2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 3 shows an approximation to vertex or object color (for a very approximate view of the game)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
160 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode; the default setting of 0 uses a framebuffer render when required, and renders directly to the screen otherwise"};
161 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
162 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
163 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
164 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
165 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
166 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
167 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
168 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
170 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
171 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
172 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
173 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
174 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
175 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
176 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
177 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
178 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
179 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
180 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
181 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
184 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
185 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
189 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
190 cvar_t r_fxaa = {CF_CLIENT | CF_ARCHIVE, "r_fxaa", "0", "fast approximate anti aliasing"};
192 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
193 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
194 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
195 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
196 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
197 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
198 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
199 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
200 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
202 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
203 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
204 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
205 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
206 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
208 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
209 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
211 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
212 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
213 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
214 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
215 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
216 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
218 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
219 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
220 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
221 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
222 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
223 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
224 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
225 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
226 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
227 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
229 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
231 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
233 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
235 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
237 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
238 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
239 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
240 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
242 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
243 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
245 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
247 // FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
248 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
249 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
251 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
252 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
257 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
258 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
259 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
261 extern cvar_t v_glslgamma_2d;
263 extern qbool v_flipped_state;
265 r_framebufferstate_t r_fb;
267 /// shadow volume bsp struct with automatically growing nodes buffer
270 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
272 rtexture_t *r_texture_blanknormalmap;
273 rtexture_t *r_texture_white;
274 rtexture_t *r_texture_grey128;
275 rtexture_t *r_texture_black;
276 rtexture_t *r_texture_notexture;
277 rtexture_t *r_texture_whitecube;
278 rtexture_t *r_texture_normalizationcube;
279 rtexture_t *r_texture_fogattenuation;
280 rtexture_t *r_texture_fogheighttexture;
281 rtexture_t *r_texture_gammaramps;
282 unsigned int r_texture_gammaramps_serial;
283 //rtexture_t *r_texture_fogintensity;
284 rtexture_t *r_texture_reflectcube;
286 // TODO: hash lookups?
287 typedef struct cubemapinfo_s
294 int r_texture_numcubemaps;
295 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
297 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
298 unsigned int r_numqueries;
299 unsigned int r_maxqueries;
301 typedef struct r_qwskincache_s
303 char name[MAX_QPATH];
304 skinframe_t *skinframe;
308 static r_qwskincache_t *r_qwskincache;
309 static int r_qwskincache_size;
311 /// vertex coordinates for a quad that covers the screen exactly
312 extern const float r_screenvertex3f[12];
313 const float r_screenvertex3f[12] =
321 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
324 for (i = 0;i < verts;i++)
335 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
338 for (i = 0;i < verts;i++)
348 // FIXME: move this to client?
351 if (gamemode == GAME_NEHAHRA)
353 Cvar_Set(&cvars_all, "gl_fogenable", "0");
354 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
355 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
356 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
357 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
359 r_refdef.fog_density = 0;
360 r_refdef.fog_red = 0;
361 r_refdef.fog_green = 0;
362 r_refdef.fog_blue = 0;
363 r_refdef.fog_alpha = 1;
364 r_refdef.fog_start = 0;
365 r_refdef.fog_end = 16384;
366 r_refdef.fog_height = 1<<30;
367 r_refdef.fog_fadedepth = 128;
368 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
371 static void R_BuildBlankTextures(void)
373 unsigned char data[4];
374 data[2] = 128; // normal X
375 data[1] = 128; // normal Y
376 data[0] = 255; // normal Z
377 data[3] = 255; // height
378 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
383 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
388 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 static void R_BuildNoTexture(void)
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 dp_strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstrings[] =
598 #include "shader_glsl.h"
602 //=======================================================================================================================================================
604 typedef struct shaderpermutationinfo_s
609 shaderpermutationinfo_t;
611 typedef struct shadermodeinfo_s
613 const char *sourcebasename;
614 const char *extension;
615 const char **builtinshaderstrings;
624 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
625 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
627 {"#define USEDIFFUSE\n", " diffuse"},
628 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
629 {"#define USEVIEWTINT\n", " viewtint"},
630 {"#define USECOLORMAPPING\n", " colormapping"},
631 {"#define USESATURATION\n", " saturation"},
632 {"#define USEFOGINSIDE\n", " foginside"},
633 {"#define USEFOGOUTSIDE\n", " fogoutside"},
634 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
635 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
636 {"#define USEGAMMARAMPS\n", " gammaramps"},
637 {"#define USECUBEFILTER\n", " cubefilter"},
638 {"#define USEGLOW\n", " glow"},
639 {"#define USEBLOOM\n", " bloom"},
640 {"#define USESPECULAR\n", " specular"},
641 {"#define USEPOSTPROCESSING\n", " postprocessing"},
642 {"#define USEREFLECTION\n", " reflection"},
643 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
644 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
645 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
646 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
647 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
648 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
649 {"#define USEALPHAKILL\n", " alphakill"},
650 {"#define USEREFLECTCUBE\n", " reflectcube"},
651 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
652 {"#define USEBOUNCEGRID\n", " bouncegrid"},
653 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
654 {"#define USETRIPPY\n", " trippy"},
655 {"#define USEDEPTHRGB\n", " depthrgb"},
656 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
657 {"#define USESKELETAL\n", " skeletal"},
658 {"#define USEOCCLUDE\n", " occlude"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
664 // SHADERLANGUAGE_GLSL
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
686 struct r_glsl_permutation_s;
687 typedef struct r_glsl_permutation_s
690 struct r_glsl_permutation_s *hashnext;
692 uint64_t permutation;
694 /// indicates if we have tried compiling this permutation already
696 /// 0 if compilation failed
698 // texture units assigned to each detected uniform
699 int tex_Texture_First;
700 int tex_Texture_Second;
701 int tex_Texture_GammaRamps;
702 int tex_Texture_Normal;
703 int tex_Texture_Color;
704 int tex_Texture_Gloss;
705 int tex_Texture_Glow;
706 int tex_Texture_SecondaryNormal;
707 int tex_Texture_SecondaryColor;
708 int tex_Texture_SecondaryGloss;
709 int tex_Texture_SecondaryGlow;
710 int tex_Texture_Pants;
711 int tex_Texture_Shirt;
712 int tex_Texture_FogHeightTexture;
713 int tex_Texture_FogMask;
714 int tex_Texture_LightGrid;
715 int tex_Texture_Lightmap;
716 int tex_Texture_Deluxemap;
717 int tex_Texture_Attenuation;
718 int tex_Texture_Cube;
719 int tex_Texture_Refraction;
720 int tex_Texture_Reflection;
721 int tex_Texture_ShadowMap2D;
722 int tex_Texture_CubeProjection;
723 int tex_Texture_ScreenNormalMap;
724 int tex_Texture_ScreenDiffuse;
725 int tex_Texture_ScreenSpecular;
726 int tex_Texture_ReflectMask;
727 int tex_Texture_ReflectCube;
728 int tex_Texture_BounceGrid;
729 /// locations of detected uniforms in program object, or -1 if not found
730 int loc_Texture_First;
731 int loc_Texture_Second;
732 int loc_Texture_GammaRamps;
733 int loc_Texture_Normal;
734 int loc_Texture_Color;
735 int loc_Texture_Gloss;
736 int loc_Texture_Glow;
737 int loc_Texture_SecondaryNormal;
738 int loc_Texture_SecondaryColor;
739 int loc_Texture_SecondaryGloss;
740 int loc_Texture_SecondaryGlow;
741 int loc_Texture_Pants;
742 int loc_Texture_Shirt;
743 int loc_Texture_FogHeightTexture;
744 int loc_Texture_FogMask;
745 int loc_Texture_LightGrid;
746 int loc_Texture_Lightmap;
747 int loc_Texture_Deluxemap;
748 int loc_Texture_Attenuation;
749 int loc_Texture_Cube;
750 int loc_Texture_Refraction;
751 int loc_Texture_Reflection;
752 int loc_Texture_ShadowMap2D;
753 int loc_Texture_CubeProjection;
754 int loc_Texture_ScreenNormalMap;
755 int loc_Texture_ScreenDiffuse;
756 int loc_Texture_ScreenSpecular;
757 int loc_Texture_ReflectMask;
758 int loc_Texture_ReflectCube;
759 int loc_Texture_BounceGrid;
761 int loc_BloomBlur_Parameters;
763 int loc_Color_Ambient;
764 int loc_Color_Diffuse;
765 int loc_Color_Specular;
769 int loc_DeferredColor_Ambient;
770 int loc_DeferredColor_Diffuse;
771 int loc_DeferredColor_Specular;
772 int loc_DeferredMod_Diffuse;
773 int loc_DeferredMod_Specular;
774 int loc_DistortScaleRefractReflect;
777 int loc_FogHeightFade;
779 int loc_FogPlaneViewDist;
780 int loc_FogRangeRecip;
783 int loc_LightGridMatrix;
784 int loc_LightGridNormalMatrix;
785 int loc_LightPosition;
786 int loc_OffsetMapping_ScaleSteps;
787 int loc_OffsetMapping_LodDistance;
788 int loc_OffsetMapping_Bias;
790 int loc_ReflectColor;
791 int loc_ReflectFactor;
792 int loc_ReflectOffset;
793 int loc_RefractColor;
795 int loc_ScreenCenterRefractReflect;
796 int loc_ScreenScaleRefractReflect;
797 int loc_ScreenToDepth;
798 int loc_ShadowMap_Parameters;
799 int loc_ShadowMap_TextureScale;
800 int loc_SpecularPower;
801 int loc_Skeletal_Transform12;
807 int loc_ViewTintColor;
809 int loc_ModelToLight;
811 int loc_BackgroundTexMatrix;
812 int loc_ModelViewProjectionMatrix;
813 int loc_ModelViewMatrix;
814 int loc_PixelToScreenTexCoord;
815 int loc_ModelToReflectCube;
816 int loc_ShadowMapMatrix;
817 int loc_BloomColorSubtract;
818 int loc_NormalmapScrollBlend;
819 int loc_BounceGridMatrix;
820 int loc_BounceGridIntensity;
821 /// uniform block bindings
822 int ubibind_Skeletal_Transform12_UniformBlock;
823 /// uniform block indices
824 int ubiloc_Skeletal_Transform12_UniformBlock;
826 r_glsl_permutation_t;
828 #define SHADERPERMUTATION_HASHSIZE 256
831 // non-degradable "lightweight" shader parameters to keep the permutations simpler
832 // these can NOT degrade! only use for simple stuff
835 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
836 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
837 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
839 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
840 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
841 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
842 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
843 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
844 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
845 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
846 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
847 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
848 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
849 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
851 #define SHADERSTATICPARMS_COUNT 15
853 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
854 static int shaderstaticparms_count = 0;
856 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
857 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
859 extern qbool r_shadow_shadowmapsampler;
860 extern int r_shadow_shadowmappcf;
861 qbool R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
887 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
890 if (r_shadow_shadowmapsampler)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
892 if (r_shadow_shadowmappcf > 1)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
894 else if (r_shadow_shadowmappcf)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
896 if (r_celshading.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
898 if (r_celoutlines.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
900 if (r_colorfringe.value)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
903 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
906 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
907 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
911 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
913 shaderstaticparms_count = 0;
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
933 /// information about each possible shader permutation
934 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
935 /// currently selected permutation
936 r_glsl_permutation_t *r_glsl_permutation;
937 /// storage for permutations linked in the hash table
938 memexpandablearray_t r_glsl_permutationarray;
940 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
942 //unsigned int hashdepth = 0;
943 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
944 r_glsl_permutation_t *p;
945 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
947 if (p->mode == mode && p->permutation == permutation)
949 //if (hashdepth > 10)
950 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
957 p->permutation = permutation;
958 p->hashnext = r_glsl_permutationhash[mode][hashindex];
959 r_glsl_permutationhash[mode][hashindex] = p;
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
965 static char *R_ShaderStrCat(const char **strings)
968 const char **p = strings;
971 for (p = strings;(t = *p);p++)
974 s = string = (char *)Mem_Alloc(r_main_mempool, len);
976 for (p = strings;(t = *p);p++)
986 static char *R_ShaderStrCat(const char **strings);
987 static void R_InitShaderModeInfo(void)
990 shadermodeinfo_t *modeinfo;
991 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
992 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
994 for (i = 0; i < SHADERMODE_COUNT; i++)
996 char filename[MAX_QPATH];
997 modeinfo = &shadermodeinfo[language][i];
998 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
999 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1000 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1001 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1006 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1009 // if the mode has no filename we have to return the builtin string
1010 if (builtinonly || !modeinfo->filename)
1011 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1012 // note that FS_LoadFile appends a 0 byte to make it a valid string
1013 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1016 if (printfromdisknotice)
1017 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1018 return shaderstring;
1020 // fall back to builtinstring
1021 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1024 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1029 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1031 char permutationname[256];
1032 int vertstrings_count = 0;
1033 int geomstrings_count = 0;
1034 int fragstrings_count = 0;
1035 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1036 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1037 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1044 permutationname[0] = 0;
1045 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1047 dp_strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1049 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1050 if(vid.support.glshaderversion >= 140)
1052 vertstrings_list[vertstrings_count++] = "#version 140\n";
1053 geomstrings_list[geomstrings_count++] = "#version 140\n";
1054 fragstrings_list[fragstrings_count++] = "#version 140\n";
1055 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1056 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1057 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1059 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1060 else if(vid.support.glshaderversion >= 130)
1062 vertstrings_list[vertstrings_count++] = "#version 130\n";
1063 geomstrings_list[geomstrings_count++] = "#version 130\n";
1064 fragstrings_list[fragstrings_count++] = "#version 130\n";
1065 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1066 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1067 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1069 // if we can do #version 120, we should (this adds the invariant keyword)
1070 else if(vid.support.glshaderversion >= 120)
1072 vertstrings_list[vertstrings_count++] = "#version 120\n";
1073 geomstrings_list[geomstrings_count++] = "#version 120\n";
1074 fragstrings_list[fragstrings_count++] = "#version 120\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1079 // GLES also adds several things from GLSL120
1080 switch(vid.renderpath)
1082 case RENDERPATH_GLES2:
1083 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1084 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1085 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1091 // the first pretext is which type of shader to compile as
1092 // (later these will all be bound together as a program object)
1093 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1094 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1095 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1097 // the second pretext is the mode (for example a light source)
1098 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1099 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1100 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1101 dp_strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1103 // now add all the permutation pretexts
1104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1106 if (permutation & (1ll<<i))
1108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1111 dp_strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1115 // keep line numbers correct
1116 vertstrings_list[vertstrings_count++] = "\n";
1117 geomstrings_list[geomstrings_count++] = "\n";
1118 fragstrings_list[fragstrings_count++] = "\n";
1123 R_CompileShader_AddStaticParms(mode, permutation);
1124 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1125 vertstrings_count += shaderstaticparms_count;
1126 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1127 geomstrings_count += shaderstaticparms_count;
1128 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129 fragstrings_count += shaderstaticparms_count;
1131 // now append the shader text itself
1132 vertstrings_list[vertstrings_count++] = sourcestring;
1133 geomstrings_list[geomstrings_count++] = sourcestring;
1134 fragstrings_list[fragstrings_count++] = sourcestring;
1136 // we don't currently use geometry shaders for anything, so just empty the list
1137 geomstrings_count = 0;
1139 // compile the shader program
1140 if (vertstrings_count + geomstrings_count + fragstrings_count)
1141 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1145 qglUseProgram(p->program);CHECKGLERROR
1146 // look up all the uniform variable names we care about, so we don't
1147 // have to look them up every time we set them
1152 GLint activeuniformindex = 0;
1153 GLint numactiveuniforms = 0;
1154 char uniformname[128];
1155 GLsizei uniformnamelength = 0;
1156 GLint uniformsize = 0;
1157 GLenum uniformtype = 0;
1158 memset(uniformname, 0, sizeof(uniformname));
1159 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1160 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1161 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1163 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1164 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1169 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1170 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1171 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1172 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1173 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1174 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1175 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1176 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1177 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1178 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1179 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1180 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1181 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1182 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1183 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1184 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1185 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1186 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1187 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1188 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1189 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1190 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1191 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1192 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1193 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1194 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1195 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1196 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1197 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1198 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1199 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1200 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1201 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1202 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1203 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1204 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1205 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1206 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1207 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1208 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1209 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1210 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1211 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1212 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1213 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1214 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1215 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1216 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1217 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1218 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1219 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1220 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1221 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1222 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1223 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1224 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1225 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1226 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1227 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1228 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1229 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1230 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1231 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1232 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1233 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1234 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1235 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1236 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1237 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1238 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1239 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1240 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1241 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1242 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1243 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1244 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1245 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1246 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1247 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1248 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1249 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1250 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1251 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1252 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1253 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1254 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1255 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1256 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1257 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1258 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1259 // initialize the samplers to refer to the texture units we use
