vertex array
9257 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9258 VectorScale(deform->parms, scale, waveparms);
9259 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9260 // rsurface.batchvertex3f_vertexbuffer = NULL;
9261 // rsurface.batchvertex3f_bufferoffset = 0;
9262 for (j = 0;j < batchnumvertices;j++)
9263 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9268 // generate texcoords based on the chosen texcoord source
9269 switch(rsurface.texture->tcgen.tcgen)
9272 case Q3TCGEN_TEXTURE:
9274 case Q3TCGEN_LIGHTMAP:
9275 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9276 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9277 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9278 if (rsurface.batchtexcoordlightmap2f)
9279 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9281 case Q3TCGEN_VECTOR:
9282 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9283 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9284 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9285 for (j = 0;j < batchnumvertices;j++)
9287 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9288 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9291 case Q3TCGEN_ENVIRONMENT:
9292 // make environment reflections using a spheremap
9293 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9294 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9295 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9296 for (j = 0;j < batchnumvertices;j++)
9298 // identical to Q3A's method, but executed in worldspace so
9299 // carried models can be shiny too
9301 float viewer[3], d, reflected[3], worldreflected[3];
9303 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9304 // VectorNormalize(viewer);
9306 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9308 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9309 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9310 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9311 // note: this is proportinal to viewer, so we can normalize later
9313 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9314 VectorNormalize(worldreflected);
9316 // note: this sphere map only uses world x and z!
9317 // so positive and negative y will LOOK THE SAME.
9318 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9319 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9323 // the only tcmod that needs software vertex processing is turbulent, so
9324 // check for it here and apply the changes if needed
9325 // and we only support that as the first one
9326 // (handling a mixture of turbulent and other tcmods would be problematic
9327 // without punting it entirely to a software path)
9328 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9330 amplitude = rsurface.texture->tcmods[0].parms[1];
9331 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9332 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9333 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9334 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9335 for (j = 0;j < batchnumvertices;j++)
9337 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);
9338 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9342 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9344 // convert the modified arrays to vertex structs
9345 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9346 // rsurface.batchvertexmeshbuffer = NULL;
9347 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9348 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9349 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9350 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9351 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9352 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9353 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9355 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9357 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9358 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9361 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9362 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9363 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9364 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9365 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9366 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9367 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9368 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9369 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9373 void RSurf_DrawBatch(void)
9375 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9376 // through the pipeline, killing it earlier in the pipeline would have
9377 // per-surface overhead rather than per-batch overhead, so it's best to
9378 // reject it here, before it hits glDraw.
9379 if (rsurface.batchnumtriangles == 0)
9382 // batch debugging code
9383 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9389 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9390 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9393 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9395 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9397 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9398 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);
9405 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);
9408 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9410 // pick the closest matching water plane
9411 int planeindex, vertexindex, bestplaneindex = -1;
9415 r_waterstate_waterplane_t *p;
9416 qboolean prepared = false;
9418 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9420 if(p->camera_entity != rsurface.texture->camera_entity)
9425 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9427 if(rsurface.batchnumvertices == 0)
9430 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9432 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9433 d += fabs(PlaneDiff(vert, &p->plane));
9435 if (bestd > d || bestplaneindex < 0)
9438 bestplaneindex = planeindex;
9441 return bestplaneindex;
9442 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9443 // this situation though, as it might be better to render single larger
9444 // batches with useless stuff (backface culled for example) than to
9445 // render multiple smaller batches
9448 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9451 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9452 rsurface.passcolor4f_vertexbuffer = 0;
9453 rsurface.passcolor4f_bufferoffset = 0;
9454 for (i = 0;i < rsurface.batchnumvertices;i++)
9455 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9458 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9465 if (rsurface.passcolor4f)
9467 // generate color arrays
9468 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9469 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9470 rsurface.passcolor4f_vertexbuffer = 0;
9471 rsurface.passcolor4f_bufferoffset = 0;
9472 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)
9474 f = RSurf_FogVertex(v);
9483 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9484 rsurface.passcolor4f_vertexbuffer = 0;
9485 rsurface.passcolor4f_bufferoffset = 0;
9486 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9488 f = RSurf_FogVertex(v);
9497 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9504 if (!rsurface.passcolor4f)
9506 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9507 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9508 rsurface.passcolor4f_vertexbuffer = 0;
9509 rsurface.passcolor4f_bufferoffset = 0;
9510 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)
9512 f = RSurf_FogVertex(v);
9513 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9514 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9515 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9520 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9525 if (!rsurface.passcolor4f)
9527 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9528 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9529 rsurface.passcolor4f_vertexbuffer = 0;
9530 rsurface.passcolor4f_bufferoffset = 0;
9531 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9540 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9545 if (!rsurface.passcolor4f)
9547 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9548 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9549 rsurface.passcolor4f_vertexbuffer = 0;
9550 rsurface.passcolor4f_bufferoffset = 0;
9551 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9553 c2[0] = c[0] + r_refdef.scene.ambient;
9554 c2[1] = c[1] + r_refdef.scene.ambient;
9555 c2[2] = c[2] + r_refdef.scene.ambient;
9560 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9563 rsurface.passcolor4f = NULL;
9564 rsurface.passcolor4f_vertexbuffer = 0;
9565 rsurface.passcolor4f_bufferoffset = 0;
9566 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9567 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9568 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9569 GL_Color(r, g, b, a);
9570 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9574 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9576 // TODO: optimize applyfog && applycolor case
9577 // just apply fog if necessary, and tint the fog color array if necessary
9578 rsurface.passcolor4f = NULL;
9579 rsurface.passcolor4f_vertexbuffer = 0;
9580 rsurface.passcolor4f_bufferoffset = 0;
9581 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9582 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9583 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9584 GL_Color(r, g, b, a);