1260 p->tex_Texture_First = -1;
1261 p->tex_Texture_Second = -1;
1262 p->tex_Texture_GammaRamps = -1;
1263 p->tex_Texture_Normal = -1;
1264 p->tex_Texture_Color = -1;
1265 p->tex_Texture_Gloss = -1;
1266 p->tex_Texture_Glow = -1;
1267 p->tex_Texture_SecondaryNormal = -1;
1268 p->tex_Texture_SecondaryColor = -1;
1269 p->tex_Texture_SecondaryGloss = -1;
1270 p->tex_Texture_SecondaryGlow = -1;
1271 p->tex_Texture_Pants = -1;
1272 p->tex_Texture_Shirt = -1;
1273 p->tex_Texture_FogHeightTexture = -1;
1274 p->tex_Texture_FogMask = -1;
1275 p->tex_Texture_LightGrid = -1;
1276 p->tex_Texture_Lightmap = -1;
1277 p->tex_Texture_Deluxemap = -1;
1278 p->tex_Texture_Attenuation = -1;
1279 p->tex_Texture_Cube = -1;
1280 p->tex_Texture_Refraction = -1;
1281 p->tex_Texture_Reflection = -1;
1282 p->tex_Texture_ShadowMap2D = -1;
1283 p->tex_Texture_CubeProjection = -1;
1284 p->tex_Texture_ScreenNormalMap = -1;
1285 p->tex_Texture_ScreenDiffuse = -1;
1286 p->tex_Texture_ScreenSpecular = -1;
1287 p->tex_Texture_ReflectMask = -1;
1288 p->tex_Texture_ReflectCube = -1;
1289 p->tex_Texture_BounceGrid = -1;
1290 // bind the texture samplers in use
1292 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1293 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1294 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1295 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1296 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1297 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1298 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1299 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1300 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1301 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1303 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1304 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1305 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1306 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1307 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1308 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1309 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1310 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1311 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1312 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1313 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1314 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1315 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1316 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1317 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1318 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1319 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1320 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1321 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1322 // get the uniform block indices so we can bind them
1323 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1324 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1325 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1327 // clear the uniform block bindings
1328 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1329 // bind the uniform blocks in use
1331 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1332 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1334 // we're done compiling and setting up the shader, at least until it is used
1336 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1339 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1343 Mem_Free(sourcestring);
1346 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1348 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1349 if (r_glsl_permutation != perm)
1351 r_glsl_permutation = perm;
1352 if (!r_glsl_permutation->program)
1354 if (!r_glsl_permutation->compiled)
1356 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1357 R_GLSL_CompilePermutation(perm, mode, permutation);
1359 if (!r_glsl_permutation->program)
1361 // remove features until we find a valid permutation
1363 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1365 // reduce i more quickly whenever it would not remove any bits
1366 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1367 if (!(permutation & j))
1370 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1371 if (!r_glsl_permutation->compiled)
1372 R_GLSL_CompilePermutation(perm, mode, permutation);
1373 if (r_glsl_permutation->program)
1376 if (i >= SHADERPERMUTATION_COUNT)
1378 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1379 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1380 qglUseProgram(0);CHECKGLERROR
1381 return; // no bit left to clear, entire mode is broken
1386 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1388 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1389 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1390 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1394 void R_GLSL_Restart_f(cmd_state_t *cmd)
1396 unsigned int i, limit;
1397 switch(vid.renderpath)
1399 case RENDERPATH_GL32:
1400 case RENDERPATH_GLES2:
1402 r_glsl_permutation_t *p;
1403 r_glsl_permutation = NULL;
1404 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1405 for (i = 0;i < limit;i++)
1407 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1409 GL_Backend_FreeProgram(p->program);
1410 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1413 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1419 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1421 unsigned i, language, mode, dupe;
1423 shadermodeinfo_t *modeinfo;
1426 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1428 modeinfo = shadermodeinfo[language];
1429 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1431 // don't dump the same file multiple times (most or all shaders come from the same file)
1432 for (dupe = mode - 1;dupe >= 0;dupe--)
1433 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1437 text = modeinfo[mode].builtinstring;
1440 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1443 FS_Print(file, "/* The engine may define the following macros:\n");
1444 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1445 for (i = 0;i < SHADERMODE_COUNT;i++)
1446 FS_Print(file, modeinfo[i].pretext);
1447 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1448 FS_Print(file, shaderpermutationinfo[i].pretext);
1449 FS_Print(file, "*/\n");
1450 FS_Print(file, text);
1452 Con_Printf("%s written\n", modeinfo[mode].filename);
1455 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1460 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1462 uint64_t permutation = 0;
1463 if (r_trippy.integer && !notrippy)
1464 permutation |= SHADERPERMUTATION_TRIPPY;
1465 permutation |= SHADERPERMUTATION_VIEWTINT;
1467 permutation |= SHADERPERMUTATION_DIFFUSE;
1468 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1469 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1470 if (suppresstexalpha)
1471 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1472 if (vid.allowalphatocoverage)
1473 GL_AlphaToCoverage(false);
1474 switch (vid.renderpath)
1476 case RENDERPATH_GL32:
1477 case RENDERPATH_GLES2:
1478 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1479 if (r_glsl_permutation->tex_Texture_First >= 0)
1480 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1481 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1482 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1487 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1489 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1492 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1494 uint64_t permutation = 0;
1495 if (r_trippy.integer && !notrippy)
1496 permutation |= SHADERPERMUTATION_TRIPPY;
1498 permutation |= SHADERPERMUTATION_DEPTHRGB;
1500 permutation |= SHADERPERMUTATION_SKELETAL;
1502 if (vid.allowalphatocoverage)
1503 GL_AlphaToCoverage(false);
1504 switch (vid.renderpath)
1506 case RENDERPATH_GL32:
1507 case RENDERPATH_GLES2:
1508 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1509 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1510 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1516 #define BLENDFUNC_ALLOWS_COLORMOD 1
1517 #define BLENDFUNC_ALLOWS_FOG 2
1518 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1519 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1520 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1521 static int R_BlendFuncFlags(int src, int dst)
1525 // a blendfunc allows colormod if:
1526 // a) it can never keep the destination pixel invariant, or
1527 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1528 // this is to prevent unintended side effects from colormod
1530 // a blendfunc allows fog if:
1531 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1532 // this is to prevent unintended side effects from fog
1534 // these checks are the output of fogeval.pl
1536 r |= BLENDFUNC_ALLOWS_COLORMOD;
1537 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1538 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1539 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1540 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1542 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1546 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1547 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1548 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1557 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1562 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1564 // select a permutation of the lighting shader appropriate to this
1565 // combination of texture, entity, light source, and fogging, only use the
1566 // minimum features necessary to avoid wasting rendering time in the
1567 // fragment shader on features that are not being used
1568 uint64_t permutation = 0;
1569 unsigned int mode = 0;
1571 texture_t *t = rsurface.texture;
1573 matrix4x4_t tempmatrix;
1574 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1575 if (r_trippy.integer && !notrippy)
1576 permutation |= SHADERPERMUTATION_TRIPPY;
1577 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1578 permutation |= SHADERPERMUTATION_ALPHAKILL;
1579 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1580 permutation |= SHADERPERMUTATION_OCCLUDE;
1581 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1582 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1583 if (rsurfacepass == RSURFPASS_BACKGROUND)
1585 // distorted background
1586 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1588 mode = SHADERMODE_WATER;
1589 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1590 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1591 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1593 // this is the right thing to do for wateralpha
1594 GL_BlendFunc(GL_ONE, GL_ZERO);
1595 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1599 // this is the right thing to do for entity alpha
1600 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1601 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1606 mode = SHADERMODE_REFRACTION;
1607 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1608 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1609 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1610 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1614 mode = SHADERMODE_GENERIC;
1615 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1616 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1619 if (vid.allowalphatocoverage)
1620 GL_AlphaToCoverage(false);
1622 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1624 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1626 switch(t->offsetmapping)
1628 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1629 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1630 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1631 case OFFSETMAPPING_OFF: break;
1634 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1635 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1636 // normalmap (deferred prepass), may use alpha test on diffuse
1637 mode = SHADERMODE_DEFERREDGEOMETRY;
1638 GL_BlendFunc(GL_ONE, GL_ZERO);
1639 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1640 if (vid.allowalphatocoverage)
1641 GL_AlphaToCoverage(false);
1643 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1645 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1647 switch(t->offsetmapping)
1649 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1650 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1651 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1652 case OFFSETMAPPING_OFF: break;
1655 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1656 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1657 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1658 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1660 mode = SHADERMODE_LIGHTSOURCE;
1661 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1662 permutation |= SHADERPERMUTATION_CUBEFILTER;
1663 if (VectorLength2(rtlightdiffuse) > 0)
1664 permutation |= SHADERPERMUTATION_DIFFUSE;
1665 if (VectorLength2(rtlightspecular) > 0)
1666 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1667 if (r_refdef.fogenabled)
1668 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1669 if (t->colormapping)
1670 permutation |= SHADERPERMUTATION_COLORMAPPING;
1671 if (r_shadow_usingshadowmap2d)
1673 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1674 if(r_shadow_shadowmapvsdct)
1675 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1677 if (r_shadow_shadowmap2ddepthbuffer)
1678 permutation |= SHADERPERMUTATION_DEPTHRGB;
1680 if (t->reflectmasktexture)
1681 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1682 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1683 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1684 if (vid.allowalphatocoverage)
1685 GL_AlphaToCoverage(false);
1687 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1689 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1691 switch(t->offsetmapping)
1693 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1694 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1695 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1696 case OFFSETMAPPING_OFF: break;
1699 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1700 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1701 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1702 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1703 // directional model lighting
1704 mode = SHADERMODE_LIGHTGRID;
1705 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1706 permutation |= SHADERPERMUTATION_GLOW;
1707 permutation |= SHADERPERMUTATION_DIFFUSE;
1708 if (t->glosstexture || t->backgroundglosstexture)
1709 permutation |= SHADERPERMUTATION_SPECULAR;
1710 if (r_refdef.fogenabled)
1711 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1712 if (t->colormapping)
1713 permutation |= SHADERPERMUTATION_COLORMAPPING;
1714 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1716 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1717 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1719 if (r_shadow_shadowmap2ddepthbuffer)
1720 permutation |= SHADERPERMUTATION_DEPTHRGB;
1722 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1723 permutation |= SHADERPERMUTATION_REFLECTION;
1724 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1725 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1726 if (t->reflectmasktexture)
1727 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1728 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1730 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1731 if (r_shadow_bouncegrid_state.directional)
1732 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1734 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1735 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1736 // when using alphatocoverage, we don't need alphakill
1737 if (vid.allowalphatocoverage)
1739 if (r_transparent_alphatocoverage.integer)
1741 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1742 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1745 GL_AlphaToCoverage(false);
1748 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1750 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1752 switch(t->offsetmapping)
1754 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1755 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1756 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1757 case OFFSETMAPPING_OFF: break;
1760 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1761 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1762 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1763 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1764 // directional model lighting
1765 mode = SHADERMODE_LIGHTDIRECTION;
1766 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1767 permutation |= SHADERPERMUTATION_GLOW;
1768 if (VectorLength2(t->render_modellight_diffuse))
1769 permutation |= SHADERPERMUTATION_DIFFUSE;
1770 if (VectorLength2(t->render_modellight_specular) > 0)
1771 permutation |= SHADERPERMUTATION_SPECULAR;
1772 if (r_refdef.fogenabled)
1773 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1774 if (t->colormapping)
1775 permutation |= SHADERPERMUTATION_COLORMAPPING;
1776 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1778 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1779 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1781 if (r_shadow_shadowmap2ddepthbuffer)
1782 permutation |= SHADERPERMUTATION_DEPTHRGB;
1784 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1785 permutation |= SHADERPERMUTATION_REFLECTION;
1786 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1787 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1788 if (t->reflectmasktexture)
1789 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1790 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1792 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1793 if (r_shadow_bouncegrid_state.directional)
1794 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1796 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1797 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1798 // when using alphatocoverage, we don't need alphakill
1799 if (vid.allowalphatocoverage)
1801 if (r_transparent_alphatocoverage.integer)
1803 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1804 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1807 GL_AlphaToCoverage(false);
1812 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1814 switch(t->offsetmapping)
1816 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1817 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1818 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1819 case OFFSETMAPPING_OFF: break;
1822 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1823 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1824 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1825 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1827 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1828 permutation |= SHADERPERMUTATION_GLOW;
1829 if (r_refdef.fogenabled && !ui)
1830 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1831 if (t->colormapping)
1832 permutation |= SHADERPERMUTATION_COLORMAPPING;
1833 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1835 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1836 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1838 if (r_shadow_shadowmap2ddepthbuffer)
1839 permutation |= SHADERPERMUTATION_DEPTHRGB;
1841 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1842 permutation |= SHADERPERMUTATION_REFLECTION;
1843 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1844 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1845 if (t->reflectmasktexture)
1846 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1847 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1849 // deluxemapping (light direction texture)
1850 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1851 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1853 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1854 permutation |= SHADERPERMUTATION_DIFFUSE;
1855 if (VectorLength2(t->render_lightmap_specular) > 0)
1856 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1858 else if (r_glsl_deluxemapping.integer >= 2)
1860 // fake deluxemapping (uniform light direction in tangentspace)
1861 if (rsurface.uselightmaptexture)
1862 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1864 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1865 permutation |= SHADERPERMUTATION_DIFFUSE;
1866 if (VectorLength2(t->render_lightmap_specular) > 0)
1867 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1869 else if (rsurface.uselightmaptexture)
1871 // ordinary lightmapping (q1bsp, q3bsp)
1872 mode = SHADERMODE_LIGHTMAP;
1876 // ordinary vertex coloring (q3bsp)
1877 mode = SHADERMODE_VERTEXCOLOR;
1879 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1881 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1882 if (r_shadow_bouncegrid_state.directional)
1883 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1885 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1886 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1887 // when using alphatocoverage, we don't need alphakill
1888 if (vid.allowalphatocoverage)
1890 if (r_transparent_alphatocoverage.integer)
1892 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1893 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1896 GL_AlphaToCoverage(false);
1899 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1900 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1901 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1902 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1903 switch(vid.renderpath)
1905 case RENDERPATH_GL32:
1906 case RENDERPATH_GLES2:
1907 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1908 RSurf_UploadBuffersForBatch();
1909 // this has to be after RSurf_PrepareVerticesForBatch
1910 if (rsurface.batchskeletaltransform3x4buffer)
1911 permutation |= SHADERPERMUTATION_SKELETAL;
1912 R_SetupShader_SetPermutationGLSL(mode, permutation);
1913 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1914 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1916 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1917 if (mode == SHADERMODE_LIGHTSOURCE)
1919 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1920 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1921 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1922 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1923 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1924 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1926 // additive passes are only darkened by fog, not tinted
1927 if (r_glsl_permutation->loc_FogColor >= 0)
1928 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1929 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1933 if (mode == SHADERMODE_FLATCOLOR)
1935 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1937 else if (mode == SHADERMODE_LIGHTGRID)
1939 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1940 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1941 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1942 // other LightGrid uniforms handled below
1944 else if (mode == SHADERMODE_LIGHTDIRECTION)
1946 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1947 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1948 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1949 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1950 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1951 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1952 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1956 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1957 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1958 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1959 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1960 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1962 // additive passes are only darkened by fog, not tinted
1963 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1965 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1966 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1968 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1970 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1971 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]);
1972 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]);
1973 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1974 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1975 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1976 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1977 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1978 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1980 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1981 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1982 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1983 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1985 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1986 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1990 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1991 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1994 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1995 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1996 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1997 if (r_glsl_permutation->loc_Color_Pants >= 0)
1999 if (t->pantstexture)
2000 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2002 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2004 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2006 if (t->shirttexture)
2007 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2009 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2011 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]);
2012 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2013 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2014 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2015 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2016 r_glsl_offsetmapping_scale.value*t->offsetscale,
2017 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2018 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2019 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2021 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2022 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2023 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]);
2024 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2025 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2026 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2027 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2030 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2031 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2032 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2033 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2034 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2035 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2036 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2037 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2038 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2041 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2042 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2043 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2044 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2045 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2046 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2047 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2048 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2049 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2050 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2052 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2053 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2054 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2055 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2056 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2057 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2058 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2059 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2060 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2061 if (rsurfacepass == RSURFPASS_BACKGROUND)
2063 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2064 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2065 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2069 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2071 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2072 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2073 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2074 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2076 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2077 if (rsurface.rtlight)
2079 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2080 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2083 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2084 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2090 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2092 // select a permutation of the lighting shader appropriate to this
2093 // combination of texture, entity, light source, and fogging, only use the
2094 // minimum features necessary to avoid wasting rendering time in the
2095 // fragment shader on features that are not being used
2096 uint64_t permutation = 0;
2097 unsigned int mode = 0;
2098 const float *lightcolorbase = rtlight->currentcolor;
2099 float ambientscale = rtlight->ambientscale;
2100 float diffusescale = rtlight->diffusescale;
2101 float specularscale = rtlight->specularscale;
2102 // this is the location of the light in view space
2103 vec3_t viewlightorigin;
2104 // this transforms from view space (camera) to light space (cubemap)
2105 matrix4x4_t viewtolight;
2106 matrix4x4_t lighttoview;
2107 float viewtolight16f[16];
2109 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2110 if (rtlight->currentcubemap != r_texture_whitecube)
2111 permutation |= SHADERPERMUTATION_CUBEFILTER;
2112 if (diffusescale > 0)
2113 permutation |= SHADERPERMUTATION_DIFFUSE;
2114 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2115 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2116 if (r_shadow_usingshadowmap2d)
2118 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2119 if (r_shadow_shadowmapvsdct)
2120 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2122 if (r_shadow_shadowmap2ddepthbuffer)
2123 permutation |= SHADERPERMUTATION_DEPTHRGB;
2125 if (vid.allowalphatocoverage)
2126 GL_AlphaToCoverage(false);
2127 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2128 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2129 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2130 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2131 switch(vid.renderpath)
2133 case RENDERPATH_GL32:
2134 case RENDERPATH_GLES2:
2135 R_SetupShader_SetPermutationGLSL(mode, permutation);
2136 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2137 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2138 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2139 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2140 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2141 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2142 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2143 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);
2144 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]);
2145 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2147 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2148 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2149 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2150 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2151 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2156 #define SKINFRAME_HASH 1024
2160 unsigned int loadsequence; // incremented each level change
2161 memexpandablearray_t array;
2162 skinframe_t *hash[SKINFRAME_HASH];
2165 r_skinframe_t r_skinframe;
2167 void R_SkinFrame_PrepareForPurge(void)
2169 r_skinframe.loadsequence++;
2170 // wrap it without hitting zero
2171 if (r_skinframe.loadsequence >= 200)
2172 r_skinframe.loadsequence = 1;
2175 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2179 // mark the skinframe as used for the purging code
2180 skinframe->loadsequence = r_skinframe.loadsequence;
2183 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2187 if (s->merged == s->base)
2189 R_PurgeTexture(s->stain); s->stain = NULL;
2190 R_PurgeTexture(s->merged); s->merged = NULL;
2191 R_PurgeTexture(s->base); s->base = NULL;
2192 R_PurgeTexture(s->pants); s->pants = NULL;
2193 R_PurgeTexture(s->shirt); s->shirt = NULL;
2194 R_PurgeTexture(s->nmap); s->nmap = NULL;
2195 R_PurgeTexture(s->gloss); s->gloss = NULL;
2196 R_PurgeTexture(s->glow); s->glow = NULL;
2197 R_PurgeTexture(s->fog); s->fog = NULL;
2198 R_PurgeTexture(s->reflect); s->reflect = NULL;
2199 s->loadsequence = 0;
2202 void R_SkinFrame_Purge(void)
2206 for (i = 0;i < SKINFRAME_HASH;i++)
2208 for (s = r_skinframe.hash[i];s;s = s->next)
2210 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2211 R_SkinFrame_PurgeSkinFrame(s);
2216 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2218 char basename[MAX_QPATH];
2220 Image_StripImageExtension(name, basename, sizeof(basename));
2222 if( last == NULL ) {
2224 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2225 item = r_skinframe.hash[hashindex];
2230 // linearly search through the hash bucket
2231 for( ; item ; item = item->next ) {
2232 if( !strcmp( item->basename, basename ) ) {
2239 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2242 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2244 char basename[MAX_QPATH];
2246 Image_StripImageExtension(name, basename, sizeof(basename));
2248 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2249 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2250 if (!strcmp(item->basename, basename) &&
2251 item->textureflags == compareflags &&
2252 item->comparewidth == comparewidth &&
2253 item->compareheight == compareheight &&
2254 item->comparecrc == comparecrc)
2261 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2262 memset(item, 0, sizeof(*item));
2263 dp_strlcpy(item->basename, basename, sizeof(item->basename));
2264 item->textureflags = compareflags;
2265 item->comparewidth = comparewidth;
2266 item->compareheight = compareheight;
2267 item->comparecrc = comparecrc;
2268 item->next = r_skinframe.hash[hashindex];
2269 r_skinframe.hash[hashindex] = item;
2271 else if (textureflags & TEXF_FORCE_RELOAD)
2272 R_SkinFrame_PurgeSkinFrame(item);
2274 R_SkinFrame_MarkUsed(item);
2278 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2280 unsigned long long avgcolor[5], wsum; \
2288 for(pix = 0; pix < cnt; ++pix) \
2291 for(comp = 0; comp < 3; ++comp) \
2293 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2296 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2298 for(comp = 0; comp < 3; ++comp) \
2299 avgcolor[comp] += getpixel * w; \
2302 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2303 avgcolor[4] += getpixel; \
2305 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2307 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2308 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2309 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2310 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2313 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2315 skinframe_t *skinframe;
2317 if (cls.state == ca_dedicated)
2320 // return an existing skinframe if already loaded
2321 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2322 if (skinframe && skinframe->base)
2325 // if the skinframe doesn't exist this will create it
2326 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2329 extern cvar_t gl_picmip;
2330 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2333 unsigned char *pixels;
2334 unsigned char *bumppixels;
2335 unsigned char *basepixels = NULL;
2336 int basepixels_width = 0;
2337 int basepixels_height = 0;
2338 rtexture_t *ddsbase = NULL;
2339 qbool ddshasalpha = false;
2340 float ddsavgcolor[4];
2341 char basename[MAX_QPATH];
2342 int miplevel = R_PicmipForFlags(textureflags);
2343 int savemiplevel = miplevel;
2347 if (cls.state == ca_dedicated)
2350 Image_StripImageExtension(name, basename, sizeof(basename));
2352 // check for DDS texture file first
2353 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2355 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2356 if (basepixels == NULL && fallbacknotexture)
2357 basepixels = Image_GenerateNoTexture();
2358 if (basepixels == NULL)
2362 // FIXME handle miplevel
2364 if (developer_loading.integer)
2365 Con_Printf("loading skin \"%s\"\n", name);
2367 // we've got some pixels to store, so really allocate this new texture now
2369 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2370 textureflags &= ~TEXF_FORCE_RELOAD;
2371 skinframe->stain = NULL;
2372 skinframe->merged = NULL;
2373 skinframe->base = NULL;
2374 skinframe->pants = NULL;
2375 skinframe->shirt = NULL;
2376 skinframe->nmap = NULL;
2377 skinframe->gloss = NULL;
2378 skinframe->glow = NULL;
2379 skinframe->fog = NULL;
2380 skinframe->reflect = NULL;
2381 skinframe->hasalpha = false;
2382 // we could store the q2animname here too
2386 skinframe->base = ddsbase;
2387 skinframe->hasalpha = ddshasalpha;
2388 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2389 if (r_loadfog && skinframe->hasalpha)
2390 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2391 //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]);
2395 basepixels_width = image_width;
2396 basepixels_height = image_height;
2397 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);
2398 if (textureflags & TEXF_ALPHA)
2400 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2402 if (basepixels[j] < 255)
2404 skinframe->hasalpha = true;
2408 if (r_loadfog && skinframe->hasalpha)
2410 // has transparent pixels
2411 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2412 for (j = 0;j < image_width * image_height * 4;j += 4)
2417 pixels[j+3] = basepixels[j+3];
2419 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2423 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2425 //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]);
2426 if (r_savedds && skinframe->base)
2427 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2428 if (r_savedds && skinframe->fog)
2429 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2435 mymiplevel = savemiplevel;
2436 if (r_loadnormalmap)
2437 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2438 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2440 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2441 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2442 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2446 // _norm is the name used by tenebrae and has been adopted as standard
2447 if (r_loadnormalmap && skinframe->nmap == NULL)
2449 mymiplevel = savemiplevel;
2450 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2452 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2456 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2458 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2459 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2460 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2462 Mem_Free(bumppixels);
2464 else if (r_shadow_bumpscale_basetexture.value > 0)
2466 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2467 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2468 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2472 if (r_savedds && skinframe->nmap)
2473 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2477 // _luma is supported only for tenebrae compatibility
2478 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2479 // _glow is the preferred name
2480 mymiplevel = savemiplevel;
2481 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2483 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2485 if (r_savedds && skinframe->glow)
2486 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2488 Mem_Free(pixels);pixels = NULL;
2491 mymiplevel = savemiplevel;
2492 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2494 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2496 if (r_savedds && skinframe->gloss)
2497 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2503 mymiplevel = savemiplevel;
2504 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2506 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2508 if (r_savedds && skinframe->pants)
2509 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2515 mymiplevel = savemiplevel;
2516 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2518 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2520 if (r_savedds && skinframe->shirt)
2521 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2527 mymiplevel = savemiplevel;
2528 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2530 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2532 if (r_savedds && skinframe->reflect)
2533 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2540 Mem_Free(basepixels);
2545 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2548 skinframe_t *skinframe;
2551 if (cls.state == ca_dedicated)
2554 // if already loaded just return it, otherwise make a new skinframe
2555 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2556 if (skinframe->base)
2558 textureflags &= ~TEXF_FORCE_RELOAD;
2560 skinframe->stain = NULL;
2561 skinframe->merged = NULL;
2562 skinframe->base = NULL;
2563 skinframe->pants = NULL;
2564 skinframe->shirt = NULL;
2565 skinframe->nmap = NULL;
2566 skinframe->gloss = NULL;
2567 skinframe->glow = NULL;
2568 skinframe->fog = NULL;
2569 skinframe->reflect = NULL;
2570 skinframe->hasalpha = false;
2572 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2576 if (developer_loading.integer)
2577 Con_Printf("loading 32bit skin \"%s\"\n", name);
2579 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2581 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2582 unsigned char *b = a + width * height * 4;
2583 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2584 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2587 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2588 if (textureflags & TEXF_ALPHA)
2590 for (i = 3;i < width * height * 4;i += 4)
2592 if (skindata[i] < 255)
2594 skinframe->hasalpha = true;
2598 if (r_loadfog && skinframe->hasalpha)
2600 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2601 memcpy(fogpixels, skindata, width * height * 4);
2602 for (i = 0;i < width * height * 4;i += 4)
2603 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2604 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2605 Mem_Free(fogpixels);
2609 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2610 //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]);
2615 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2619 skinframe_t *skinframe;
2621 if (cls.state == ca_dedicated)
2624 // if already loaded just return it, otherwise make a new skinframe
2625 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2626 if (skinframe->base)
2628 //textureflags &= ~TEXF_FORCE_RELOAD;
2630 skinframe->stain = NULL;
2631 skinframe->merged = NULL;
2632 skinframe->base = NULL;
2633 skinframe->pants = NULL;
2634 skinframe->shirt = NULL;
2635 skinframe->nmap = NULL;
2636 skinframe->gloss = NULL;
2637 skinframe->glow = NULL;
2638 skinframe->fog = NULL;
2639 skinframe->reflect = NULL;
2640 skinframe->hasalpha = false;
2642 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2646 if (developer_loading.integer)
2647 Con_Printf("loading quake skin \"%s\"\n", name);
2649 // 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)
2650 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2651 memcpy(skinframe->qpixels, skindata, width*height);
2652 skinframe->qwidth = width;
2653 skinframe->qheight = height;
2656 for (i = 0;i < width * height;i++)
2657 featuresmask |= palette_featureflags[skindata[i]];
2659 skinframe->hasalpha = false;
2662 skinframe->hasalpha = true;
2663 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2664 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2665 skinframe->qgeneratemerged = true;
2666 skinframe->qgeneratebase = skinframe->qhascolormapping;
2667 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2669 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2670 //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]);
2675 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2679 unsigned char *skindata;
2682 if (!skinframe->qpixels)
2685 if (!skinframe->qhascolormapping)
2686 colormapped = false;
2690 if (!skinframe->qgeneratebase)
2695 if (!skinframe->qgeneratemerged)
2699 width = skinframe->qwidth;
2700 height = skinframe->qheight;
2701 skindata = skinframe->qpixels;
2703 if (skinframe->qgeneratenmap)
2705 unsigned char *a, *b;
2706 skinframe->qgeneratenmap = false;
2707 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2708 b = a + width * height * 4;
2709 // use either a custom palette or the quake palette
2710 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2711 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2712 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2716 if (skinframe->qgenerateglow)
2718 skinframe->qgenerateglow = false;
2719 if (skinframe->hasalpha) // fence textures
2720 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2722 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2727 skinframe->qgeneratebase = false;
2728 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2729 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2730 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2734 skinframe->qgeneratemerged = false;
2735 if (skinframe->hasalpha) // fence textures
2736 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2738 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);
2741 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2743 Mem_Free(skinframe->qpixels);
2744 skinframe->qpixels = NULL;
2748 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)
2751 skinframe_t *skinframe;
2754 if (cls.state == ca_dedicated)
2757 // if already loaded just return it, otherwise make a new skinframe
2758 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2759 if (skinframe->base)
2761 textureflags &= ~TEXF_FORCE_RELOAD;
2763 skinframe->stain = NULL;
2764 skinframe->merged = NULL;
2765 skinframe->base = NULL;
2766 skinframe->pants = NULL;
2767 skinframe->shirt = NULL;
2768 skinframe->nmap = NULL;
2769 skinframe->gloss = NULL;
2770 skinframe->glow = NULL;
2771 skinframe->fog = NULL;
2772 skinframe->reflect = NULL;
2773 skinframe->hasalpha = false;
2775 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2779 if (developer_loading.integer)
2780 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2782 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2783 if ((textureflags & TEXF_ALPHA) && alphapalette)
2785 for (i = 0;i < width * height;i++)
2787 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2789 skinframe->hasalpha = true;
2793 if (r_loadfog && skinframe->hasalpha)
2794 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2797 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2798 //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]);
2803 skinframe_t *R_SkinFrame_LoadMissing(void)
2805 skinframe_t *skinframe;
2807 if (cls.state == ca_dedicated)
2810 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2811 skinframe->stain = NULL;
2812 skinframe->merged = NULL;
2813 skinframe->base = NULL;
2814 skinframe->pants = NULL;
2815 skinframe->shirt = NULL;
2816 skinframe->nmap = NULL;
2817 skinframe->gloss = NULL;
2818 skinframe->glow = NULL;
2819 skinframe->fog = NULL;
2820 skinframe->reflect = NULL;
2821 skinframe->hasalpha = false;
2823 skinframe->avgcolor[0] = rand() / RAND_MAX;
2824 skinframe->avgcolor[1] = rand() / RAND_MAX;
2825 skinframe->avgcolor[2] = rand() / RAND_MAX;
2826 skinframe->avgcolor[3] = 1;
2831 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2833 if (cls.state == ca_dedicated)
2836 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2839 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2841 skinframe_t *skinframe;
2842 if (cls.state == ca_dedicated)
2844 // if already loaded just return it, otherwise make a new skinframe
2845 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2846 if (skinframe->base)
2848 textureflags &= ~TEXF_FORCE_RELOAD;
2849 skinframe->stain = NULL;
2850 skinframe->merged = NULL;
2851 skinframe->base = NULL;
2852 skinframe->pants = NULL;
2853 skinframe->shirt = NULL;
2854 skinframe->nmap = NULL;
2855 skinframe->gloss = NULL;
2856 skinframe->glow = NULL;
2857 skinframe->fog = NULL;
2858 skinframe->reflect = NULL;
2859 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2860 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2863 if (developer_loading.integer)
2864 Con_Printf("loading 32bit skin \"%s\"\n", name);
2865 skinframe->base = skinframe->merged = tex;
2866 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2870 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2871 typedef struct suffixinfo_s
2874 qbool flipx, flipy, flipdiagonal;
2877 static suffixinfo_t suffix[3][6] =
2880 {"px", false, false, false},
2881 {"nx", false, false, false},
2882 {"py", false, false, false},
2883 {"ny", false, false, false},
2884 {"pz", false, false, false},
2885 {"nz", false, false, false}
2888 {"posx", false, false, false},
2889 {"negx", false, false, false},
2890 {"posy", false, false, false},
2891 {"negy", false, false, false},
2892 {"posz", false, false, false},
2893 {"negz", false, false, false}
2896 {"rt", true, false, true},
2897 {"lf", false, true, true},
2898 {"ft", true, true, false},
2899 {"bk", false, false, false},
2900 {"up", true, false, true},
2901 {"dn", true, false, true}
2905 static int componentorder[4] = {0, 1, 2, 3};
2907 static rtexture_t *R_LoadCubemap(const char *basename)
2909 int i, j, cubemapsize, forcefilter;
2910 unsigned char *cubemappixels, *image_buffer;
2911 rtexture_t *cubemaptexture;
2914 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2915 forcefilter = TEXF_FORCELINEAR;
2916 if (basename && basename[0] == '!')