9588 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9591 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9592 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9593 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9594 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9595 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9596 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9597 GL_Color(r, g, b, a);
9601 static void RSurf_DrawBatch_GL11_ClampColor(void)
9606 if (!rsurface.passcolor4f)
9608 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9610 c2[0] = bound(0.0f, c1[0], 1.0f);
9611 c2[1] = bound(0.0f, c1[1], 1.0f);
9612 c2[2] = bound(0.0f, c1[2], 1.0f);
9613 c2[3] = bound(0.0f, c1[3], 1.0f);
9617 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9627 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9628 rsurface.passcolor4f_vertexbuffer = 0;
9629 rsurface.passcolor4f_bufferoffset = 0;
9630 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)
9632 f = -DotProduct(r_refdef.view.forward, n);
9634 f = f * 0.85 + 0.15; // work around so stuff won't get black
9635 f *= r_refdef.lightmapintensity;
9636 Vector4Set(c, f, f, f, 1);
9640 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9642 RSurf_DrawBatch_GL11_ApplyFakeLight();
9643 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9644 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9645 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9646 GL_Color(r, g, b, a);
9650 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9658 vec3_t ambientcolor;
9659 vec3_t diffusecolor;
9663 VectorCopy(rsurface.modellight_lightdir, lightdir);
9664 f = 0.5f * r_refdef.lightmapintensity;
9665 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9666 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9667 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9668 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9669 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9670 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9672 if (VectorLength2(diffusecolor) > 0)
9674 // q3-style directional shading
9675 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9676 rsurface.passcolor4f_vertexbuffer = 0;
9677 rsurface.passcolor4f_bufferoffset = 0;
9678 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)
9680 if ((f = DotProduct(n, lightdir)) > 0)
9681 VectorMA(ambientcolor, f, diffusecolor, c);
9683 VectorCopy(ambientcolor, c);
9690 *applycolor = false;
9694 *r = ambientcolor[0];
9695 *g = ambientcolor[1];
9696 *b = ambientcolor[2];
9697 rsurface.passcolor4f = NULL;
9698 rsurface.passcolor4f_vertexbuffer = 0;
9699 rsurface.passcolor4f_bufferoffset = 0;
9703 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9705 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9706 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9707 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9708 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9709 GL_Color(r, g, b, a);
9713 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9721 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9722 rsurface.passcolor4f_vertexbuffer = 0;
9723 rsurface.passcolor4f_bufferoffset = 0;
9725 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9727 f = 1 - RSurf_FogVertex(v);
9735 void RSurf_SetupDepthAndCulling(void)
9737 // submodels are biased to avoid z-fighting with world surfaces that they
9738 // may be exactly overlapping (avoids z-fighting artifacts on certain
9739 // doors and things in Quake maps)
9740 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9741 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9742 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9743 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9746 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9748 // transparent sky would be ridiculous
9749 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9751 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9752 skyrenderlater = true;
9753 RSurf_SetupDepthAndCulling();
9755 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9756 // skymasking on them, and Quake3 never did sky masking (unlike
9757 // software Quake and software Quake2), so disable the sky masking
9758 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9759 // and skymasking also looks very bad when noclipping outside the
9760 // level, so don't use it then either.
9761 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9763 R_Mesh_ResetTextureState();
9764 if (skyrendermasked)
9766 R_SetupShader_DepthOrShadow(false);
9767 // depth-only (masking)
9768 GL_ColorMask(0,0,0,0);
9769 // just to make sure that braindead drivers don't draw
9770 // anything despite that colormask...
9771 GL_BlendFunc(GL_ZERO, GL_ONE);
9772 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9773 if (rsurface.batchvertex3fbuffer)
9774 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9776 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9780 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9782 GL_BlendFunc(GL_ONE, GL_ZERO);
9783 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9784 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9785 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9788 if (skyrendermasked)
9789 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9791 R_Mesh_ResetTextureState();
9792 GL_Color(1, 1, 1, 1);
9795 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9796 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9797 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9799 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9803 // render screenspace normalmap to texture
9805 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9809 // bind lightmap texture
9811 // water/refraction/reflection/camera surfaces have to be handled specially
9812 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9814 int start, end, startplaneindex;
9815 for (start = 0;start < texturenumsurfaces;start = end)
9817 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9818 if(startplaneindex < 0)
9820 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9821 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9825 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9827 // now that we have a batch using the same planeindex, render it
9828 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9830 // render water or distortion background
9832 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);
9834 // blend surface on top
9835 GL_DepthMask(false);
9836 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9839 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9841 // render surface with reflection texture as input
9842 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9843 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);
9850 // render surface batch normally
9851 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9852 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);
9856 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9858 // OpenGL 1.3 path - anything not completely ancient
9859 qboolean applycolor;
9862 const texturelayer_t *layer;
9863 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);
9864 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9866 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9869 int layertexrgbscale;
9870 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9872 if (layerindex == 0)
9876 GL_AlphaTest(false);
9877 GL_DepthFunc(GL_EQUAL);
9880 GL_DepthMask(layer->depthmask && writedepth);
9881 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9882 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9884 layertexrgbscale = 4;
9885 VectorScale(layer->color, 0.25f, layercolor);
9887 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9889 layertexrgbscale = 2;
9890 VectorScale(layer->color, 0.5f, layercolor);
9894 layertexrgbscale = 1;
9895 VectorScale(layer->color, 1.0f, layercolor);
9897 layercolor[3] = layer->color[3];
9898 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9899 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9900 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9901 switch (layer->type)
9903 case TEXTURELAYERTYPE_LITTEXTURE:
9904 // single-pass lightmapped texture with 2x rgbscale
9905 R_Mesh_TexBind(0, r_texture_white);
9906 R_Mesh_TexMatrix(0, NULL);
9907 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9908 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9909 R_Mesh_TexBind(1, layer->texture);
9910 R_Mesh_TexMatrix(1, &layer->texmatrix);
9911 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9912 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9913 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9914 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9915 else if (FAKELIGHT_ENABLED)
9916 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9917 else if (rsurface.uselightmaptexture)
9918 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9920 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9922 case TEXTURELAYERTYPE_TEXTURE:
9923 // singletexture unlit texture with transparency support
9924 R_Mesh_TexBind(0, layer->texture);
9925 R_Mesh_TexMatrix(0, &layer->texmatrix);
9926 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9927 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9928 R_Mesh_TexBind(1, 0);
9929 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9930 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9932 case TEXTURELAYERTYPE_FOG:
9933 // singletexture fogging
9936 R_Mesh_TexBind(0, layer->texture);
9937 R_Mesh_TexMatrix(0, &layer->texmatrix);
9938 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9939 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9943 R_Mesh_TexBind(0, 0);