2919 forcefilter = TEXF_FORCENEAREST;
2921 // must start 0 so the first loadimagepixels has no requested width/height
2923 cubemappixels = NULL;
2924 cubemaptexture = NULL;
2925 // keep trying different suffix groups (posx, px, rt) until one loads
2926 for (j = 0;j < 3 && !cubemappixels;j++)
2928 // load the 6 images in the suffix group
2929 for (i = 0;i < 6;i++)
2931 // generate an image name based on the base and and suffix
2932 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2934 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2936 // an image loaded, make sure width and height are equal
2937 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2939 // if this is the first image to load successfully, allocate the cubemap memory
2940 if (!cubemappixels && image_width >= 1)
2942 cubemapsize = image_width;
2943 // note this clears to black, so unavailable sides are black
2944 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2946 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2948 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);
2951 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2953 Mem_Free(image_buffer);
2957 // if a cubemap loaded, upload it
2960 if (developer_loading.integer)
2961 Con_Printf("loading cubemap \"%s\"\n", basename);
2963 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2964 Mem_Free(cubemappixels);
2968 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2969 if (developer_loading.integer)
2971 Con_Printf("(tried tried images ");
2972 for (j = 0;j < 3;j++)
2973 for (i = 0;i < 6;i++)
2974 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2975 Con_Print(" and was unable to find any of them).\n");
2978 return cubemaptexture;
2981 rtexture_t *R_GetCubemap(const char *basename)
2984 for (i = 0;i < r_texture_numcubemaps;i++)
2985 if (r_texture_cubemaps[i] != NULL)
2986 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2987 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2988 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2989 return r_texture_whitecube;
2990 r_texture_numcubemaps++;
2991 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2992 dp_strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2993 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2994 return r_texture_cubemaps[i]->texture;
2997 static void R_Main_FreeViewCache(void)
2999 if (r_refdef.viewcache.entityvisible)
3000 Mem_Free(r_refdef.viewcache.entityvisible);
3001 if (r_refdef.viewcache.world_pvsbits)
3002 Mem_Free(r_refdef.viewcache.world_pvsbits);
3003 if (r_refdef.viewcache.world_leafvisible)
3004 Mem_Free(r_refdef.viewcache.world_leafvisible);
3005 if (r_refdef.viewcache.world_surfacevisible)
3006 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3007 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3010 static void R_Main_ResizeViewCache(void)
3012 int numentities = r_refdef.scene.numentities;
3013 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3014 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3015 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3016 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3017 if (r_refdef.viewcache.maxentities < numentities)
3019 r_refdef.viewcache.maxentities = numentities;
3020 if (r_refdef.viewcache.entityvisible)
3021 Mem_Free(r_refdef.viewcache.entityvisible);
3022 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3024 if (r_refdef.viewcache.world_numclusters != numclusters)
3026 r_refdef.viewcache.world_numclusters = numclusters;
3027 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3028 if (r_refdef.viewcache.world_pvsbits)
3029 Mem_Free(r_refdef.viewcache.world_pvsbits);
3030 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3032 if (r_refdef.viewcache.world_numleafs != numleafs)
3034 r_refdef.viewcache.world_numleafs = numleafs;
3035 if (r_refdef.viewcache.world_leafvisible)
3036 Mem_Free(r_refdef.viewcache.world_leafvisible);
3037 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3039 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3041 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3042 if (r_refdef.viewcache.world_surfacevisible)
3043 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3044 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3048 extern rtexture_t *loadingscreentexture;
3049 static void gl_main_start(void)
3051 loadingscreentexture = NULL;
3052 r_texture_blanknormalmap = NULL;
3053 r_texture_white = NULL;
3054 r_texture_grey128 = NULL;
3055 r_texture_black = NULL;
3056 r_texture_whitecube = NULL;
3057 r_texture_normalizationcube = NULL;
3058 r_texture_fogattenuation = NULL;
3059 r_texture_fogheighttexture = NULL;
3060 r_texture_gammaramps = NULL;
3061 r_texture_numcubemaps = 0;
3062 r_uniformbufferalignment = 32;
3064 r_loaddds = r_texture_dds_load.integer != 0;
3065 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3067 switch(vid.renderpath)
3069 case RENDERPATH_GL32:
3070 case RENDERPATH_GLES2:
3071 r_loadnormalmap = true;
3074 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3075 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3081 R_FrameData_Reset();
3082 R_BufferData_Reset();
3086 memset(r_queries, 0, sizeof(r_queries));
3088 r_qwskincache = NULL;
3089 r_qwskincache_size = 0;
3091 // due to caching of texture_t references, the collision cache must be reset
3092 Collision_Cache_Reset(true);
3094 // set up r_skinframe loading system for textures
3095 memset(&r_skinframe, 0, sizeof(r_skinframe));
3096 r_skinframe.loadsequence = 1;
3097 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3099 r_main_texturepool = R_AllocTexturePool();
3100 R_BuildBlankTextures();
3104 R_BuildNormalizationCube();
3106 r_texture_fogattenuation = NULL;
3107 r_texture_fogheighttexture = NULL;
3108 r_texture_gammaramps = NULL;
3109 //r_texture_fogintensity = NULL;
3110 memset(&r_fb, 0, sizeof(r_fb));
3111 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3112 r_glsl_permutation = NULL;
3113 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3114 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3115 memset(&r_svbsp, 0, sizeof (r_svbsp));
3117 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3118 r_texture_numcubemaps = 0;
3120 r_refdef.fogmasktable_density = 0;
3123 // For Steelstorm Android
3124 // FIXME CACHE the program and reload
3125 // FIXME see possible combinations for SS:BR android
3126 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3127 R_SetupShader_SetPermutationGLSL(0, 12);
3128 R_SetupShader_SetPermutationGLSL(0, 13);
3129 R_SetupShader_SetPermutationGLSL(0, 8388621);
3130 R_SetupShader_SetPermutationGLSL(3, 0);
3131 R_SetupShader_SetPermutationGLSL(3, 2048);
3132 R_SetupShader_SetPermutationGLSL(5, 0);
3133 R_SetupShader_SetPermutationGLSL(5, 2);
3134 R_SetupShader_SetPermutationGLSL(5, 2048);
3135 R_SetupShader_SetPermutationGLSL(5, 8388608);
3136 R_SetupShader_SetPermutationGLSL(11, 1);
3137 R_SetupShader_SetPermutationGLSL(11, 2049);
3138 R_SetupShader_SetPermutationGLSL(11, 8193);
3139 R_SetupShader_SetPermutationGLSL(11, 10241);
3140 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3144 extern unsigned int r_shadow_occlusion_buf;
3146 static void gl_main_shutdown(void)
3148 R_RenderTarget_FreeUnused(true);
3149 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3151 R_FrameData_Reset();
3152 R_BufferData_Reset();
3154 R_Main_FreeViewCache();
3156 switch(vid.renderpath)
3158 case RENDERPATH_GL32:
3159 case RENDERPATH_GLES2:
3160 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3162 qglDeleteQueries(r_maxqueries, r_queries);
3166 r_shadow_occlusion_buf = 0;
3169 memset(r_queries, 0, sizeof(r_queries));
3171 r_qwskincache = NULL;
3172 r_qwskincache_size = 0;
3174 // clear out the r_skinframe state
3175 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3176 memset(&r_skinframe, 0, sizeof(r_skinframe));
3179 Mem_Free(r_svbsp.nodes);
3180 memset(&r_svbsp, 0, sizeof (r_svbsp));
3181 R_FreeTexturePool(&r_main_texturepool);
3182 loadingscreentexture = NULL;
3183 r_texture_blanknormalmap = NULL;
3184 r_texture_white = NULL;
3185 r_texture_grey128 = NULL;
3186 r_texture_black = NULL;
3187 r_texture_whitecube = NULL;
3188 r_texture_normalizationcube = NULL;
3189 r_texture_fogattenuation = NULL;
3190 r_texture_fogheighttexture = NULL;
3191 r_texture_gammaramps = NULL;
3192 r_texture_numcubemaps = 0;
3193 //r_texture_fogintensity = NULL;
3194 memset(&r_fb, 0, sizeof(r_fb));
3195 R_GLSL_Restart_f(cmd_local);
3197 r_glsl_permutation = NULL;
3198 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3199 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3202 static void gl_main_newmap(void)
3204 // FIXME: move this code to client
3205 char *entities, entname[MAX_QPATH];
3207 Mem_Free(r_qwskincache);
3208 r_qwskincache = NULL;
3209 r_qwskincache_size = 0;
3212 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3213 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3215 CL_ParseEntityLump(entities);
3219 if (cl.worldmodel->brush.entities)
3220 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3222 R_Main_FreeViewCache();
3224 R_FrameData_Reset();
3225 R_BufferData_Reset();
3228 void GL_Main_Init(void)
3231 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3232 R_InitShaderModeInfo();
3234 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3235 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3236 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3237 if (gamemode == GAME_NEHAHRA)
3239 Cvar_RegisterVariable (&gl_fogenable);
3240 Cvar_RegisterVariable (&gl_fogdensity);
3241 Cvar_RegisterVariable (&gl_fogred);
3242 Cvar_RegisterVariable (&gl_foggreen);
3243 Cvar_RegisterVariable (&gl_fogblue);
3244 Cvar_RegisterVariable (&gl_fogstart);
3245 Cvar_RegisterVariable (&gl_fogend);
3246 Cvar_RegisterVariable (&gl_skyclip);
3248 Cvar_RegisterVariable(&r_motionblur);
3249 Cvar_RegisterVariable(&r_damageblur);
3250 Cvar_RegisterVariable(&r_motionblur_averaging);
3251 Cvar_RegisterVariable(&r_motionblur_randomize);
3252 Cvar_RegisterVariable(&r_motionblur_minblur);
3253 Cvar_RegisterVariable(&r_motionblur_maxblur);
3254 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3255 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3256 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3257 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3258 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3259 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3260 Cvar_RegisterVariable(&r_depthfirst);
3261 Cvar_RegisterVariable(&r_useinfinitefarclip);
3262 Cvar_RegisterVariable(&r_farclip_base);
3263 Cvar_RegisterVariable(&r_farclip_world);
3264 Cvar_RegisterVariable(&r_nearclip);
3265 Cvar_RegisterVariable(&r_deformvertexes);
3266 Cvar_RegisterVariable(&r_transparent);
3267 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3268 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3269 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3270 Cvar_RegisterVariable(&r_showoverdraw);
3271 Cvar_RegisterVariable(&r_showbboxes);
3272 Cvar_RegisterVariable(&r_showbboxes_client);
3273 Cvar_RegisterVariable(&r_showsurfaces);
3274 Cvar_RegisterVariable(&r_showtris);
3275 Cvar_RegisterVariable(&r_shownormals);
3276 Cvar_RegisterVariable(&r_showlighting);
3277 Cvar_RegisterVariable(&r_showcollisionbrushes);
3278 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3279 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3280 Cvar_RegisterVariable(&r_showdisabledepthtest);
3281 Cvar_RegisterVariable(&r_showspriteedges);
3282 Cvar_RegisterVariable(&r_showparticleedges);
3283 Cvar_RegisterVariable(&r_drawportals);
3284 Cvar_RegisterVariable(&r_drawentities);
3285 Cvar_RegisterVariable(&r_draw2d);
3286 Cvar_RegisterVariable(&r_drawworld);
3287 Cvar_RegisterVariable(&r_cullentities_trace);
3288 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3289 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3290 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3291 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3292 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3293 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3294 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3295 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3296 Cvar_RegisterVariable(&r_sortentities);
3297 Cvar_RegisterVariable(&r_drawviewmodel);
3298 Cvar_RegisterVariable(&r_drawexteriormodel);
3299 Cvar_RegisterVariable(&r_speeds);
3300 Cvar_RegisterVariable(&r_fullbrights);
3301 Cvar_RegisterVariable(&r_wateralpha);
3302 Cvar_RegisterVariable(&r_dynamic);
3303 Cvar_RegisterVariable(&r_fullbright_directed);
3304 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3305 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3306 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3307 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3308 Cvar_RegisterVariable(&r_fullbright);
3309 Cvar_RegisterVariable(&r_shadows);
3310 Cvar_RegisterVariable(&r_shadows_darken);
3311 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3312 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3313 Cvar_RegisterVariable(&r_shadows_throwdistance);
3314 Cvar_RegisterVariable(&r_shadows_throwdirection);
3315 Cvar_RegisterVariable(&r_shadows_focus);
3316 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3317 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3318 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3319 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3320 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3321 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3322 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3323 Cvar_RegisterVariable(&r_fog_exp2);
3324 Cvar_RegisterVariable(&r_fog_clear);
3325 Cvar_RegisterVariable(&r_drawfog);
3326 Cvar_RegisterVariable(&r_transparentdepthmasking);
3327 Cvar_RegisterVariable(&r_transparent_sortmindist);
3328 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3329 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3330 Cvar_RegisterVariable(&r_texture_dds_load);
3331 Cvar_RegisterVariable(&r_texture_dds_save);
3332 Cvar_RegisterVariable(&r_usedepthtextures);
3333 Cvar_RegisterVariable(&r_viewfbo);
3334 Cvar_RegisterVariable(&r_rendertarget_debug);
3335 Cvar_RegisterVariable(&r_viewscale);
3336 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3339 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3340 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3341 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3342 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3343 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3344 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3345 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3347 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3348 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3349 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3350 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3351 Cvar_RegisterVariable(&r_glsl_postprocess);
3352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3353 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3354 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3355 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3356 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3357 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3358 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3359 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3360 Cvar_RegisterVariable(&r_celshading);
3361 Cvar_RegisterVariable(&r_celoutlines);
3362 Cvar_RegisterVariable(&r_fxaa);
3364 Cvar_RegisterVariable(&r_water);
3365 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3366 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3367 Cvar_RegisterVariable(&r_water_clippingplanebias);
3368 Cvar_RegisterVariable(&r_water_refractdistort);
3369 Cvar_RegisterVariable(&r_water_reflectdistort);
3370 Cvar_RegisterVariable(&r_water_scissormode);
3371 Cvar_RegisterVariable(&r_water_lowquality);
3372 Cvar_RegisterVariable(&r_water_hideplayer);
3374 Cvar_RegisterVariable(&r_lerpsprites);
3375 Cvar_RegisterVariable(&r_lerpmodels);
3376 Cvar_RegisterVariable(&r_nolerp_list);
3377 Cvar_RegisterVariable(&r_lerplightstyles);
3378 Cvar_RegisterVariable(&r_waterscroll);
3379 Cvar_RegisterVariable(&r_bloom);
3380 Cvar_RegisterVariable(&r_colorfringe);
3381 Cvar_RegisterVariable(&r_bloom_colorscale);
3382 Cvar_RegisterVariable(&r_bloom_brighten);
3383 Cvar_RegisterVariable(&r_bloom_blur);
3384 Cvar_RegisterVariable(&r_bloom_resolution);
3385 Cvar_RegisterVariable(&r_bloom_colorexponent);
3386 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3387 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3388 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3389 Cvar_RegisterVariable(&r_hdr_glowintensity);
3390 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3395 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3396 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3397 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3398 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3399 Cvar_RegisterVariable(&developer_texturelogging);
3400 Cvar_RegisterVariable(&gl_lightmaps);
3401 Cvar_RegisterVariable(&r_test);
3402 Cvar_RegisterVariable(&r_batch_multidraw);
3403 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3404 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3405 Cvar_RegisterVariable(&r_glsl_skeletal);
3406 Cvar_RegisterVariable(&r_glsl_saturation);
3407 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3408 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3409 Cvar_RegisterVariable(&r_framedatasize);
3410 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3411 Cvar_RegisterVariable(&r_buffermegs[i]);
3412 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3413 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3414 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3415 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3416 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3417 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3418 #ifdef DP_MOBILETOUCH
3419 // GLES devices have terrible depth precision in general, so...
3420 Cvar_SetValueQuick(&r_nearclip, 4);
3421 Cvar_SetValueQuick(&r_farclip_base, 4096);
3422 Cvar_SetValueQuick(&r_farclip_world, 0);
3423 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3425 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3428 void Render_Init(void)
3441 R_LightningBeams_Init();
3442 CL_MeshEntities_Init();
3446 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3448 out[0] = ((signbits & 1) ? mins : maxs)[0];
3449 out[1] = ((signbits & 2) ? mins : maxs)[1];
3450 out[2] = ((signbits & 4) ? mins : maxs)[2];
3453 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3458 if (r_trippy.integer)
3460 for (i = 0;i < numplanes;i++)
3465 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3466 if (DotProduct(p->normal, corner) < p->dist)
3472 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3474 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3475 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3478 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3480 // nothing to ignore
3481 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3484 //==================================================================================
3486 // LadyHavoc: this stores temporary data used within the same frame
3488 typedef struct r_framedata_mem_s
3490 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3491 size_t size; // how much usable space
3492 size_t current; // how much space in use
3493 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3494 size_t wantedsize; // how much space was allocated
3495 unsigned char *data; // start of real data (16byte aligned)
3499 static r_framedata_mem_t *r_framedata_mem;
3501 void R_FrameData_Reset(void)
3503 while (r_framedata_mem)
3505 r_framedata_mem_t *next = r_framedata_mem->purge;
3506 Mem_Free(r_framedata_mem);
3507 r_framedata_mem = next;
3511 static void R_FrameData_Resize(qbool mustgrow)
3514 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3515 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3516 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3518 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3519 newmem->wantedsize = wantedsize;
3520 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3521 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3522 newmem->current = 0;
3524 newmem->purge = r_framedata_mem;
3525 r_framedata_mem = newmem;
3529 void R_FrameData_NewFrame(void)
3531 R_FrameData_Resize(false);
3532 if (!r_framedata_mem)
3534 // if we ran out of space on the last frame, free the old memory now
3535 while (r_framedata_mem->purge)
3537 // repeatedly remove the second item in the list, leaving only head
3538 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3539 Mem_Free(r_framedata_mem->purge);
3540 r_framedata_mem->purge = next;
3542 // reset the current mem pointer
3543 r_framedata_mem->current = 0;
3544 r_framedata_mem->mark = 0;
3547 void *R_FrameData_Alloc(size_t size)
3552 // align to 16 byte boundary - the data pointer is already aligned, so we
3553 // only need to ensure the size of every allocation is also aligned
3554 size = (size + 15) & ~15;
3556 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3558 // emergency - we ran out of space, allocate more memory
3559 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3560 newvalue = r_framedatasize.value * 2.0f;
3561 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3562 if (sizeof(size_t) >= 8)
3563 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3565 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3566 // this might not be a growing it, but we'll allocate another buffer every time
3567 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3568 R_FrameData_Resize(true);
3571 data = r_framedata_mem->data + r_framedata_mem->current;
3572 r_framedata_mem->current += size;
3574 // count the usage for stats
3575 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3576 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3578 return (void *)data;
3581 void *R_FrameData_Store(size_t size, void *data)
3583 void *d = R_FrameData_Alloc(size);
3585 memcpy(d, data, size);
3589 void R_FrameData_SetMark(void)
3591 if (!r_framedata_mem)
3593 r_framedata_mem->mark = r_framedata_mem->current;
3596 void R_FrameData_ReturnToMark(void)
3598 if (!r_framedata_mem)
3600 r_framedata_mem->current = r_framedata_mem->mark;
3603 //==================================================================================
3605 // avoid reusing the same buffer objects on consecutive frames
3606 #define R_BUFFERDATA_CYCLE 3
3608 typedef struct r_bufferdata_buffer_s
3610 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3611 size_t size; // how much usable space
3612 size_t current; // how much space in use
3613 r_meshbuffer_t *buffer; // the buffer itself
3615 r_bufferdata_buffer_t;
3617 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3618 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3620 /// frees all dynamic buffers
3621 void R_BufferData_Reset(void)
3624 r_bufferdata_buffer_t **p, *mem;
3625 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3627 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3630 p = &r_bufferdata_buffer[cycle][type];
3636 R_Mesh_DestroyMeshBuffer(mem->buffer);
3643 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3644 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3646 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3648 float newvalue = r_buffermegs[type].value;
3650 // increase the cvar if we have to (but only if we already have a mem)
3651 if (mustgrow && mem)
3653 newvalue = bound(0.25f, newvalue, 256.0f);
3654 while (newvalue * 1024*1024 < minsize)
3657 // clamp the cvar to valid range
3658 newvalue = bound(0.25f, newvalue, 256.0f);
3659 if (r_buffermegs[type].value != newvalue)
3660 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3662 // calculate size in bytes
3663 size = (size_t)(newvalue * 1024*1024);
3664 size = bound(131072, size, 256*1024*1024);
3666 // allocate a new buffer if the size is different (purge old one later)
3667 // or if we were told we must grow the buffer
3668 if (!mem || mem->size != size || mustgrow)
3670 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3673 if (type == R_BUFFERDATA_VERTEX)
3674 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3675 else if (type == R_BUFFERDATA_INDEX16)
3676 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3677 else if (type == R_BUFFERDATA_INDEX32)
3678 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3679 else if (type == R_BUFFERDATA_UNIFORM)
3680 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3681 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3682 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3686 void R_BufferData_NewFrame(void)
3689 r_bufferdata_buffer_t **p, *mem;
3690 // cycle to the next frame's buffers
3691 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3692 // if we ran out of space on the last time we used these buffers, free the old memory now
3693 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3695 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3697 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3698 // free all but the head buffer, this is how we recycle obsolete
3699 // buffers after they are no longer in use
3700 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3706 R_Mesh_DestroyMeshBuffer(mem->buffer);
3709 // reset the current offset
3710 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3715 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3717 r_bufferdata_buffer_t *mem;
3721 *returnbufferoffset = 0;
3723 // align size to a byte boundary appropriate for the buffer type, this
3724 // makes all allocations have aligned start offsets
3725 if (type == R_BUFFERDATA_UNIFORM)
3726 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3728 padsize = (datasize + 15) & ~15;
3730 // if we ran out of space in this buffer we must allocate a new one
3731 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3732 R_BufferData_Resize(type, true, padsize);
3734 // if the resize did not give us enough memory, fail
3735 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3736 Sys_Abort("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3738 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3739 offset = (int)mem->current;
3740 mem->current += padsize;
3742 // upload the data to the buffer at the chosen offset
3744 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3745 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3747 // count the usage for stats
3748 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3749 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3751 // return the buffer offset
3752 *returnbufferoffset = offset;
3757 //==================================================================================
3759 // LadyHavoc: animcache originally written by Echon, rewritten since then
3762 * Animation cache prevents re-generating mesh data for an animated model
3763 * multiple times in one frame for lighting, shadowing, reflections, etc.
3766 void R_AnimCache_Free(void)
3770 void R_AnimCache_ClearCache(void)
3773 entity_render_t *ent;
3775 for (i = 0;i < r_refdef.scene.numentities;i++)
3777 ent = r_refdef.scene.entities[i];
3778 ent->animcache_vertex3f = NULL;
3779 ent->animcache_vertex3f_vertexbuffer = NULL;
3780 ent->animcache_vertex3f_bufferoffset = 0;
3781 ent->animcache_normal3f = NULL;
3782 ent->animcache_normal3f_vertexbuffer = NULL;
3783 ent->animcache_normal3f_bufferoffset = 0;
3784 ent->animcache_svector3f = NULL;
3785 ent->animcache_svector3f_vertexbuffer = NULL;
3786 ent->animcache_svector3f_bufferoffset = 0;
3787 ent->animcache_tvector3f = NULL;
3788 ent->animcache_tvector3f_vertexbuffer = NULL;
3789 ent->animcache_tvector3f_bufferoffset = 0;
3790 ent->animcache_skeletaltransform3x4 = NULL;
3791 ent->animcache_skeletaltransform3x4buffer = NULL;
3792 ent->animcache_skeletaltransform3x4offset = 0;
3793 ent->animcache_skeletaltransform3x4size = 0;
3797 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3799 model_t *model = ent->model;
3802 // see if this ent is worth caching
3803 if (!model || !model->Draw || !model->AnimateVertices)
3805 // nothing to cache if it contains no animations and has no skeleton
3806 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3808 // see if it is already cached for gpuskeletal
3809 if (ent->animcache_skeletaltransform3x4)
3811 // see if it is already cached as a mesh
3812 if (ent->animcache_vertex3f)
3814 // check if we need to add normals or tangents
3815 if (ent->animcache_normal3f)
3816 wantnormals = false;
3817 if (ent->animcache_svector3f)
3818 wanttangents = false;
3819 if (!wantnormals && !wanttangents)
3823 // check which kind of cache we need to generate
3824 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3826 // cache the skeleton so the vertex shader can use it
3827 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3828 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3829 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3830 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3831 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3832 // note: this can fail if the buffer is at the grow limit
3833 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3834 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3836 else if (ent->animcache_vertex3f)
3838 // mesh was already cached but we may need to add normals/tangents
3839 // (this only happens with multiple views, reflections, cameras, etc)
3840 if (wantnormals || wanttangents)
3842 numvertices = model->surfmesh.num_vertices;
3844 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3847 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3848 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3850 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3851 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3852 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3853 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3858 // generate mesh cache
3859 numvertices = model->surfmesh.num_vertices;
3860 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3862 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3865 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3866 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3868 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3869 if (wantnormals || wanttangents)
3871 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3872 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3873 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3875 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3876 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3877 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3882 void R_AnimCache_CacheVisibleEntities(void)
3886 // TODO: thread this
3887 // NOTE: R_PrepareRTLights() also caches entities
3889 for (i = 0;i < r_refdef.scene.numentities;i++)
3890 if (r_refdef.viewcache.entityvisible[i])
3891 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3894 //==================================================================================
3896 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3898 long unsigned int i;
3900 vec3_t eyemins, eyemaxs;
3901 vec3_t boxmins, boxmaxs;
3902 vec3_t padmins, padmaxs;
3905 model_t *model = r_refdef.scene.worldmodel;
3906 static vec3_t positions[] = {
3907 { 0.5f, 0.5f, 0.5f },
3908 { 0.0f, 0.0f, 0.0f },
3909 { 0.0f, 0.0f, 1.0f },
3910 { 0.0f, 1.0f, 0.0f },
3911 { 0.0f, 1.0f, 1.0f },
3912 { 1.0f, 0.0f, 0.0f },
3913 { 1.0f, 0.0f, 1.0f },
3914 { 1.0f, 1.0f, 0.0f },
3915 { 1.0f, 1.0f, 1.0f },
3918 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3922 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3923 if (!r_refdef.view.usevieworiginculling)
3926 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3929 // expand the eye box a little
3930 eyemins[0] = eye[0] - eyejitter;
3931 eyemaxs[0] = eye[0] + eyejitter;
3932 eyemins[1] = eye[1] - eyejitter;
3933 eyemaxs[1] = eye[1] + eyejitter;
3934 eyemins[2] = eye[2] - eyejitter;
3935 eyemaxs[2] = eye[2] + eyejitter;
3936 // expand the box a little
3937 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3938 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3939 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3940 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3941 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3942 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3943 // make an even larger box for the acceptable area
3944 padmins[0] = boxmins[0] - pad;
3945 padmaxs[0] = boxmaxs[0] + pad;
3946 padmins[1] = boxmins[1] - pad;
3947 padmaxs[1] = boxmaxs[1] + pad;
3948 padmins[2] = boxmins[2] - pad;
3949 padmaxs[2] = boxmaxs[2] + pad;
3951 // return true if eye overlaps enlarged box
3952 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3955 VectorCopy(eye, start);
3956 // try specific positions in the box first - note that these can be cached
3957 if (r_cullentities_trace_entityocclusion.integer)
3959 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3962 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3963 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3964 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3965 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3966 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3967 // not picky - if the trace ended anywhere in the box we're good
3968 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3975 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3976 if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3980 // try various random positions
3981 for (j = 0; j < numsamples; j++)
3983 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3984 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3985 if (r_cullentities_trace_entityocclusion.integer)
3987 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3988 // not picky - if the trace ended anywhere in the box we're good
3989 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3992 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4000 static void R_View_UpdateEntityVisible (void)
4005 entity_render_t *ent;
4007 if (r_refdef.envmap || r_fb.water.hideplayer)
4008 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4009 else if (chase_active.integer || r_fb.water.renderingscene)
4010 renderimask = RENDER_VIEWMODEL;
4012 renderimask = RENDER_EXTERIORMODEL;
4013 if (!r_drawviewmodel.integer)
4014 renderimask |= RENDER_VIEWMODEL;
4015 if (!r_drawexteriormodel.integer)
4016 renderimask |= RENDER_EXTERIORMODEL;
4017 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4018 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4020 // worldmodel can check visibility
4021 for (i = 0;i < r_refdef.scene.numentities;i++)
4023 ent = r_refdef.scene.entities[i];
4024 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4026 r_refdef.viewcache.entityvisible[i] = false;
4029 if (!(ent->flags & renderimask))
4030 if (!R_CullFrustum(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)))
4031 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))
4032 r_refdef.viewcache.entityvisible[i] = true;
4037 // no worldmodel or it can't check visibility
4038 for (i = 0;i < r_refdef.scene.numentities;i++)
4040 ent = r_refdef.scene.entities[i];
4041 if (!(ent->flags & renderimask))
4042 if (!R_CullFrustum(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)))
4043 r_refdef.viewcache.entityvisible[i] = true;
4046 if (r_cullentities_trace.integer)
4048 for (i = 0;i < r_refdef.scene.numentities;i++)
4050 if (!r_refdef.viewcache.entityvisible[i])
4052 ent = r_refdef.scene.entities[i];
4053 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4055 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4056 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4057 ent->last_trace_visibility = host.realtime;
4058 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4059 r_refdef.viewcache.entityvisible[i] = 0;
4065 /// only used if skyrendermasked, and normally returns false
4066 static int R_DrawBrushModelsSky (void)
4069 entity_render_t *ent;
4072 for (i = 0;i < r_refdef.scene.numentities;i++)
4074 if (!r_refdef.viewcache.entityvisible[i])
4076 ent = r_refdef.scene.entities[i];
4077 if (!ent->model || !ent->model->DrawSky)
4079 ent->model->DrawSky(ent);
4085 static void R_DrawNoModel(entity_render_t *ent);
4086 static void R_DrawModels(void)
4089 entity_render_t *ent;
4091 for (i = 0;i < r_refdef.scene.numentities;i++)
4093 if (!r_refdef.viewcache.entityvisible[i])
4095 ent = r_refdef.scene.entities[i];
4096 r_refdef.stats[r_stat_entities]++;
4098 if (ent->model && ent->model->Draw != NULL)
4099 ent->model->Draw(ent);
4105 static void R_DrawModelsDepth(void)
4108 entity_render_t *ent;
4110 for (i = 0;i < r_refdef.scene.numentities;i++)
4112 if (!r_refdef.viewcache.entityvisible[i])
4114 ent = r_refdef.scene.entities[i];
4115 if (ent->model && ent->model->DrawDepth != NULL)
4116 ent->model->DrawDepth(ent);
4120 static void R_DrawModelsDebug(void)
4123 entity_render_t *ent;
4125 for (i = 0;i < r_refdef.scene.numentities;i++)
4127 if (!r_refdef.viewcache.entityvisible[i])
4129 ent = r_refdef.scene.entities[i];
4130 if (ent->model && ent->model->DrawDebug != NULL)
4131 ent->model->DrawDebug(ent);
4135 static void R_DrawModelsAddWaterPlanes(void)
4138 entity_render_t *ent;
4140 for (i = 0;i < r_refdef.scene.numentities;i++)
4142 if (!r_refdef.viewcache.entityvisible[i])
4144 ent = r_refdef.scene.entities[i];
4145 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4146 ent->model->DrawAddWaterPlanes(ent);
4150 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}};
4152 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4154 if (r_hdr_irisadaptation.integer)
4159 vec3_t diffusenormal;
4161 vec_t brightness = 0.0f;
4166 VectorCopy(r_refdef.view.forward, forward);
4167 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4169 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4170 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4171 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4172 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4173 d = DotProduct(forward, diffusenormal);
4174 brightness += VectorLength(ambient);
4176 brightness += d * VectorLength(diffuse);
4178 brightness *= 1.0f / c;
4179 brightness += 0.00001f; // make sure it's never zero
4180 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4181 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4182 current = r_hdr_irisadaptation_value.value;
4184 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4185 else if (current > goal)
4186 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4187 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4188 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4190 else if (r_hdr_irisadaptation_value.value != 1.0f)
4191 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4194 extern cvar_t r_lockvisibility;
4195 extern cvar_t r_lockpvs;
4197 static void R_View_SetFrustum(const int *scissor)
4200 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4201 vec3_t forward, left, up, origin, v;
4202 if(r_lockvisibility.integer)
4206 // flipped x coordinates (because x points left here)
4207 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4208 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4209 // non-flipped y coordinates
4210 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4211 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4214 // we can't trust r_refdef.view.forward and friends in reflected scenes
4215 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4218 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4219 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4220 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4221 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4222 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4223 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4224 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4225 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4226 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4227 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4228 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4229 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4233 zNear = r_refdef.nearclip;
4234 nudge = 1.0 - 1.0 / (1<<23);
4235 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4236 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4237 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4238 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4239 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4240 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4241 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4242 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4248 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4249 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4250 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4251 r_refdef.view.frustum[0].dist = m[15] - m[12];
4253 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4254 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4255 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4256 r_refdef.view.frustum[1].dist = m[15] + m[12];
4258 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4259 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4260 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4261 r_refdef.view.frustum[2].dist = m[15] - m[13];
4263 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4264 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4265 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4266 r_refdef.view.frustum[3].dist = m[15] + m[13];
4268 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4269 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4270 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4271 r_refdef.view.frustum[4].dist = m[15] - m[14];
4273 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4274 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4275 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4276 r_refdef.view.frustum[5].dist = m[15] + m[14];
4279 if (r_refdef.view.useperspective)
4281 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4282 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]);
4283 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]);
4284 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]);
4285 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]);
4287 // then the normals from the corners relative to origin
4288 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4289 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4290 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4291 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4293 // in a NORMAL view, forward cross left == up
4294 // in a REFLECTED view, forward cross left == down
4295 // so our cross products above need to be adjusted for a left handed coordinate system
4296 CrossProduct(forward, left, v);
4297 if(DotProduct(v, up) < 0)
4299 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4300 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4301 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4302 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4305 // Leaving those out was a mistake, those were in the old code, and they
4306 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4307 // I couldn't reproduce it after adding those normalizations. --blub
4308 VectorNormalize(r_refdef.view.frustum[0].normal);
4309 VectorNormalize(r_refdef.view.frustum[1].normal);
4310 VectorNormalize(r_refdef.view.frustum[2].normal);
4311 VectorNormalize(r_refdef.view.frustum[3].normal);
4313 // make the corners absolute
4314 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4315 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4316 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4317 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4320 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4322 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4323 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4324 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4325 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4326 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4330 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4331 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4332 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4333 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4334 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4335 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4336 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4337 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4338 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4339 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4341 r_refdef.view.numfrustumplanes = 5;
4343 if (r_refdef.view.useclipplane)
4345 r_refdef.view.numfrustumplanes = 6;
4346 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4349 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4350 PlaneClassify(r_refdef.view.frustum + i);
4352 // LadyHavoc: note to all quake engine coders, Quake had a special case
4353 // for 90 degrees which assumed a square view (wrong), so I removed it,
4354 // Quake2 has it disabled as well.
4356 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4357 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4358 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4359 //PlaneClassify(&frustum[0]);
4361 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4362 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4363 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4364 //PlaneClassify(&frustum[1]);
4366 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4367 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4368 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4369 //PlaneClassify(&frustum[2]);
4371 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4372 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4373 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4374 //PlaneClassify(&frustum[3]);
4377 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4378 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4379 //PlaneClassify(&frustum[4]);
4382 static void R_View_Update(const int *myscissor)
4384 R_Main_ResizeViewCache();
4385 R_View_SetFrustum(myscissor);
4386 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4387 R_View_UpdateEntityVisible();
4390 float viewscalefpsadjusted = 1.0f;
4392 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4394 const float *customclipplane = NULL;
4397 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4399 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4400 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4401 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4402 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4403 dist = r_refdef.view.clipplane.dist;
4404 plane[0] = r_refdef.view.clipplane.normal[0];
4405 plane[1] = r_refdef.view.clipplane.normal[1];
4406 plane[2] = r_refdef.view.clipplane.normal[2];
4408 customclipplane = plane;
4411 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4412 // Unless the render target is a FBO...
4413 viewy_adjusted = viewfbo ? viewy : vid.height - viewheight - viewy;
4415 if (!r_refdef.view.useperspective)
4416 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4417 else if (vid.stencil && r_useinfinitefarclip.integer)
4418 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4420 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4421 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4422 R_SetViewport(&r_refdef.view.viewport);
4425 void R_EntityMatrix(const matrix4x4_t *matrix)
4427 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4429 gl_modelmatrixchanged = false;
4430 gl_modelmatrix = *matrix;
4431 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4432 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4433 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4434 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4436 switch(vid.renderpath)
4438 case RENDERPATH_GL32:
4439 case RENDERPATH_GLES2:
4440 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4441 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4447 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4449 r_viewport_t viewport;
4454 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4455 // Unless the render target is a FBO...