9944 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9946 R_Mesh_TexBind(1, 0);
9947 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9948 // generate a color array for the fog pass
9949 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9950 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9954 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9957 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9959 GL_DepthFunc(GL_LEQUAL);
9960 GL_AlphaTest(false);
9964 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9966 // OpenGL 1.1 - crusty old voodoo path
9969 const texturelayer_t *layer;
9970 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);
9971 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9973 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9975 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9977 if (layerindex == 0)
9981 GL_AlphaTest(false);
9982 GL_DepthFunc(GL_EQUAL);
9985 GL_DepthMask(layer->depthmask && writedepth);
9986 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9987 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9988 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9989 switch (layer->type)
9991 case TEXTURELAYERTYPE_LITTEXTURE:
9992 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9994 // two-pass lit texture with 2x rgbscale
9995 // first the lightmap pass
9996 R_Mesh_TexBind(0, r_texture_white);
9997 R_Mesh_TexMatrix(0, NULL);
9998 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9999 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10000 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10001 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10002 else if (FAKELIGHT_ENABLED)
10003 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10004 else if (rsurface.uselightmaptexture)
10005 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10007 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10008 // then apply the texture to it
10009 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10010 R_Mesh_TexBind(0, layer->texture);
10011 R_Mesh_TexMatrix(0, &layer->texmatrix);
10012 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10013 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10014 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);
10018 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10019 R_Mesh_TexBind(0, layer->texture);
10020 R_Mesh_TexMatrix(0, &layer->texmatrix);
10021 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10022 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10023 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10024 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);
10026 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);
10029 case TEXTURELAYERTYPE_TEXTURE:
10030 // singletexture unlit texture with transparency support
10031 R_Mesh_TexBind(0, layer->texture);
10032 R_Mesh_TexMatrix(0, &layer->texmatrix);
10033 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10034 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10035 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);
10037 case TEXTURELAYERTYPE_FOG:
10038 // singletexture fogging
10039 if (layer->texture)
10041 R_Mesh_TexBind(0, layer->texture);
10042 R_Mesh_TexMatrix(0, &layer->texmatrix);
10043 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10044 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10048 R_Mesh_TexBind(0, 0);
10049 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10051 // generate a color array for the fog pass
10052 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10053 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10057 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10060 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10062 GL_DepthFunc(GL_LEQUAL);
10063 GL_AlphaTest(false);
10067 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10071 r_vertexgeneric_t *batchvertex;
10074 // R_Mesh_ResetTextureState();
10075 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10077 if(rsurface.texture && rsurface.texture->currentskinframe)
10079 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10080 c[3] *= rsurface.texture->currentalpha;
10090 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10092 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10093 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10094 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10097 // brighten it up (as texture value 127 means "unlit")
10098 c[0] *= 2 * r_refdef.view.colorscale;
10099 c[1] *= 2 * r_refdef.view.colorscale;
10100 c[2] *= 2 * r_refdef.view.colorscale;
10102 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10103 c[3] *= r_wateralpha.value;
10105 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10107 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10108 GL_DepthMask(false);
10110 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10112 GL_BlendFunc(GL_ONE, GL_ONE);
10113 GL_DepthMask(false);
10115 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10117 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10118 GL_DepthMask(false);
10120 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10122 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10123 GL_DepthMask(false);
10127 GL_BlendFunc(GL_ONE, GL_ZERO);
10128 GL_DepthMask(writedepth);
10131 if (r_showsurfaces.integer == 3)
10133 rsurface.passcolor4f = NULL;
10135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10137 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10139 rsurface.passcolor4f = NULL;
10140 rsurface.passcolor4f_vertexbuffer = 0;
10141 rsurface.passcolor4f_bufferoffset = 0;
10143 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10145 qboolean applycolor = true;
10148 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10150 r_refdef.lightmapintensity = 1;
10151 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10152 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10154 else if (FAKELIGHT_ENABLED)
10156 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10158 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10159 RSurf_DrawBatch_GL11_ApplyFakeLight();
10160 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10164 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10166 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10167 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10168 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10171 if(!rsurface.passcolor4f)
10172 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10174 RSurf_DrawBatch_GL11_ApplyAmbient();
10175 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10176 if(r_refdef.fogenabled)
10177 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10178 RSurf_DrawBatch_GL11_ClampColor();
10180 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10181 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10184 else if (!r_refdef.view.showdebug)
10186 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10187 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10188 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10190 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10191 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10193 R_Mesh_PrepareVertices_Generic_Unlock();
10196 else if (r_showsurfaces.integer == 4)
10198 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10199 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10200 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10202 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10203 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10204 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10206 R_Mesh_PrepareVertices_Generic_Unlock();
10209 else if (r_showsurfaces.integer == 2)
10212 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10213 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10214 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10216 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10217 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10218 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10219 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10220 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10221 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10222 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10224 R_Mesh_PrepareVertices_Generic_Unlock();
10225 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10229 int texturesurfaceindex;
10231 const msurface_t *surface;
10232 float surfacecolor4f[4];
10233 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10234 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10236 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10238 surface = texturesurfacelist[texturesurfaceindex];
10239 k = (int)(((size_t)surface) / sizeof(msurface_t));
10240 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10241 for (j = 0;j < surface->num_vertices;j++)
10243 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10244 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10248 R_Mesh_PrepareVertices_Generic_Unlock();
10253 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10256 RSurf_SetupDepthAndCulling();
10257 if (r_showsurfaces.integer)
10259 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10262 switch (vid.renderpath)
10264 case RENDERPATH_GL20:
10265 case RENDERPATH_D3D9:
10266 case RENDERPATH_D3D10:
10267 case RENDERPATH_D3D11:
10268 case RENDERPATH_SOFT:
10269 case RENDERPATH_GLES2:
10270 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10272 case RENDERPATH_GL13:
10273 case RENDERPATH_GLES1:
10274 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10276 case RENDERPATH_GL11:
10277 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10283 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10286 RSurf_SetupDepthAndCulling();
10287 if (r_showsurfaces.integer)
10289 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10292 switch (vid.renderpath)
10294 case RENDERPATH_GL20:
10295 case RENDERPATH_D3D9:
10296 case RENDERPATH_D3D10:
10297 case RENDERPATH_D3D11:
10298 case RENDERPATH_SOFT:
10299 case RENDERPATH_GLES2:
10300 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10302 case RENDERPATH_GL13:
10303 case RENDERPATH_GLES1:
10304 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10306 case RENDERPATH_GL11:
10307 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10313 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10316 int texturenumsurfaces, endsurface;
10317 texture_t *texture;
10318 const msurface_t *surface;
10319 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10321 // if the model is static it doesn't matter what value we give for
10322 // wantnormals and wanttangents, so this logic uses only rules applicable
10323 // to a model, knowing that they are meaningless otherwise
10324 if (ent == r_refdef.scene.worldentity)
10325 RSurf_ActiveWorldEntity();
10326 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10327 RSurf_ActiveModelEntity(ent, false, false, false);
10330 switch (vid.renderpath)
10332 case RENDERPATH_GL20:
10333 case RENDERPATH_D3D9:
10334 case RENDERPATH_D3D10:
10335 case RENDERPATH_D3D11:
10336 case RENDERPATH_SOFT:
10337 case RENDERPATH_GLES2:
10338 RSurf_ActiveModelEntity(ent, true, true, false);
10340 case RENDERPATH_GL11:
10341 case RENDERPATH_GL13:
10342 case RENDERPATH_GLES1:
10343 RSurf_ActiveModelEntity(ent, true, false, false);
10348 if (r_transparentdepthmasking.integer)
10350 qboolean setup = false;
10351 for (i = 0;i < numsurfaces;i = j)
10354 surface = rsurface.modelsurfaces + surfacelist[i];
10355 texture = surface->texture;
10356 rsurface.texture = R_GetCurrentTexture(texture);
10357 rsurface.lightmaptexture = NULL;
10358 rsurface.deluxemaptexture = NULL;
10359 rsurface.uselightmaptexture = false;
10360 // scan ahead until we find a different texture
10361 endsurface = min(i + 1024, numsurfaces);
10362 texturenumsurfaces = 0;
10363 texturesurfacelist[texturenumsurfaces++] = surface;
10364 for (;j < endsurface;j++)
10366 surface = rsurface.modelsurfaces + surfacelist[j];
10367 if (texture != surface->texture)
10369 texturesurfacelist[texturenumsurfaces++] = surface;
10371 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10373 // render the range of surfaces as depth
10377 GL_ColorMask(0,0,0,0);
10379 GL_DepthTest(true);
10380 GL_BlendFunc(GL_ONE, GL_ZERO);
10381 GL_DepthMask(true);
10382 // R_Mesh_ResetTextureState();
10383 R_SetupShader_DepthOrShadow(false);
10385 RSurf_SetupDepthAndCulling();
10386 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10387 if (rsurface.batchvertex3fbuffer)
10388 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10390 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10394 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10397 for (i = 0;i < numsurfaces;i = j)
10400 surface = rsurface.modelsurfaces + surfacelist[i];
10401 texture = surface->texture;
10402 rsurface.texture = R_GetCurrentTexture(texture);
10403 // scan ahead until we find a different texture
10404 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10405 texturenumsurfaces = 0;
10406 texturesurfacelist[texturenumsurfaces++] = surface;
10407 if(FAKELIGHT_ENABLED)
10409 rsurface.lightmaptexture = NULL;
10410 rsurface.deluxemaptexture = NULL;
10411 rsurface.uselightmaptexture = false;
10412 for (;j < endsurface;j++)
10414 surface = rsurface.modelsurfaces + surfacelist[j];
10415 if (texture != surface->texture)
10417 texturesurfacelist[texturenumsurfaces++] = surface;
10422 rsurface.lightmaptexture = surface->lightmaptexture;
10423 rsurface.deluxemaptexture = surface->deluxemaptexture;
10424 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10425 for (;j < endsurface;j++)
10427 surface = rsurface.modelsurfaces + surfacelist[j];
10428 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10430 texturesurfacelist[texturenumsurfaces++] = surface;
10433 // render the range of surfaces
10434 if (ent == r_refdef.scene.worldentity)
10435 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10437 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10439 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10442 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10444 // transparent surfaces get pushed off into the transparent queue
10445 int surfacelistindex;
10446 const msurface_t *surface;
10447 vec3_t tempcenter, center;
10448 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10450 surface = texturesurfacelist[surfacelistindex];
10451 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10452 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10453 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10454 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10455 if (queueentity->transparent_offset) // transparent offset
10457 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10458 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10459 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10461 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10465 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10467 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10469 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10471 RSurf_SetupDepthAndCulling();
10472 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10473 if (rsurface.batchvertex3fbuffer)
10474 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10476 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10480 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10482 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10485 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10488 if (!rsurface.texture->currentnumlayers)
10490 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10491 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10493 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10495 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10496 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10497 else if (!rsurface.texture->currentnumlayers)
10499 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10501 // in the deferred case, transparent surfaces were queued during prepass
10502 if (!r_shadow_usingdeferredprepass)
10503 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10507 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10508 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10513 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10516 texture_t *texture;
10517 R_FrameData_SetMark();
10518 // break the surface list down into batches by texture and use of lightmapping
10519 for (i = 0;i < numsurfaces;i = j)
10522 // texture is the base texture pointer, rsurface.texture is the
10523 // current frame/skin the texture is directing us to use (for example
10524 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10525 // use skin 1 instead)
10526 texture = surfacelist[i]->texture;
10527 rsurface.texture = R_GetCurrentTexture(texture);
10528 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10530 // if this texture is not the kind we want, skip ahead to the next one
10531 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10535 if(FAKELIGHT_ENABLED || depthonly || prepass)
10537 rsurface.lightmaptexture = NULL;
10538 rsurface.deluxemaptexture = NULL;
10539 rsurface.uselightmaptexture = false;
10540 // simply scan ahead until we find a different texture or lightmap state
10541 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10546 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10547 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10548 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10549 // simply scan ahead until we find a different texture or lightmap state
10550 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10553 // render the range of surfaces
10554 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10556 R_FrameData_ReturnToMark();
10559 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10563 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10566 if (!rsurface.texture->currentnumlayers)
10568 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10569 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10571 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10573 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10574 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10575 else if (!rsurface.texture->currentnumlayers)
10577 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10579 // in the deferred case, transparent surfaces were queued during prepass
10580 if (!r_shadow_usingdeferredprepass)
10581 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10585 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10586 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10591 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10594 texture_t *texture;
10595 R_FrameData_SetMark();
10596 // break the surface list down into batches by texture and use of lightmapping
10597 for (i = 0;i < numsurfaces;i = j)
10600 // texture is the base texture pointer, rsurface.texture is the
10601 // current frame/skin the texture is directing us to use (for example
10602 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10603 // use skin 1 instead)
10604 texture = surfacelist[i]->texture;
10605 rsurface.texture = R_GetCurrentTexture(texture);
10606 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10608 // if this texture is not the kind we want, skip ahead to the next one
10609 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10613 if(FAKELIGHT_ENABLED || depthonly || prepass)
10615 rsurface.lightmaptexture = NULL;
10616 rsurface.deluxemaptexture = NULL;
10617 rsurface.uselightmaptexture = false;
10618 // simply scan ahead until we find a different texture or lightmap state
10619 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10624 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10625 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10626 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10627 // simply scan ahead until we find a different texture or lightmap state
10628 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10631 // render the range of surfaces
10632 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10634 R_FrameData_ReturnToMark();
10637 float locboxvertex3f[6*4*3] =
10639 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10640 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10641 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10642 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10643 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10644 1,0,0, 0,0,0, 0,1,0, 1,1,0
10647 unsigned short locboxelements[6*2*3] =
10652 12,13,14, 12,14,15,
10653 16,17,18, 16,18,19,
10657 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10660 cl_locnode_t *loc = (cl_locnode_t *)ent;
10662 float vertex3f[6*4*3];
10664 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10665 GL_DepthMask(false);
10666 GL_DepthRange(0, 1);
10667 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10668 GL_DepthTest(true);
10669 GL_CullFace(GL_NONE);
10670 R_EntityMatrix(&identitymatrix);
10672 // R_Mesh_ResetTextureState();
10674 i = surfacelist[0];
10675 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10676 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10677 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10678 surfacelist[0] < 0 ? 0.5f : 0.125f);
10680 if (VectorCompare(loc->mins, loc->maxs))
10682 VectorSet(size, 2, 2, 2);
10683 VectorMA(loc->mins, -0.5f, size, mins);
10687 VectorCopy(loc->mins, mins);
10688 VectorSubtract(loc->maxs, loc->mins, size);
10691 for (i = 0;i < 6*4*3;)
10692 for (j = 0;j < 3;j++, i++)
10693 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10695 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10696 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10697 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10700 void R_DrawLocs(void)
10703 cl_locnode_t *loc, *nearestloc;
10705 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10706 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10708 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10709 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10713 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10715 if (decalsystem->decals)
10716 Mem_Free(decalsystem->decals);
10717 memset(decalsystem, 0, sizeof(*decalsystem));
10720 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)
10723 tridecal_t *decals;
10726 // expand or initialize the system
10727 if (decalsystem->maxdecals <= decalsystem->numdecals)
10729 decalsystem_t old = *decalsystem;
10730 qboolean useshortelements;
10731 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10732 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10733 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)));
10734 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10735 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10736 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10737 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10738 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10739 if (decalsystem->numdecals)
10740 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10742 Mem_Free(old.decals);
10743 for (i = 0;i < decalsystem->maxdecals*3;i++)
10744 decalsystem->element3i[i] = i;
10745 if (useshortelements)
10746 for (i = 0;i < decalsystem->maxdecals*3;i++)
10747 decalsystem->element3s[i] = i;
10750 // grab a decal and search for another free slot for the next one
10751 decals = decalsystem->decals;
10752 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10753 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10755 decalsystem->freedecal = i;
10756 if (decalsystem->numdecals <= i)
10757 decalsystem->numdecals = i + 1;
10759 // initialize the decal
10761 decal->triangleindex = triangleindex;
10762 decal->surfaceindex = surfaceindex;
10763 decal->decalsequence = decalsequence;
10764 decal->color4f[0][0] = c0[0];
10765 decal->color4f[0][1] = c0[1];
10766 decal->color4f[0][2] = c0[2];
10767 decal->color4f[0][3] = 1;
10768 decal->color4f[1][0] = c1[0];
10769 decal->color4f[1][1] = c1[1];
10770 decal->color4f[1][2] = c1[2];
10771 decal->color4f[1][3] = 1;
10772 decal->color4f[2][0] = c2[0];
10773 decal->color4f[2][1] = c2[1];
10774 decal->color4f[2][2] = c2[2];
10775 decal->color4f[2][3] = 1;
10776 decal->vertex3f[0][0] = v0[0];
10777 decal->vertex3f[0][1] = v0[1];
10778 decal->vertex3f[0][2] = v0[2];
10779 decal->vertex3f[1][0] = v1[0];
10780 decal->vertex3f[1][1] = v1[1];
10781 decal->vertex3f[1][2] = v1[2];
10782 decal->vertex3f[2][0] = v2[0];
10783 decal->vertex3f[2][1] = v2[1];
10784 decal->vertex3f[2][2] = v2[2];
10785 decal->texcoord2f[0][0] = t0[0];
10786 decal->texcoord2f[0][1] = t0[1];
10787 decal->texcoord2f[1][0] = t1[0];
10788 decal->texcoord2f[1][1] = t1[1];
10789 decal->texcoord2f[2][0] = t2[0];
10790 decal->texcoord2f[2][1] = t2[1];
10791 TriangleNormal(v0, v1, v2, decal->plane);
10792 VectorNormalize(decal->plane);
10793 decal->plane[3] = DotProduct(v0, decal->plane);
10796 extern cvar_t cl_decals_bias;
10797 extern cvar_t cl_decals_models;
10798 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10799 // baseparms, parms, temps
10800 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)
10805 const float *vertex3f;
10806 const float *normal3f;
10808 float points[2][9][3];
10815 e = rsurface.modelelement3i + 3*triangleindex;
10817 vertex3f = rsurface.modelvertex3f;
10818 normal3f = rsurface.modelnormal3f;
10822 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10824 index = 3*e[cornerindex];
10825 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10830 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10832 index = 3*e[cornerindex];
10833 VectorCopy(vertex3f + index, v[cornerindex]);
10838 //TriangleNormal(v[0], v[1], v[2], normal);
10839 //if (DotProduct(normal, localnormal) < 0.0f)
10841 // clip by each of the box planes formed from the projection matrix
10842 // if anything survives, we emit the decal
10843 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]);
10846 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]);
10849 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]);
10852 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]);
10855 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]);
10858 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]);
10861 // some part of the triangle survived, so we have to accept it...
10864 // dynamic always uses the original triangle
10866 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10868 index = 3*e[cornerindex];
10869 VectorCopy(vertex3f + index, v[cornerindex]);
10872 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10874 // convert vertex positions to texcoords
10875 Matrix4x4_Transform(projection, v[cornerindex], temp);
10876 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10877 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10878 // calculate distance fade from the projection origin
10879 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10880 f = bound(0.0f, f, 1.0f);
10881 c[cornerindex][0] = r * f;
10882 c[cornerindex][1] = g * f;
10883 c[cornerindex][2] = b * f;
10884 c[cornerindex][3] = 1.0f;
10885 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10888 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);
10890 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10891 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);
10893 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)
10895 matrix4x4_t projection;
10896 decalsystem_t *decalsystem;
10899 const msurface_t *surface;
10900 const msurface_t *surfaces;
10901 const int *surfacelist;
10902 const texture_t *texture;
10904 int numsurfacelist;
10905 int surfacelistindex;
10908 float localorigin[3];
10909 float localnormal[3];
10910 float localmins[3];
10911 float localmaxs[3];
10914 float planes[6][4];
10917 int bih_triangles_count;
10918 int bih_triangles[256];
10919 int bih_surfaces[256];
10921 decalsystem = &ent->decalsystem;
10922 model = ent->model;
10923 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10925 R_DecalSystem_Reset(&ent->decalsystem);
10929 if (!model->brush.data_leafs && !cl_decals_models.integer)
10931 if (decalsystem->model)
10932 R_DecalSystem_Reset(decalsystem);
10936 if (decalsystem->model != model)
10937 R_DecalSystem_Reset(decalsystem);
10938 decalsystem->model = model;
10940 RSurf_ActiveModelEntity(ent, true, false, false);
10942 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10943 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10944 VectorNormalize(localnormal);
10945 localsize = worldsize*rsurface.inversematrixscale;
10946 localmins[0] = localorigin[0] - localsize;
10947 localmins[1] = localorigin[1] - localsize;
10948 localmins[2] = localorigin[2] - localsize;
10949 localmaxs[0] = localorigin[0] + localsize;
10950 localmaxs[1] = localorigin[1] + localsize;
10951 localmaxs[2] = localorigin[2] + localsize;