4456 viewy_adjusted = viewfbo ? viewy : vid.height - viewheight - viewy;
4458 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, viewy_adjusted, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4459 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4460 R_SetViewport(&viewport);
4461 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4462 GL_Color(1, 1, 1, 1);
4463 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4464 GL_BlendFunc(GL_ONE, GL_ZERO);
4465 GL_ScissorTest(false);
4466 GL_DepthMask(false);
4467 GL_DepthRange(0, 1);
4468 GL_DepthTest(false);
4469 GL_DepthFunc(GL_LEQUAL);
4470 R_EntityMatrix(&identitymatrix);
4471 R_Mesh_ResetTextureState();
4472 GL_PolygonOffset(0, 0);
4473 switch(vid.renderpath)
4475 case RENDERPATH_GL32:
4476 case RENDERPATH_GLES2:
4477 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4480 GL_CullFace(GL_NONE);
4485 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4487 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4490 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4492 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4493 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4494 GL_Color(1, 1, 1, 1);
4495 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4496 GL_BlendFunc(GL_ONE, GL_ZERO);
4497 GL_ScissorTest(true);
4499 GL_DepthRange(0, 1);
4501 GL_DepthFunc(GL_LEQUAL);
4502 R_EntityMatrix(&identitymatrix);
4503 R_Mesh_ResetTextureState();
4504 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4505 switch(vid.renderpath)
4507 case RENDERPATH_GL32:
4508 case RENDERPATH_GLES2:
4509 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4512 GL_CullFace(r_refdef.view.cullface_back);
4517 R_RenderView_UpdateViewVectors
4520 void R_RenderView_UpdateViewVectors(void)
4522 // break apart the view matrix into vectors for various purposes
4523 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4524 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4525 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4526 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4527 // make an inverted copy of the view matrix for tracking sprites
4528 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4531 void R_RenderTarget_FreeUnused(qbool force)
4533 unsigned int i, j, end;
4534 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4535 for (i = 0; i < end; i++)
4537 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4538 // free resources for rendertargets that have not been used for a while
4539 // (note: this check is run after the frame render, so any targets used
4540 // this frame will not be affected even at low framerates)
4541 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4544 R_Mesh_DestroyFramebufferObject(r->fbo);
4545 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4546 if (r->colortexture[j])
4547 R_FreeTexture(r->colortexture[j]);
4548 if (r->depthtexture)
4549 R_FreeTexture(r->depthtexture);
4550 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4555 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4557 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4561 y2 = (th - y - h) * ih;
4572 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4574 unsigned int i, j, end;
4575 r_rendertarget_t *r = NULL;
4577 // first try to reuse an existing slot if possible
4578 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4579 for (i = 0; i < end; i++)
4581 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4582 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4587 // no unused exact match found, so we have to make one in the first unused slot
4588 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4589 r->texturewidth = texturewidth;
4590 r->textureheight = textureheight;
4591 r->colortextype[0] = colortextype0;
4592 r->colortextype[1] = colortextype1;
4593 r->colortextype[2] = colortextype2;
4594 r->colortextype[3] = colortextype3;
4595 r->depthtextype = depthtextype;
4596 r->depthisrenderbuffer = depthisrenderbuffer;
4597 for (j = 0; j < 4; j++)
4598 if (r->colortextype[j])
4599 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4600 if (r->depthtextype)
4602 if (r->depthisrenderbuffer)
4603 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4605 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4607 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4609 r_refdef.stats[r_stat_rendertargets_used]++;
4610 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4611 r->lastusetime = host.realtime;
4612 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4616 static void R_Water_StartFrame(int viewwidth, int viewheight)
4618 int waterwidth, waterheight;
4620 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4623 // set waterwidth and waterheight to the water resolution that will be
4624 // used (often less than the screen resolution for faster rendering)
4625 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4626 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4628 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4629 waterwidth = waterheight = 0;
4631 // set up variables that will be used in shader setup
4632 r_fb.water.waterwidth = waterwidth;
4633 r_fb.water.waterheight = waterheight;
4634 r_fb.water.texturewidth = waterwidth;
4635 r_fb.water.textureheight = waterheight;
4636 r_fb.water.camerawidth = waterwidth;
4637 r_fb.water.cameraheight = waterheight;
4638 r_fb.water.screenscale[0] = 0.5f;
4639 r_fb.water.screenscale[1] = 0.5f;
4640 r_fb.water.screencenter[0] = 0.5f;
4641 r_fb.water.screencenter[1] = 0.5f;
4642 r_fb.water.enabled = waterwidth != 0;
4644 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4645 r_fb.water.numwaterplanes = 0;
4648 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4650 int planeindex, bestplaneindex, vertexindex;
4651 vec3_t mins, maxs, normal, center, v, n;
4652 vec_t planescore, bestplanescore;
4654 r_waterstate_waterplane_t *p;
4655 texture_t *t = R_GetCurrentTexture(surface->texture);
4657 rsurface.texture = t;
4658 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4659 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4660 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4662 // average the vertex normals, find the surface bounds (after deformvertexes)
4663 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4664 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4665 VectorCopy(n, normal);
4666 VectorCopy(v, mins);
4667 VectorCopy(v, maxs);
4668 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4670 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4671 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4672 VectorAdd(normal, n, normal);
4673 mins[0] = min(mins[0], v[0]);
4674 mins[1] = min(mins[1], v[1]);
4675 mins[2] = min(mins[2], v[2]);
4676 maxs[0] = max(maxs[0], v[0]);
4677 maxs[1] = max(maxs[1], v[1]);
4678 maxs[2] = max(maxs[2], v[2]);
4680 VectorNormalize(normal);
4681 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4683 VectorCopy(normal, plane.normal);
4684 VectorNormalize(plane.normal);
4685 plane.dist = DotProduct(center, plane.normal);
4686 PlaneClassify(&plane);
4687 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4689 // skip backfaces (except if nocullface is set)
4690 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4692 VectorNegate(plane.normal, plane.normal);
4694 PlaneClassify(&plane);
4698 // find a matching plane if there is one
4699 bestplaneindex = -1;
4700 bestplanescore = 1048576.0f;
4701 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4703 if(p->camera_entity == t->camera_entity)
4705 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4706 if (bestplaneindex < 0 || bestplanescore > planescore)
4708 bestplaneindex = planeindex;
4709 bestplanescore = planescore;
4713 planeindex = bestplaneindex;
4715 // if this surface does not fit any known plane rendered this frame, add one
4716 if (planeindex < 0 || bestplanescore > 0.001f)
4718 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4720 // store the new plane
4721 planeindex = r_fb.water.numwaterplanes++;
4722 p = r_fb.water.waterplanes + planeindex;
4724 // clear materialflags and pvs
4725 p->materialflags = 0;
4726 p->pvsvalid = false;
4727 p->camera_entity = t->camera_entity;
4728 VectorCopy(mins, p->mins);
4729 VectorCopy(maxs, p->maxs);
4733 // We're totally screwed.
4739 // merge mins/maxs when we're adding this surface to the plane
4740 p = r_fb.water.waterplanes + planeindex;
4741 p->mins[0] = min(p->mins[0], mins[0]);
4742 p->mins[1] = min(p->mins[1], mins[1]);
4743 p->mins[2] = min(p->mins[2], mins[2]);
4744 p->maxs[0] = max(p->maxs[0], maxs[0]);
4745 p->maxs[1] = max(p->maxs[1], maxs[1]);
4746 p->maxs[2] = max(p->maxs[2], maxs[2]);
4748 // merge this surface's materialflags into the waterplane
4749 p->materialflags |= t->currentmaterialflags;
4750 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4752 // merge this surface's PVS into the waterplane
4753 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4754 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4756 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4762 extern cvar_t r_drawparticles;
4763 extern cvar_t r_drawdecals;
4765 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4768 r_refdef_view_t originalview;
4769 r_refdef_view_t myview;
4770 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;
4771 r_waterstate_waterplane_t *p;
4773 r_rendertarget_t *rt;
4775 originalview = r_refdef.view;
4777 // lowquality hack, temporarily shut down some cvars and restore afterwards
4778 qualityreduction = r_water_lowquality.integer;
4779 if (qualityreduction > 0)
4781 if (qualityreduction >= 1)
4783 old_r_shadows = r_shadows.integer;
4784 old_r_worldrtlight = r_shadow_realtime_world.integer;
4785 old_r_dlight = r_shadow_realtime_dlight.integer;
4786 Cvar_SetValueQuick(&r_shadows, 0);
4787 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4788 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4790 if (qualityreduction >= 2)
4792 old_r_dynamic = r_dynamic.integer;
4793 old_r_particles = r_drawparticles.integer;
4794 old_r_decals = r_drawdecals.integer;
4795 Cvar_SetValueQuick(&r_dynamic, 0);
4796 Cvar_SetValueQuick(&r_drawparticles, 0);
4797 Cvar_SetValueQuick(&r_drawdecals, 0);
4801 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4803 p->rt_reflection = NULL;
4804 p->rt_refraction = NULL;
4805 p->rt_camera = NULL;
4809 r_refdef.view = originalview;
4810 r_refdef.view.showdebug = false;
4811 r_refdef.view.width = r_fb.water.waterwidth;
4812 r_refdef.view.height = r_fb.water.waterheight;
4813 r_refdef.view.useclipplane = true;
4814 myview = r_refdef.view;
4815 r_fb.water.renderingscene = true;
4816 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4818 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4821 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4823 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4824 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4826 r_refdef.view = myview;
4827 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4828 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4829 if(r_water_scissormode.integer)
4831 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4832 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4834 p->rt_reflection = NULL;
4835 p->rt_refraction = NULL;
4836 p->rt_camera = NULL;
4841 r_refdef.view.clipplane = p->plane;
4842 // reflected view origin may be in solid, so don't cull with it
4843 r_refdef.view.usevieworiginculling = false;
4844 // reverse the cullface settings for this render
4845 r_refdef.view.cullface_front = GL_FRONT;
4846 r_refdef.view.cullface_back = GL_BACK;
4847 // combined pvs (based on what can be seen from each surface center)
4848 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4850 r_refdef.view.usecustompvs = true;
4852 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4854 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4857 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4858 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4859 GL_ScissorTest(false);
4860 R_ClearScreen(r_refdef.fogenabled);
4861 GL_ScissorTest(true);
4862 R_View_Update(r_water_scissormode.integer & 2 ? myscissor : NULL);
4863 R_AnimCache_CacheVisibleEntities();
4864 if(r_water_scissormode.integer & 1)
4865 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4866 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4868 r_fb.water.hideplayer = false;
4869 p->rt_reflection = rt;
4872 // render the normal view scene and copy into texture
4873 // (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)
4874 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4876 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4877 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4879 r_refdef.view = myview;
4880 if(r_water_scissormode.integer)
4882 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4883 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4885 p->rt_reflection = NULL;
4886 p->rt_refraction = NULL;
4887 p->rt_camera = NULL;
4892 // combined pvs (based on what can be seen from each surface center)
4893 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4895 r_refdef.view.usecustompvs = true;
4897 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4899 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4902 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4904 r_refdef.view.clipplane = p->plane;
4905 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4906 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4908 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4910 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4911 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4913 R_RenderView_UpdateViewVectors();
4914 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4916 r_refdef.view.usecustompvs = true;
4917 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);
4921 PlaneClassify(&r_refdef.view.clipplane);
4923 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4924 GL_ScissorTest(false);
4925 R_ClearScreen(r_refdef.fogenabled);
4926 GL_ScissorTest(true);
4927 R_View_Update(r_water_scissormode.integer & 2 ? myscissor : NULL);
4928 R_AnimCache_CacheVisibleEntities();
4929 if(r_water_scissormode.integer & 1)
4930 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4931 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4933 r_fb.water.hideplayer = false;
4934 p->rt_refraction = rt;
4936 else if (p->materialflags & MATERIALFLAG_CAMERA)
4938 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4939 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4941 r_refdef.view = myview;
4943 r_refdef.view.clipplane = p->plane;
4944 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4945 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4947 r_refdef.view.width = r_fb.water.camerawidth;
4948 r_refdef.view.height = r_fb.water.cameraheight;
4949 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4950 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4951 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4952 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4954 if(p->camera_entity)
4956 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4957 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4960 // note: all of the view is used for displaying... so
4961 // there is no use in scissoring
4963 // reverse the cullface settings for this render
4964 r_refdef.view.cullface_front = GL_FRONT;
4965 r_refdef.view.cullface_back = GL_BACK;
4966 // also reverse the view matrix
4967 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
4968 R_RenderView_UpdateViewVectors();
4969 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4971 r_refdef.view.usecustompvs = true;
4972 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);
4975 // camera needs no clipplane
4976 r_refdef.view.useclipplane = false;
4977 // TODO: is the camera origin always valid? if so we don't need to clear this
4978 r_refdef.view.usevieworiginculling = false;
4980 PlaneClassify(&r_refdef.view.clipplane);
4982 r_fb.water.hideplayer = false;
4984 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4985 GL_ScissorTest(false);
4986 R_ClearScreen(r_refdef.fogenabled);
4987 GL_ScissorTest(true);
4988 R_View_Update(NULL);
4989 R_AnimCache_CacheVisibleEntities();
4990 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4992 r_fb.water.hideplayer = false;
4997 r_fb.water.renderingscene = false;
4998 r_refdef.view = originalview;
4999 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5000 R_View_Update(NULL);
5001 R_AnimCache_CacheVisibleEntities();
5004 r_refdef.view = originalview;
5005 r_fb.water.renderingscene = false;
5006 Cvar_SetValueQuick(&r_water, 0);
5007 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5009 // lowquality hack, restore cvars
5010 if (qualityreduction > 0)
5012 if (qualityreduction >= 1)
5014 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5015 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5016 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5018 if (qualityreduction >= 2)
5020 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5021 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5022 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5027 static void R_Bloom_StartFrame(void)
5029 int screentexturewidth, screentextureheight;
5030 textype_t textype = TEXTYPE_COLORBUFFER;
5033 // clear the pointers to rendertargets from last frame as they're stale
5034 r_fb.rt_screen = NULL;
5035 r_fb.rt_bloom = NULL;
5037 switch (vid.renderpath)
5039 case RENDERPATH_GL32:
5040 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5041 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5042 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5044 case RENDERPATH_GLES2:
5045 r_fb.usedepthtextures = false;
5049 if (r_viewscale_fpsscaling.integer)
5051 double actualframetime;
5052 double targetframetime;
5054 actualframetime = r_refdef.lastdrawscreentime;
5055 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5056 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5057 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5058 if (r_viewscale_fpsscaling_stepsize.value > 0)
5061 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5063 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5065 viewscalefpsadjusted += adjust;
5066 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5069 viewscalefpsadjusted = 1.0f;
5071 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5073 scale *= sqrt(vid.samples); // supersampling
5074 scale = bound(0.03125f, scale, 4.0f);
5075 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5076 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5077 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5078 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5080 // set bloomwidth and bloomheight to the bloom resolution that will be
5081 // used (often less than the screen resolution for faster rendering)
5082 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5083 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5084 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5085 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5086 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5088 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))
5090 Cvar_SetValueQuick(&r_bloom, 0);
5091 Cvar_SetValueQuick(&r_motionblur, 0);
5092 Cvar_SetValueQuick(&r_damageblur, 0);
5094 if (!r_bloom.integer)
5095 r_fb.bloomwidth = r_fb.bloomheight = 0;
5097 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5098 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5100 if (r_fb.ghosttexture)
5101 R_FreeTexture(r_fb.ghosttexture);
5102 r_fb.ghosttexture = NULL;
5104 r_fb.screentexturewidth = screentexturewidth;
5105 r_fb.screentextureheight = screentextureheight;
5106 r_fb.textype = textype;
5108 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5110 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5111 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);
5112 r_fb.ghosttexture_valid = false;
5116 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5118 r_refdef.view.clear = true;
5121 static void R_Bloom_MakeTexture(void)
5124 float xoffset, yoffset, r, brighten;
5125 float colorscale = r_bloom_colorscale.value;
5126 r_viewport_t bloomviewport;
5127 r_rendertarget_t *prev, *cur;
5128 textype_t textype = r_fb.rt_screen->colortextype[0];
5130 r_refdef.stats[r_stat_bloom]++;
5132 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5134 // scale down screen texture to the bloom texture size
5136 prev = r_fb.rt_screen;
5137 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5138 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5139 R_SetViewport(&bloomviewport);
5140 GL_CullFace(GL_NONE);
5141 GL_DepthTest(false);
5142 GL_BlendFunc(GL_ONE, GL_ZERO);
5143 GL_Color(colorscale, colorscale, colorscale, 1);
5144 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5145 // TODO: do boxfilter scale-down in shader?
5146 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5147 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5148 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5149 // we now have a properly scaled bloom image
5151 // multiply bloom image by itself as many times as desired to darken it
5152 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5153 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5156 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5157 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5159 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5161 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5162 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5163 GL_Color(1,1,1,1); // no fix factor supported here
5164 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5165 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5166 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5167 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5171 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5172 brighten = r_bloom_brighten.value;
5173 brighten = sqrt(brighten);
5175 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5177 for (dir = 0;dir < 2;dir++)
5180 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5181 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5182 // blend on at multiple vertical offsets to achieve a vertical blur
5183 // TODO: do offset blends using GLSL
5184 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5186 GL_BlendFunc(GL_ONE, GL_ZERO);
5188 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5190 for (x = -range;x <= range;x++)
5192 if (!dir){xoffset = 0;yoffset = x;}
5193 else {xoffset = x;yoffset = 0;}
5194 xoffset /= (float)prev->texturewidth;
5195 yoffset /= (float)prev->textureheight;
5196 // compute a texcoord array with the specified x and y offset
5197 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5198 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5199 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5200 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5201 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5202 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5203 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5204 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5205 // this r value looks like a 'dot' particle, fading sharply to
5206 // black at the edges
5207 // (probably not realistic but looks good enough)
5208 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5209 //r = brighten/(range*2+1);
5210 r = brighten / (range * 2 + 1);
5212 r *= (1 - x*x/(float)((range+1)*(range+1)));
5216 GL_Color(r, r, r, 1);
5218 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5220 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5221 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5223 GL_BlendFunc(GL_ONE, GL_ONE);
5228 // now we have the bloom image, so keep track of it
5229 r_fb.rt_bloom = cur;
5232 static qbool R_BlendView_IsTrivial(int viewwidth, int viewheight, int width, int height)
5234 // Scaling requested?
5235 if (viewwidth != width || viewheight != height)
5237 // Higher bit depth or explicit FBO requested?
5238 if (r_viewfbo.integer)
5240 // Non-trivial postprocessing shader permutation?
5242 || r_refdef.viewblend[3] > 0
5243 || !vid_gammatables_trivial
5244 || r_glsl_postprocess.integer
5245 || ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1)))
5247 // Other reasons for a non-trivial default postprocessing shader?
5248 // (See R_CompileShader_CheckStaticParms but only those relevant for MODE_POSTPROCESS in shader_glsl.h)
5249 // Skip: if (r_glsl_saturation_redcompensate.integer) (already covered by saturation above).
5250 // Skip: if (r_glsl_postprocess.integer) (already covered by r_glsl_postprocess above).
5251 // Skip: if (r_glsl_postprocess_uservec1_enable.integer) (already covered by r_glsl_postprocessing above).
5254 if (r_colorfringe.value)
5259 static void R_MotionBlurView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5261 R_EntityMatrix(&identitymatrix);
5263 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || (r_damageblur.value > 0 && cl.cshifts[CSHIFT_DAMAGE].percent != 0)) && r_fb.ghosttexture)
5265 // declare variables
5266 float blur_factor, blur_mouseaccel, blur_velocity;
5267 static float blur_average;
5268 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5270 // set a goal for the factoring
5271 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5272 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5273 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5274 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5275 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5276 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5278 // from the goal, pick an averaged value between goal and last value
5279 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5280 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5282 // enforce minimum amount of blur
5283 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5285 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5287 // calculate values into a standard alpha
5288 cl.motionbluralpha = 1 - exp(-
5290 (r_motionblur.value * blur_factor / 80)
5292 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5295 max(0.0001, cl.time - cl.oldtime) // fps independent
5298 // randomization for the blur value to combat persistent ghosting
5299 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5300 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5302 // apply the blur on top of the current view
5303 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5304 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5307 GL_Color(1, 1, 1, cl.motionbluralpha);
5308 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5309 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5310 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5311 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5312 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5315 // updates old view angles for next pass
5316 VectorCopy(cl.viewangles, blur_oldangles);
5318 // copy view into the ghost texture
5319 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5320 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5321 r_fb.ghosttexture_valid = true;
5325 static void R_BlendView(rtexture_t *viewcolortexture, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5327 uint64_t permutation;
5328 float uservecs[4][4];
5329 rtexture_t *viewtexture;
5330 rtexture_t *bloomtexture;
5332 R_EntityMatrix(&identitymatrix);
5334 if (r_fb.bloomwidth)
5336 // make the bloom texture
5337 R_Bloom_MakeTexture();
5340 #if _MSC_VER >= 1400
5341 #define sscanf sscanf_s
5343 memset(uservecs, 0, sizeof(uservecs));
5344 if (r_glsl_postprocess_uservec1_enable.integer)
5345 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5346 if (r_glsl_postprocess_uservec2_enable.integer)
5347 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5348 if (r_glsl_postprocess_uservec3_enable.integer)
5349 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5350 if (r_glsl_postprocess_uservec4_enable.integer)
5351 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5353 // render to the screen fbo
5354 R_ResetViewRendering2D(fbo, depthtexture, colortexture, x, y, width, height);
5355 GL_Color(1, 1, 1, 1);
5356 GL_BlendFunc(GL_ONE, GL_ZERO);
5358 viewtexture = viewcolortexture;
5359 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5361 if (r_rendertarget_debug.integer >= 0)
5363 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5364 if (rt && rt->colortexture[0])
5366 viewtexture = rt->colortexture[0];
5367 bloomtexture = NULL;
5371 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5372 switch(vid.renderpath)
5374 case RENDERPATH_GL32:
5375 case RENDERPATH_GLES2:
5377 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5378 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5379 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5380 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5381 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5382 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5383 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5384 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5385 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5386 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]);
5387 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5388 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]);
5389 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]);
5390 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]);
5391 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]);
5392 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5393 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5394 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);
5395 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5398 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5399 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5402 matrix4x4_t r_waterscrollmatrix;
5404 void R_UpdateFog(void)
5407 if (gamemode == GAME_NEHAHRA)
5409 if (gl_fogenable.integer)
5411 r_refdef.oldgl_fogenable = true;
5412 r_refdef.fog_density = gl_fogdensity.value;
5413 r_refdef.fog_red = gl_fogred.value;
5414 r_refdef.fog_green = gl_foggreen.value;
5415 r_refdef.fog_blue = gl_fogblue.value;
5416 r_refdef.fog_alpha = 1;
5417 r_refdef.fog_start = 0;
5418 r_refdef.fog_end = gl_skyclip.value;
5419 r_refdef.fog_height = 1<<30;
5420 r_refdef.fog_fadedepth = 128;
5422 else if (r_refdef.oldgl_fogenable)
5424 r_refdef.oldgl_fogenable = false;
5425 r_refdef.fog_density = 0;
5426 r_refdef.fog_red = 0;
5427 r_refdef.fog_green = 0;
5428 r_refdef.fog_blue = 0;
5429 r_refdef.fog_alpha = 0;
5430 r_refdef.fog_start = 0;
5431 r_refdef.fog_end = 0;
5432 r_refdef.fog_height = 1<<30;
5433 r_refdef.fog_fadedepth = 128;
5438 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5439 r_refdef.fog_start = max(0, r_refdef.fog_start);
5440 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5442 if (r_refdef.fog_density && r_drawfog.integer)
5444 r_refdef.fogenabled = true;
5445 // this is the point where the fog reaches 0.9986 alpha, which we
5446 // consider a good enough cutoff point for the texture
5447 // (0.9986 * 256 == 255.6)
5448 if (r_fog_exp2.integer)
5449 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5451 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5452 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5453 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5454 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5455 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5456 R_BuildFogHeightTexture();
5457 // fog color was already set
5458 // update the fog texture
5459 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)
5460 R_BuildFogTexture();
5461 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5462 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5465 r_refdef.fogenabled = false;
5468 if (r_refdef.fog_density)
5470 r_refdef.fogcolor[0] = r_refdef.fog_red;
5471 r_refdef.fogcolor[1] = r_refdef.fog_green;
5472 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5474 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5475 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5476 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5477 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5481 VectorCopy(r_refdef.fogcolor, fogvec);
5482 // color.rgb *= ContrastBoost * SceneBrightness;
5483 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5484 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5485 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5486 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5491 void R_UpdateVariables(void)
5495 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5497 r_refdef.farclip = r_farclip_base.value;
5498 if (r_refdef.scene.worldmodel)
5499 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5500 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5502 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5503 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5504 r_refdef.polygonfactor = 0;
5505 r_refdef.polygonoffset = 0;
5507 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5508 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5509 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5510 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5511 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5512 if (r_refdef.scene.worldmodel)
5514 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5516 // Apply the default lightstyle to the lightmap even on q3bsp
5517 if (cl.worldmodel && cl.worldmodel->type == mod_brushq3) {
5518 r_refdef.scene.lightmapintensity *= r_refdef.scene.rtlightstylevalue[0];
5521 if (r_showsurfaces.integer)
5523 r_refdef.scene.rtworld = false;
5524 r_refdef.scene.rtworldshadows = false;
5525 r_refdef.scene.rtdlight = false;
5526 r_refdef.scene.rtdlightshadows = false;
5527 r_refdef.scene.lightmapintensity = 0;
5530 r_gpuskeletal = false;
5531 switch(vid.renderpath)
5533 case RENDERPATH_GL32:
5534 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5535 case RENDERPATH_GLES2:
5536 if(!vid_gammatables_trivial)
5538 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5540 // build GLSL gamma texture
5541 #define RAMPWIDTH 256
5542 unsigned short ramp[RAMPWIDTH * 3];
5543 unsigned char rampbgr[RAMPWIDTH][4];
5546 r_texture_gammaramps_serial = vid_gammatables_serial;
5548 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5549 for(i = 0; i < RAMPWIDTH; ++i)
5551 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5552 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5553 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5556 if (r_texture_gammaramps)
5558 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5562 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5568 // remove GLSL gamma texture
5574 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5575 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5581 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5582 if( scenetype != r_currentscenetype ) {
5583 // store the old scenetype
5584 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5585 r_currentscenetype = scenetype;
5586 // move in the new scene
5587 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5596 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5598 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5599 if( scenetype == r_currentscenetype ) {
5600 return &r_refdef.scene;
5602 return &r_scenes_store[ scenetype ];
5606 static int R_SortEntities_Compare(const void *ap, const void *bp)
5608 const entity_render_t *a = *(const entity_render_t **)ap;
5609 const entity_render_t *b = *(const entity_render_t **)bp;
5612 if(a->model < b->model)
5614 if(a->model > b->model)
5618 // TODO possibly calculate the REAL skinnum here first using
5620 if(a->skinnum < b->skinnum)
5622 if(a->skinnum > b->skinnum)
5625 // everything we compared is equal
5628 static void R_SortEntities(void)
5630 // below or equal 2 ents, sorting never gains anything
5631 if(r_refdef.scene.numentities <= 2)
5634 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5642 extern cvar_t r_shadow_bouncegrid;
5643 extern cvar_t v_isometric;
5644 extern void V_MakeViewIsometric(void);
5645 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5647 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5649 rtexture_t *viewdepthtexture = NULL;
5650 rtexture_t *viewcolortexture = NULL;
5651 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5654 // finish any 2D rendering that was queued
5657 if (r_timereport_active)
5658 R_TimeReport("start");
5659 r_textureframe++; // used only by R_GetCurrentTexture
5660 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5662 if(R_CompileShader_CheckStaticParms())
5663 R_GLSL_Restart_f(cmd_local);
5665 if (!r_drawentities.integer)
5666 r_refdef.scene.numentities = 0;
5667 else if (r_sortentities.integer)
5670 R_AnimCache_ClearCache();
5672 /* adjust for stereo display */
5673 if(R_Stereo_Active())
5675 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);
5676 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5679 if (r_refdef.view.isoverlay)
5681 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5682 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5683 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5684 R_TimeReport("depthclear");
5686 r_refdef.view.showdebug = false;
5688 r_fb.water.enabled = false;
5689 r_fb.water.numwaterplanes = 0;
5691 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5693 r_refdef.view.matrix = originalmatrix;
5699 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5701 r_refdef.view.matrix = originalmatrix;
5705 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5706 if (v_isometric.integer && r_refdef.view.ismain)
5707 V_MakeViewIsometric();
5709 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5711 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5712 // in sRGB fallback, behave similar to true sRGB: convert this
5713 // value from linear to sRGB
5714 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5716 R_RenderView_UpdateViewVectors();
5718 R_Shadow_UpdateWorldLightSelection();
5720 // this will set up r_fb.rt_screen
5721 R_Bloom_StartFrame();
5723 // apply bloom brightness offset
5725 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5727 skipblend = R_BlendView_IsTrivial(r_fb.rt_screen->texturewidth, r_fb.rt_screen->textureheight, width, height);
5730 // Render to the screen right away.
5732 viewdepthtexture = depthtexture;
5733 viewcolortexture = colortexture;
5737 viewheight = height;
5739 else if (r_fb.rt_screen)
5741 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5742 viewfbo = r_fb.rt_screen->fbo;
5743 viewdepthtexture = r_fb.rt_screen->depthtexture;
5744 viewcolortexture = r_fb.rt_screen->colortexture[0];
5747 viewwidth = r_fb.rt_screen->texturewidth;
5748 viewheight = r_fb.rt_screen->textureheight;
5751 R_Water_StartFrame(viewwidth, viewheight);
5754 if (r_timereport_active)
5755 R_TimeReport("viewsetup");
5757 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5759 // clear the whole fbo every frame - otherwise the driver will consider
5760 // it to be an inter-frame texture and stall in multi-gpu configurations
5762 GL_ScissorTest(false);
5763 R_ClearScreen(r_refdef.fogenabled);
5764 if (r_timereport_active)
5765 R_TimeReport("viewclear");
5767 r_refdef.view.clear = true;
5769 r_refdef.view.showdebug = true;
5771 R_View_Update(NULL);
5772 if (r_timereport_active)
5773 R_TimeReport("visibility");
5775 R_AnimCache_CacheVisibleEntities();
5776 if (r_timereport_active)
5777 R_TimeReport("animcache");
5779 R_Shadow_UpdateBounceGridTexture();
5780 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5782 r_fb.water.numwaterplanes = 0;
5783 if (r_fb.water.enabled)
5784 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5786 // for the actual view render we use scissoring a fair amount, so scissor
5787 // test needs to be on
5789 GL_ScissorTest(true);
5790 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5791 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5792 r_fb.water.numwaterplanes = 0;
5794 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5795 GL_ScissorTest(false);
5797 R_MotionBlurView(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5799 R_BlendView(viewcolortexture, fbo, depthtexture, colortexture, x, y, width, height);
5800 if (r_timereport_active)
5801 R_TimeReport("blendview");
5803 r_refdef.view.matrix = originalmatrix;
5807 // go back to 2d rendering
5811 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5813 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5815 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5816 if (r_timereport_active)
5817 R_TimeReport("waterworld");
5820 // don't let sound skip if going slow
5821 if (r_refdef.scene.extraupdate)
5824 R_DrawModelsAddWaterPlanes();
5825 if (r_timereport_active)
5826 R_TimeReport("watermodels");
5828 if (r_fb.water.numwaterplanes)
5830 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5831 if (r_timereport_active)
5832 R_TimeReport("waterscenes");
5836 extern cvar_t cl_locs_show;
5837 static void R_DrawLocs(void);
5838 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5839 static void R_DrawModelDecals(void);
5840 extern qbool r_shadow_usingdeferredprepass;
5841 extern int r_shadow_shadowmapatlas_modelshadows_size;
5842 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5844 qbool shadowmapping = false;
5846 if (r_timereport_active)
5847 R_TimeReport("beginscene");
5849 r_refdef.stats[r_stat_renders]++;
5853 // don't let sound skip if going slow
5854 if (r_refdef.scene.extraupdate)
5857 R_MeshQueue_BeginScene();
5861 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);
5863 if (r_timereport_active)
5864 R_TimeReport("skystartframe");
5866 if (cl.csqc_vidvars.drawworld)
5868 // don't let sound skip if going slow
5869 if (r_refdef.scene.extraupdate)
5872 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5874 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5875 if (r_timereport_active)
5876 R_TimeReport("worldsky");
5879 if (R_DrawBrushModelsSky() && r_timereport_active)
5880 R_TimeReport("bmodelsky");
5882 if (skyrendermasked && skyrenderlater)
5884 // we have to force off the water clipping plane while rendering sky
5885 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5887 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5888 if (r_timereport_active)
5889 R_TimeReport("sky");
5893 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5894 r_shadow_viewfbo = viewfbo;
5895 r_shadow_viewdepthtexture = viewdepthtexture;
5896 r_shadow_viewcolortexture = viewcolortexture;
5897 r_shadow_viewx = viewx;
5898 r_shadow_viewy = viewy;
5899 r_shadow_viewwidth = viewwidth;
5900 r_shadow_viewheight = viewheight;
5902 R_Shadow_PrepareModelShadows();
5903 R_Shadow_PrepareLights();
5904 if (r_timereport_active)
5905 R_TimeReport("preparelights");
5907 // render all the shadowmaps that will be used for this view
5908 shadowmapping = R_Shadow_ShadowMappingEnabled();
5909 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5911 R_Shadow_DrawShadowMaps();
5912 if (r_timereport_active)
5913 R_TimeReport("shadowmaps");
5916 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5917 if (r_shadow_usingdeferredprepass)
5918 R_Shadow_DrawPrepass();
5920 // now we begin the forward pass of the view render
5921 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5923 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5924 if (r_timereport_active)
5925 R_TimeReport("worlddepth");
5927 if (r_depthfirst.integer >= 2)
5929 R_DrawModelsDepth();
5930 if (r_timereport_active)
5931 R_TimeReport("modeldepth");
5934 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5936 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5937 if (r_timereport_active)
5938 R_TimeReport("world");
5941 // don't let sound skip if going slow
5942 if (r_refdef.scene.extraupdate)
5946 if (r_timereport_active)
5947 R_TimeReport("models");
5949 // don't let sound skip if going slow
5950 if (r_refdef.scene.extraupdate)
5953 if (!r_shadow_usingdeferredprepass)
5955 R_Shadow_DrawLights();
5956 if (r_timereport_active)
5957 R_TimeReport("rtlights");
5960 // don't let sound skip if going slow
5961 if (r_refdef.scene.extraupdate)
5964 if (cl.csqc_vidvars.drawworld)
5966 R_DrawModelDecals();
5967 if (r_timereport_active)
5968 R_TimeReport("modeldecals");
5971 if (r_timereport_active)
5972 R_TimeReport("particles");
5975 if (r_timereport_active)
5976 R_TimeReport("explosions");
5979 if (r_refdef.view.showdebug)
5981 if (cl_locs_show.integer)
5984 if (r_timereport_active)
5985 R_TimeReport("showlocs");
5988 if (r_drawportals.integer)
5991 if (r_timereport_active)
5992 R_TimeReport("portals");
5995 if (r_showbboxes_client.value > 0)
5997 R_DrawEntityBBoxes(CLVM_prog);
5998 if (r_timereport_active)
5999 R_TimeReport("clbboxes");
6001 if (r_showbboxes.value > 0)
6003 R_DrawEntityBBoxes(SVVM_prog);
6004 if (r_timereport_active)
6005 R_TimeReport("svbboxes");
6009 if (r_transparent.integer)
6011 R_MeshQueue_RenderTransparent();
6012 if (r_timereport_active)
6013 R_TimeReport("drawtrans");
6016 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))
6018 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6019 if (r_timereport_active)
6020 R_TimeReport("worlddebug");
6021 R_DrawModelsDebug();
6022 if (r_timereport_active)
6023 R_TimeReport("modeldebug");
6026 if (cl.csqc_vidvars.drawworld)
6028 R_Shadow_DrawCoronas();
6029 if (r_timereport_active)
6030 R_TimeReport("coronas");
6033 // don't let sound skip if going slow
6034 if (r_refdef.scene.extraupdate)
6038 static const unsigned short bboxelements[36] =
6048 #define BBOXEDGES 13
6049 static const float bboxedges[BBOXEDGES][6] =
6052 { 0, 0, 0, 1, 1, 1 },
6054 { 0, 0, 0, 0, 1, 0 },
6055 { 0, 0, 0, 1, 0, 0 },
6056 { 0, 1, 0, 1, 1, 0 },
6057 { 1, 0, 0, 1, 1, 0 },
6059 { 0, 0, 1, 0, 1, 1 },
6060 { 0, 0, 1, 1, 0, 1 },
6061 { 0, 1, 1, 1, 1, 1 },
6062 { 1, 0, 1, 1, 1, 1 },
6064 { 0, 0, 0, 0, 0, 1 },
6065 { 1, 0, 0, 1, 0, 1 },
6066 { 0, 1, 0, 0, 1, 1 },
6067 { 1, 1, 0, 1, 1, 1 },
6070 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6072 int numvertices = BBOXEDGES * 8;
6073 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6074 int numtriangles = BBOXEDGES * 12;
6075 unsigned short elements[BBOXEDGES * 36];
6077 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6079 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6081 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6082 GL_DepthMask(false);
6083 GL_DepthRange(0, 1);
6084 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6086 for (edge = 0; edge < BBOXEDGES; edge++)
6088 for (i = 0; i < 3; i++)
6090 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6091 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6093 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6094 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6095 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6096 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6097 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6098 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6099 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6100 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6101 for (i = 0; i < 36; i++)
6102 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6104 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6105 if (r_refdef.fogenabled)
6107 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6109 f1 = RSurf_FogVertex(v);
6111 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6112 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6113 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6116 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6117 R_Mesh_ResetTextureState();
6118 R_SetupShader_Generic_NoTexture(false, false);
6119 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6122 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6124 // hacky overloading of the parameters
6125 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6128 prvm_edict_t *edict;
6130 GL_CullFace(GL_NONE);
6131 R_SetupShader_Generic_NoTexture(false, false);
6133 for (i = 0;i < numsurfaces;i++)
6135 edict = PRVM_EDICT_NUM(surfacelist[i]);
6136 switch ((int)PRVM_serveredictfloat(edict, solid))
6138 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6139 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6140 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6141 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6142 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6143 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6144 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6146 if (prog == CLVM_prog)
6147 color[3] *= r_showbboxes_client.value;
6149 color[3] *= r_showbboxes.value;
6150 color[3] = bound(0, color[3], 1);
6151 GL_DepthTest(!r_showdisabledepthtest.integer);
6152 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6156 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6159 prvm_edict_t *edict;
6165 for (i = 0; i < prog->num_edicts; i++)
6167 edict = PRVM_EDICT_NUM(i);