10953 //VectorCopy(localnormal, planes[4]);
10954 //VectorVectors(planes[4], planes[2], planes[0]);
10955 AnglesFromVectors(angles, localnormal, NULL, false);
10956 AngleVectors(angles, planes[0], planes[2], planes[4]);
10957 VectorNegate(planes[0], planes[1]);
10958 VectorNegate(planes[2], planes[3]);
10959 VectorNegate(planes[4], planes[5]);
10960 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10961 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10962 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10963 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10964 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10965 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10970 matrix4x4_t forwardprojection;
10971 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10972 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10977 float projectionvector[4][3];
10978 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10979 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10980 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10981 projectionvector[0][0] = planes[0][0] * ilocalsize;
10982 projectionvector[0][1] = planes[1][0] * ilocalsize;
10983 projectionvector[0][2] = planes[2][0] * ilocalsize;
10984 projectionvector[1][0] = planes[0][1] * ilocalsize;
10985 projectionvector[1][1] = planes[1][1] * ilocalsize;
10986 projectionvector[1][2] = planes[2][1] * ilocalsize;
10987 projectionvector[2][0] = planes[0][2] * ilocalsize;
10988 projectionvector[2][1] = planes[1][2] * ilocalsize;
10989 projectionvector[2][2] = planes[2][2] * ilocalsize;
10990 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10991 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10992 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10993 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10997 dynamic = model->surfmesh.isanimated;
10998 numsurfacelist = model->nummodelsurfaces;
10999 surfacelist = model->sortedmodelsurfaces;
11000 surfaces = model->data_surfaces;
11003 bih_triangles_count = -1;
11006 if(model->render_bih.numleafs)
11007 bih = &model->render_bih;
11008 else if(model->collision_bih.numleafs)
11009 bih = &model->collision_bih;
11012 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11013 if(bih_triangles_count == 0)
11015 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11017 if(bih_triangles_count > 0)
11019 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11021 surfaceindex = bih_surfaces[triangleindex];
11022 surface = surfaces + surfaceindex;
11023 texture = surface->texture;
11024 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11026 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11028 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11033 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11035 surfaceindex = surfacelist[surfacelistindex];
11036 surface = surfaces + surfaceindex;
11037 // check cull box first because it rejects more than any other check
11038 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11040 // skip transparent surfaces
11041 texture = surface->texture;
11042 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11044 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11046 numtriangles = surface->num_triangles;
11047 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11048 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11053 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11054 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)
11056 int renderentityindex;
11057 float worldmins[3];
11058 float worldmaxs[3];
11059 entity_render_t *ent;
11061 if (!cl_decals_newsystem.integer)
11064 worldmins[0] = worldorigin[0] - worldsize;
11065 worldmins[1] = worldorigin[1] - worldsize;
11066 worldmins[2] = worldorigin[2] - worldsize;
11067 worldmaxs[0] = worldorigin[0] + worldsize;
11068 worldmaxs[1] = worldorigin[1] + worldsize;
11069 worldmaxs[2] = worldorigin[2] + worldsize;
11071 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11073 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11075 ent = r_refdef.scene.entities[renderentityindex];
11076 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11079 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11083 typedef struct r_decalsystem_splatqueue_s
11085 vec3_t worldorigin;
11086 vec3_t worldnormal;
11092 r_decalsystem_splatqueue_t;
11094 int r_decalsystem_numqueued = 0;
11095 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11097 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)
11099 r_decalsystem_splatqueue_t *queue;
11101 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11104 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11105 VectorCopy(worldorigin, queue->worldorigin);
11106 VectorCopy(worldnormal, queue->worldnormal);
11107 Vector4Set(queue->color, r, g, b, a);
11108 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11109 queue->worldsize = worldsize;
11110 queue->decalsequence = cl.decalsequence++;
11113 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11116 r_decalsystem_splatqueue_t *queue;
11118 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11119 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);
11120 r_decalsystem_numqueued = 0;
11123 extern cvar_t cl_decals_max;
11124 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11127 decalsystem_t *decalsystem = &ent->decalsystem;
11134 if (!decalsystem->numdecals)
11137 if (r_showsurfaces.integer)
11140 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11142 R_DecalSystem_Reset(decalsystem);
11146 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11147 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11149 if (decalsystem->lastupdatetime)
11150 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11153 decalsystem->lastupdatetime = r_refdef.scene.time;
11154 decal = decalsystem->decals;
11155 numdecals = decalsystem->numdecals;
11157 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11159 if (decal->color4f[0][3])
11161 decal->lived += frametime;
11162 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11164 memset(decal, 0, sizeof(*decal));
11165 if (decalsystem->freedecal > i)
11166 decalsystem->freedecal = i;
11170 decal = decalsystem->decals;
11171 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11174 // collapse the array by shuffling the tail decals into the gaps
11177 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11178 decalsystem->freedecal++;
11179 if (decalsystem->freedecal == numdecals)
11181 decal[decalsystem->freedecal] = decal[--numdecals];
11184 decalsystem->numdecals = numdecals;
11186 if (numdecals <= 0)
11188 // if there are no decals left, reset decalsystem
11189 R_DecalSystem_Reset(decalsystem);
11193 extern skinframe_t *decalskinframe;
11194 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11197 decalsystem_t *decalsystem = &ent->decalsystem;
11206 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11209 numdecals = decalsystem->numdecals;
11213 if (r_showsurfaces.integer)
11216 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11218 R_DecalSystem_Reset(decalsystem);
11222 // if the model is static it doesn't matter what value we give for
11223 // wantnormals and wanttangents, so this logic uses only rules applicable
11224 // to a model, knowing that they are meaningless otherwise
11225 if (ent == r_refdef.scene.worldentity)
11226 RSurf_ActiveWorldEntity();
11228 RSurf_ActiveModelEntity(ent, false, false, false);
11230 decalsystem->lastupdatetime = r_refdef.scene.time;
11231 decal = decalsystem->decals;
11233 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11235 // update vertex positions for animated models
11236 v3f = decalsystem->vertex3f;
11237 c4f = decalsystem->color4f;
11238 t2f = decalsystem->texcoord2f;
11239 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11241 if (!decal->color4f[0][3])
11244 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11248 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11251 // update color values for fading decals
11252 if (decal->lived >= cl_decals_time.value)
11253 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11257 c4f[ 0] = decal->color4f[0][0] * alpha;
11258 c4f[ 1] = decal->color4f[0][1] * alpha;
11259 c4f[ 2] = decal->color4f[0][2] * alpha;
11261 c4f[ 4] = decal->color4f[1][0] * alpha;
11262 c4f[ 5] = decal->color4f[1][1] * alpha;
11263 c4f[ 6] = decal->color4f[1][2] * alpha;
11265 c4f[ 8] = decal->color4f[2][0] * alpha;
11266 c4f[ 9] = decal->color4f[2][1] * alpha;
11267 c4f[10] = decal->color4f[2][2] * alpha;
11270 t2f[0] = decal->texcoord2f[0][0];
11271 t2f[1] = decal->texcoord2f[0][1];
11272 t2f[2] = decal->texcoord2f[1][0];
11273 t2f[3] = decal->texcoord2f[1][1];
11274 t2f[4] = decal->texcoord2f[2][0];
11275 t2f[5] = decal->texcoord2f[2][1];
11277 // update vertex positions for animated models
11278 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11280 e = rsurface.modelelement3i + 3*decal->triangleindex;
11281 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11282 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11283 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11287 VectorCopy(decal->vertex3f[0], v3f);
11288 VectorCopy(decal->vertex3f[1], v3f + 3);
11289 VectorCopy(decal->vertex3f[2], v3f + 6);
11292 if (r_refdef.fogenabled)
11294 alpha = RSurf_FogVertex(v3f);
11295 VectorScale(c4f, alpha, c4f);
11296 alpha = RSurf_FogVertex(v3f + 3);
11297 VectorScale(c4f + 4, alpha, c4f + 4);
11298 alpha = RSurf_FogVertex(v3f + 6);
11299 VectorScale(c4f + 8, alpha, c4f + 8);
11310 r_refdef.stats.drawndecals += numtris;
11312 // now render the decals all at once
11313 // (this assumes they all use one particle font texture!)
11314 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);
11315 // R_Mesh_ResetTextureState();
11316 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11317 GL_DepthMask(false);
11318 GL_DepthRange(0, 1);
11319 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11320 GL_DepthTest(true);
11321 GL_CullFace(GL_NONE);
11322 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11323 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11324 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11328 static void R_DrawModelDecals(void)
11332 // fade faster when there are too many decals
11333 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11334 for (i = 0;i < r_refdef.scene.numentities;i++)
11335 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11337 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11338 for (i = 0;i < r_refdef.scene.numentities;i++)
11339 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11340 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11342 R_DecalSystem_ApplySplatEntitiesQueue();
11344 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11345 for (i = 0;i < r_refdef.scene.numentities;i++)
11346 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11348 r_refdef.stats.totaldecals += numdecals;
11350 if (r_showsurfaces.integer)
11353 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11355 for (i = 0;i < r_refdef.scene.numentities;i++)
11357 if (!r_refdef.viewcache.entityvisible[i])
11359 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11360 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11364 extern cvar_t mod_collision_bih;
11365 void R_DrawDebugModel(void)
11367 entity_render_t *ent = rsurface.entity;
11368 int i, j, k, l, flagsmask;
11369 const msurface_t *surface;
11370 dp_model_t *model = ent->model;
11373 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11376 if (r_showoverdraw.value > 0)
11378 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11379 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11380 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11381 GL_DepthTest(false);
11382 GL_DepthMask(false);
11383 GL_DepthRange(0, 1);
11384 GL_BlendFunc(GL_ONE, GL_ONE);
11385 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11387 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11389 rsurface.texture = R_GetCurrentTexture(surface->texture);
11390 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11392 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11393 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11394 if (!rsurface.texture->currentlayers->depthmask)
11395 GL_Color(c, 0, 0, 1.0f);
11396 else if (ent == r_refdef.scene.worldentity)
11397 GL_Color(c, c, c, 1.0f);
11399 GL_Color(0, c, 0, 1.0f);
11400 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11404 rsurface.texture = NULL;
11407 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11409 // R_Mesh_ResetTextureState();
11410 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11411 GL_DepthRange(0, 1);
11412 GL_DepthTest(!r_showdisabledepthtest.integer);
11413 GL_DepthMask(false);
11414 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11416 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11420 qboolean cullbox = ent == r_refdef.scene.worldentity;
11421 const q3mbrush_t *brush;
11422 const bih_t *bih = &model->collision_bih;
11423 const bih_leaf_t *bihleaf;
11424 float vertex3f[3][3];
11425 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11427 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11429 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11431 switch (bihleaf->type)
11434 brush = model->brush.data_brushes + bihleaf->itemindex;
11435 if (brush->colbrushf && brush->colbrushf->numtriangles)
11437 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);
11438 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11439 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11442 case BIH_COLLISIONTRIANGLE:
11443 triangleindex = bihleaf->itemindex;
11444 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11445 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11446 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11447 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);
11448 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11449 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11451 case BIH_RENDERTRIANGLE:
11452 triangleindex = bihleaf->itemindex;
11453 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11454 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11455 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11456 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);
11457 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11458 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11464 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11467 if (r_showtris.integer && qglPolygonMode)
11469 if (r_showdisabledepthtest.integer)
11471 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11472 GL_DepthMask(false);
11476 GL_BlendFunc(GL_ONE, GL_ZERO);
11477 GL_DepthMask(true);
11479 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11480 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11482 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11484 rsurface.texture = R_GetCurrentTexture(surface->texture);
11485 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11487 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11488 if (!rsurface.texture->currentlayers->depthmask)
11489 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11490 else if (ent == r_refdef.scene.worldentity)
11491 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11493 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11494 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11498 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11499 rsurface.texture = NULL;
11502 if (r_shownormals.value != 0 && qglBegin)
11504 if (r_showdisabledepthtest.integer)
11506 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11507 GL_DepthMask(false);
11511 GL_BlendFunc(GL_ONE, GL_ZERO);
11512 GL_DepthMask(true);
11514 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11516 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11518 rsurface.texture = R_GetCurrentTexture(surface->texture);
11519 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11521 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11522 qglBegin(GL_LINES);
11523 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11525 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11527 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11528 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11529 qglVertex3f(v[0], v[1], v[2]);
11530 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11531 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11532 qglVertex3f(v[0], v[1], v[2]);
11535 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11537 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11539 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11540 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11541 qglVertex3f(v[0], v[1], v[2]);
11542 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11543 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11544 qglVertex3f(v[0], v[1], v[2]);
11547 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11549 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11551 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11552 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11553 qglVertex3f(v[0], v[1], v[2]);
11554 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11555 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11556 qglVertex3f(v[0], v[1], v[2]);
11559 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11561 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11563 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11564 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11565 qglVertex3f(v[0], v[1], v[2]);
11566 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11567 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11568 qglVertex3f(v[0], v[1], v[2]);
11575 rsurface.texture = NULL;
11580 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11581 int r_maxsurfacelist = 0;
11582 const msurface_t **r_surfacelist = NULL;
11583 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11585 int i, j, endj, flagsmask;
11586 dp_model_t *model = r_refdef.scene.worldmodel;
11587 msurface_t *surfaces;
11588 unsigned char *update;
11589 int numsurfacelist = 0;
11593 if (r_maxsurfacelist < model->num_surfaces)
11595 r_maxsurfacelist = model->num_surfaces;
11597 Mem_Free((msurface_t**)r_surfacelist);
11598 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11601 RSurf_ActiveWorldEntity();
11603 surfaces = model->data_surfaces;
11604 update = model->brushq1.lightmapupdateflags;
11606 // update light styles on this submodel
11607 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11609 model_brush_lightstyleinfo_t *style;
11610 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11612 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11614 int *list = style->surfacelist;
11615 style->value = r_refdef.scene.lightstylevalue[style->style];
11616 for (j = 0;j < style->numsurfaces;j++)
11617 update[list[j]] = true;
11622 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11626 R_DrawDebugModel();
11627 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11631 rsurface.lightmaptexture = NULL;
11632 rsurface.deluxemaptexture = NULL;
11633 rsurface.uselightmaptexture = false;
11634 rsurface.texture = NULL;
11635 rsurface.rtlight = NULL;
11636 numsurfacelist = 0;
11637 // add visible surfaces to draw list
11638 for (i = 0;i < model->nummodelsurfaces;i++)
11640 j = model->sortedmodelsurfaces[i];
11641 if (r_refdef.viewcache.world_surfacevisible[j])
11642 r_surfacelist[numsurfacelist++] = surfaces + j;
11644 // update lightmaps if needed
11645 if (model->brushq1.firstrender)
11647 model->brushq1.firstrender = false;
11648 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11650 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11654 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11655 if (r_refdef.viewcache.world_surfacevisible[j])
11657 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11659 // don't do anything if there were no surfaces
11660 if (!numsurfacelist)
11662 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11665 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11667 // add to stats if desired
11668 if (r_speeds.integer && !skysurfaces && !depthonly)
11670 r_refdef.stats.world_surfaces += numsurfacelist;
11671 for (j = 0;j < numsurfacelist;j++)
11672 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11675 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11678 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11680 int i, j, endj, flagsmask;
11681 dp_model_t *model = ent->model;
11682 msurface_t *surfaces;
11683 unsigned char *update;
11684 int numsurfacelist = 0;
11688 if (r_maxsurfacelist < model->num_surfaces)
11690 r_maxsurfacelist = model->num_surfaces;
11692 Mem_Free((msurface_t **)r_surfacelist);
11693 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11696 // if the model is static it doesn't matter what value we give for
11697 // wantnormals and wanttangents, so this logic uses only rules applicable
11698 // to a model, knowing that they are meaningless otherwise
11699 if (ent == r_refdef.scene.worldentity)
11700 RSurf_ActiveWorldEntity();
11701 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11702 RSurf_ActiveModelEntity(ent, false, false, false);
11704 RSurf_ActiveModelEntity(ent, true, true, true);
11705 else if (depthonly)
11707 switch (vid.renderpath)
11709 case RENDERPATH_GL20:
11710 case RENDERPATH_D3D9:
11711 case RENDERPATH_D3D10:
11712 case RENDERPATH_D3D11:
11713 case RENDERPATH_SOFT:
11714 case RENDERPATH_GLES2:
11715 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11717 case RENDERPATH_GL11:
11718 case RENDERPATH_GL13:
11719 case RENDERPATH_GLES1:
11720 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11726 switch (vid.renderpath)
11728 case RENDERPATH_GL20:
11729 case RENDERPATH_D3D9:
11730 case RENDERPATH_D3D10:
11731 case RENDERPATH_D3D11:
11732 case RENDERPATH_SOFT:
11733 case RENDERPATH_GLES2:
11734 RSurf_ActiveModelEntity(ent, true, true, false);
11736 case RENDERPATH_GL11:
11737 case RENDERPATH_GL13:
11738 case RENDERPATH_GLES1:
11739 RSurf_ActiveModelEntity(ent, true, false, false);
11744 surfaces = model->data_surfaces;
11745 update = model->brushq1.lightmapupdateflags;
11747 // update light styles
11748 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11750 model_brush_lightstyleinfo_t *style;
11751 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11753 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11755 int *list = style->surfacelist;
11756 style->value = r_refdef.scene.lightstylevalue[style->style];
11757 for (j = 0;j < style->numsurfaces;j++)
11758 update[list[j]] = true;
11763 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11767 R_DrawDebugModel();
11768 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11772 rsurface.lightmaptexture = NULL;
11773 rsurface.deluxemaptexture = NULL;
11774 rsurface.uselightmaptexture = false;
11775 rsurface.texture = NULL;
11776 rsurface.rtlight = NULL;
11777 numsurfacelist = 0;
11778 // add visible surfaces to draw list
11779 for (i = 0;i < model->nummodelsurfaces;i++)
11780 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11781 // don't do anything if there were no surfaces
11782 if (!numsurfacelist)
11784 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11787 // update lightmaps if needed
11791 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11796 R_BuildLightMap(ent, surfaces + j);
11801 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11803 R_BuildLightMap(ent, surfaces + j);
11804 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11806 // add to stats if desired
11807 if (r_speeds.integer && !skysurfaces && !depthonly)
11809 r_refdef.stats.entities_surfaces += numsurfacelist;
11810 for (j = 0;j < numsurfacelist;j++)
11811 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11814 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11817 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11819 static texture_t texture;
11820 static msurface_t surface;
11821 const msurface_t *surfacelist = &surface;
11823 // fake enough texture and surface state to render this geometry
11825 texture.update_lastrenderframe = -1; // regenerate this texture
11826 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11827 texture.currentskinframe = skinframe;
11828 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11829 texture.offsetmapping = OFFSETMAPPING_OFF;
11830 texture.offsetscale = 1;
11831 texture.specularscalemod = 1;
11832 texture.specularpowermod = 1;
11834 surface.texture = &texture;
11835 surface.num_triangles = numtriangles;
11836 surface.num_firsttriangle = firsttriangle;
11837 surface.num_vertices = numvertices;
11838 surface.num_firstvertex = firstvertex;
11841 rsurface.texture = R_GetCurrentTexture(surface.texture);
11842 rsurface.lightmaptexture = NULL;
11843 rsurface.deluxemaptexture = NULL;
11844 rsurface.uselightmaptexture = false;
11845 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11848 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)
11850 static msurface_t surface;
11851 const msurface_t *surfacelist = &surface;
11853 // fake enough texture and surface state to render this geometry
11854 surface.texture = texture;
11855 surface.num_triangles = numtriangles;
11856 surface.num_firsttriangle = firsttriangle;
11857 surface.num_vertices = numvertices;
11858 surface.num_firstvertex = firstvertex;
11861 rsurface.texture = R_GetCurrentTexture(surface.texture);
11862 rsurface.lightmaptexture = NULL;
11863 rsurface.deluxemaptexture = NULL;
11864 rsurface.uselightmaptexture = false;
11865 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);