6170 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6171 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6173 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6175 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6176 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6180 static const int nomodelelement3i[24] =
6192 static const unsigned short nomodelelement3s[24] =
6204 static const float nomodelvertex3f[6*3] =
6214 static const float nomodelcolor4f[6*4] =
6216 0.0f, 0.0f, 0.5f, 1.0f,
6217 0.0f, 0.0f, 0.5f, 1.0f,
6218 0.0f, 0.5f, 0.0f, 1.0f,
6219 0.0f, 0.5f, 0.0f, 1.0f,
6220 0.5f, 0.0f, 0.0f, 1.0f,
6221 0.5f, 0.0f, 0.0f, 1.0f
6224 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6230 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);
6232 // this is only called once per entity so numsurfaces is always 1, and
6233 // surfacelist is always {0}, so this code does not handle batches
6235 if (rsurface.ent_flags & RENDER_ADDITIVE)
6237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6238 GL_DepthMask(false);
6240 else if (ent->alpha < 1)
6242 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6243 GL_DepthMask(false);
6247 GL_BlendFunc(GL_ONE, GL_ZERO);
6250 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6251 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6252 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6253 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6254 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6255 for (i = 0, c = color4f;i < 6;i++, c += 4)
6257 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6258 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6259 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6262 if (r_refdef.fogenabled)
6264 for (i = 0, c = color4f;i < 6;i++, c += 4)
6266 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6268 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6269 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6270 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6273 // R_Mesh_ResetTextureState();
6274 R_SetupShader_Generic_NoTexture(false, false);
6275 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6276 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6279 void R_DrawNoModel(entity_render_t *ent)
6282 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6283 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6284 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6286 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6289 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6291 vec3_t right1, right2, diff, normal;
6293 VectorSubtract (org2, org1, normal);
6295 // calculate 'right' vector for start
6296 VectorSubtract (r_refdef.view.origin, org1, diff);
6297 CrossProduct (normal, diff, right1);
6298 VectorNormalize (right1);
6300 // calculate 'right' vector for end
6301 VectorSubtract (r_refdef.view.origin, org2, diff);
6302 CrossProduct (normal, diff, right2);
6303 VectorNormalize (right2);
6305 vert[ 0] = org1[0] + width * right1[0];
6306 vert[ 1] = org1[1] + width * right1[1];
6307 vert[ 2] = org1[2] + width * right1[2];
6308 vert[ 3] = org1[0] - width * right1[0];
6309 vert[ 4] = org1[1] - width * right1[1];
6310 vert[ 5] = org1[2] - width * right1[2];
6311 vert[ 6] = org2[0] - width * right2[0];
6312 vert[ 7] = org2[1] - width * right2[1];
6313 vert[ 8] = org2[2] - width * right2[2];
6314 vert[ 9] = org2[0] + width * right2[0];
6315 vert[10] = org2[1] + width * right2[1];
6316 vert[11] = org2[2] + width * right2[2];
6319 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)
6321 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6322 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6323 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6324 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6325 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6326 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6327 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6328 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6329 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6330 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6331 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6332 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6335 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6340 VectorSet(v, x, y, z);
6341 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6342 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6344 if (i == mesh->numvertices)
6346 if (mesh->numvertices < mesh->maxvertices)
6348 VectorCopy(v, vertex3f);
6349 mesh->numvertices++;
6351 return mesh->numvertices;
6357 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6361 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6362 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6363 e = mesh->element3i + mesh->numtriangles * 3;
6364 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6366 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6367 if (mesh->numtriangles < mesh->maxtriangles)
6372 mesh->numtriangles++;
6374 element[1] = element[2];
6378 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6382 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6383 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6384 e = mesh->element3i + mesh->numtriangles * 3;
6385 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6387 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6388 if (mesh->numtriangles < mesh->maxtriangles)
6393 mesh->numtriangles++;
6395 element[1] = element[2];
6399 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6400 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6402 int planenum, planenum2;
6405 mplane_t *plane, *plane2;
6407 double temppoints[2][256*3];
6408 // figure out how large a bounding box we need to properly compute this brush
6410 for (w = 0;w < numplanes;w++)
6411 maxdist = max(maxdist, fabs(planes[w].dist));
6412 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6413 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6414 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6418 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6419 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6421 if (planenum2 == planenum)
6423 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);
6426 if (tempnumpoints < 3)
6428 // generate elements forming a triangle fan for this polygon
6429 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6433 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6435 if(parms[0] == 0 && parms[1] == 0)
6437 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6438 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6443 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6446 index = parms[2] + rsurface.shadertime * parms[3];
6447 index -= floor(index);
6448 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6451 case Q3WAVEFUNC_NONE:
6452 case Q3WAVEFUNC_NOISE:
6453 case Q3WAVEFUNC_COUNT:
6456 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6457 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6458 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6459 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6460 case Q3WAVEFUNC_TRIANGLE:
6462 f = index - floor(index);
6475 f = parms[0] + parms[1] * f;
6476 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6477 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6481 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6488 matrix4x4_t matrix, temp;
6489 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6490 // it's better to have one huge fixup every 9 hours than gradual
6491 // degradation over time which looks consistently bad after many hours.
6493 // tcmod scroll in particular suffers from this degradation which can't be
6494 // effectively worked around even with floor() tricks because we don't
6495 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6496 // a workaround involving floor() would be incorrect anyway...
6497 shadertime = rsurface.shadertime;
6498 if (shadertime >= 32768.0f)
6499 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6500 switch(tcmod->tcmod)
6504 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6505 matrix = r_waterscrollmatrix;
6507 matrix = identitymatrix;
6509 case Q3TCMOD_ENTITYTRANSLATE:
6510 // this is used in Q3 to allow the gamecode to control texcoord
6511 // scrolling on the entity, which is not supported in darkplaces yet.
6512 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6514 case Q3TCMOD_ROTATE:
6515 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6516 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6517 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6520 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6522 case Q3TCMOD_SCROLL:
6523 // this particular tcmod is a "bug for bug" compatible one with regards to
6524 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6525 // specifically did the wrapping and so we must mimic that...
6526 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6527 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6528 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6530 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6531 w = (int) tcmod->parms[0];
6532 h = (int) tcmod->parms[1];
6533 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6535 idx = (int) floor(f * w * h);
6536 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6538 case Q3TCMOD_STRETCH:
6539 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6540 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6542 case Q3TCMOD_TRANSFORM:
6543 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6544 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6545 VectorSet(tcmat + 6, 0 , 0 , 1);
6546 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6547 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6549 case Q3TCMOD_TURBULENT:
6550 // this is handled in the RSurf_PrepareVertices function
6551 matrix = identitymatrix;
6555 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6558 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6560 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6561 char name[MAX_QPATH];
6562 skinframe_t *skinframe;
6563 unsigned char pixels[296*194];
6564 dp_strlcpy(cache->name, skinname, sizeof(cache->name));
6565 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6566 if (developer_loading.integer)
6567 Con_Printf("loading %s\n", name);
6568 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6569 if (!skinframe || !skinframe->base)
6572 fs_offset_t filesize;
6574 f = FS_LoadFile(name, tempmempool, true, &filesize);
6577 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6578 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6582 cache->skinframe = skinframe;
6585 texture_t *R_GetCurrentTexture(texture_t *t)
6588 const entity_render_t *ent = rsurface.entity;
6589 model_t *model = ent->model; // when calling this, ent must not be NULL
6590 q3shaderinfo_layer_tcmod_t *tcmod;
6591 float specularscale = 0.0f;
6593 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6594 return t->currentframe;
6595 t->update_lastrenderframe = r_textureframe;
6596 t->update_lastrenderentity = (void *)ent;
6598 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6599 t->camera_entity = ent->entitynumber;
6601 t->camera_entity = 0;
6603 // switch to an alternate material if this is a q1bsp animated material
6605 texture_t *texture = t;
6606 int s = rsurface.ent_skinnum;
6607 if ((unsigned int)s >= (unsigned int)model->numskins)
6609 if (model->skinscenes)
6611 if (model->skinscenes[s].framecount > 1)
6612 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6614 s = model->skinscenes[s].firstframe;
6617 t = t + s * model->num_surfaces;
6620 // use an alternate animation if the entity's frame is not 0,
6621 // and only if the texture has an alternate animation
6622 if (t->animated == 2) // q2bsp
6623 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6624 else if (rsurface.ent_alttextures && t->anim_total[1])
6625 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6627 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6629 texture->currentframe = t;
6632 // update currentskinframe to be a qw skin or animation frame
6633 if (rsurface.ent_qwskin >= 0)
6635 i = rsurface.ent_qwskin;
6636 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6638 r_qwskincache_size = cl.maxclients;
6640 Mem_Free(r_qwskincache);
6641 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6643 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6644 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6645 t->currentskinframe = r_qwskincache[i].skinframe;
6646 if (t->materialshaderpass && t->currentskinframe == NULL)
6647 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6649 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6650 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6651 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6652 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6654 t->currentmaterialflags = t->basematerialflags;
6655 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6656 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6657 t->currentalpha *= r_wateralpha.value;
6658 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6659 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6660 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6661 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6663 // decide on which type of lighting to use for this surface
6664 if (rsurface.entity->render_modellight_forced)
6665 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6666 if (rsurface.entity->render_rtlight_disabled)
6667 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6668 if (rsurface.entity->render_lightgrid)
6669 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6670 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6672 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6673 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6674 for (q = 0; q < 3; q++)
6676 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6677 t->render_modellight_lightdir_world[q] = q == 2;
6678 t->render_modellight_lightdir_local[q] = q == 2;
6679 t->render_modellight_ambient[q] = 1;
6680 t->render_modellight_diffuse[q] = 0;
6681 t->render_modellight_specular[q] = 0;
6682 t->render_lightmap_ambient[q] = 0;
6683 t->render_lightmap_diffuse[q] = 0;
6684 t->render_lightmap_specular[q] = 0;
6685 t->render_rtlight_diffuse[q] = 0;
6686 t->render_rtlight_specular[q] = 0;
6689 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6691 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6692 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6693 for (q = 0; q < 3; q++)
6695 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6696 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6697 t->render_modellight_lightdir_world[q] = q == 2;
6698 t->render_modellight_lightdir_local[q] = q == 2;
6699 t->render_modellight_diffuse[q] = 0;
6700 t->render_modellight_specular[q] = 0;
6701 t->render_lightmap_ambient[q] = 0;
6702 t->render_lightmap_diffuse[q] = 0;
6703 t->render_lightmap_specular[q] = 0;
6704 t->render_rtlight_diffuse[q] = 0;
6705 t->render_rtlight_specular[q] = 0;
6708 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6710 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6711 for (q = 0; q < 3; q++)
6713 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6714 t->render_modellight_lightdir_world[q] = q == 2;
6715 t->render_modellight_lightdir_local[q] = q == 2;
6716 t->render_modellight_ambient[q] = 0;
6717 t->render_modellight_diffuse[q] = 0;
6718 t->render_modellight_specular[q] = 0;
6719 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6720 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6721 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6722 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6723 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6726 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6728 // ambient + single direction light (modellight)
6729 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6730 for (q = 0; q < 3; q++)
6732 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6733 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6734 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6735 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6736 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6737 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6738 t->render_lightmap_ambient[q] = 0;
6739 t->render_lightmap_diffuse[q] = 0;
6740 t->render_lightmap_specular[q] = 0;
6741 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6742 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6747 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6748 for (q = 0; q < 3; q++)
6750 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6751 t->render_modellight_lightdir_world[q] = q == 2;
6752 t->render_modellight_lightdir_local[q] = q == 2;
6753 t->render_modellight_ambient[q] = 0;
6754 t->render_modellight_diffuse[q] = 0;
6755 t->render_modellight_specular[q] = 0;
6756 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6757 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6758 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6759 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6760 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6764 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6766 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6767 // attribute, we punt it to the lightmap path and hope for the best,
6768 // but lighting doesn't work.
6770 // FIXME: this is fine for effects but CSQC polygons should be subject
6772 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6773 for (q = 0; q < 3; q++)
6775 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6776 t->render_modellight_lightdir_world[q] = q == 2;
6777 t->render_modellight_lightdir_local[q] = q == 2;
6778 t->render_modellight_ambient[q] = 0;
6779 t->render_modellight_diffuse[q] = 0;
6780 t->render_modellight_specular[q] = 0;
6781 t->render_lightmap_ambient[q] = 0;
6782 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6783 t->render_lightmap_specular[q] = 0;
6784 t->render_rtlight_diffuse[q] = 0;
6785 t->render_rtlight_specular[q] = 0;
6789 for (q = 0; q < 3; q++)
6791 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6792 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6795 if (rsurface.ent_flags & RENDER_ADDITIVE)
6796 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6797 else if (t->currentalpha < 1)
6798 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6799 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6800 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6801 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6802 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6803 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6804 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6805 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6806 if (t->backgroundshaderpass)
6807 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6808 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6810 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6811 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6814 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6815 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6817 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6818 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6820 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6821 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6823 // there is no tcmod
6824 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6826 t->currenttexmatrix = r_waterscrollmatrix;
6827 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6829 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6831 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6832 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6835 if (t->materialshaderpass)
6836 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6837 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6839 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6840 if (t->currentskinframe->qpixels)
6841 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6842 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6843 if (!t->basetexture)
6844 t->basetexture = r_texture_notexture;
6845 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6846 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6847 t->nmaptexture = t->currentskinframe->nmap;
6848 if (!t->nmaptexture)
6849 t->nmaptexture = r_texture_blanknormalmap;
6850 t->glosstexture = r_texture_black;
6851 t->glowtexture = t->currentskinframe->glow;
6852 t->fogtexture = t->currentskinframe->fog;
6853 t->reflectmasktexture = t->currentskinframe->reflect;
6854 if (t->backgroundshaderpass)
6856 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6857 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6858 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6859 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6860 t->backgroundglosstexture = r_texture_black;
6861 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6862 if (!t->backgroundnmaptexture)
6863 t->backgroundnmaptexture = r_texture_blanknormalmap;
6864 // make sure that if glow is going to be used, both textures are not NULL
6865 if (!t->backgroundglowtexture && t->glowtexture)
6866 t->backgroundglowtexture = r_texture_black;
6867 if (!t->glowtexture && t->backgroundglowtexture)
6868 t->glowtexture = r_texture_black;
6872 t->backgroundbasetexture = r_texture_white;
6873 t->backgroundnmaptexture = r_texture_blanknormalmap;
6874 t->backgroundglosstexture = r_texture_black;
6875 t->backgroundglowtexture = NULL;
6877 t->specularpower = r_shadow_glossexponent.value;
6878 // TODO: store reference values for these in the texture?
6879 if (r_shadow_gloss.integer > 0)
6881 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6883 if (r_shadow_glossintensity.value > 0)
6885 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6886 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6887 specularscale = r_shadow_glossintensity.value;
6890 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6892 t->glosstexture = r_texture_white;
6893 t->backgroundglosstexture = r_texture_white;
6894 specularscale = r_shadow_gloss2intensity.value;
6895 t->specularpower = r_shadow_gloss2exponent.value;
6898 specularscale *= t->specularscalemod;
6899 t->specularpower *= t->specularpowermod;
6901 // lightmaps mode looks bad with dlights using actual texturing, so turn
6902 // off the colormap and glossmap, but leave the normalmap on as it still
6903 // accurately represents the shading involved
6904 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6906 t->basetexture = r_texture_grey128;
6907 t->pantstexture = r_texture_black;
6908 t->shirttexture = r_texture_black;
6909 if (gl_lightmaps.integer < 2)
6910 t->nmaptexture = r_texture_blanknormalmap;
6911 t->glosstexture = r_texture_black;
6912 t->glowtexture = NULL;
6913 t->fogtexture = NULL;
6914 t->reflectmasktexture = NULL;
6915 t->backgroundbasetexture = NULL;
6916 if (gl_lightmaps.integer < 2)
6917 t->backgroundnmaptexture = r_texture_blanknormalmap;
6918 t->backgroundglosstexture = r_texture_black;
6919 t->backgroundglowtexture = NULL;
6921 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6924 if (specularscale != 1.0f)
6926 for (q = 0; q < 3; q++)
6928 t->render_modellight_specular[q] *= specularscale;
6929 t->render_lightmap_specular[q] *= specularscale;
6930 t->render_rtlight_specular[q] *= specularscale;
6934 t->currentblendfunc[0] = GL_ONE;
6935 t->currentblendfunc[1] = GL_ZERO;
6936 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6938 t->currentblendfunc[0] = GL_SRC_ALPHA;
6939 t->currentblendfunc[1] = GL_ONE;
6941 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6943 t->currentblendfunc[0] = GL_SRC_ALPHA;
6944 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6946 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6948 t->currentblendfunc[0] = t->customblendfunc[0];
6949 t->currentblendfunc[1] = t->customblendfunc[1];
6955 rsurfacestate_t rsurface;
6957 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6959 model_t *model = ent->model;
6960 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6962 rsurface.entity = (entity_render_t *)ent;
6963 rsurface.skeleton = ent->skeleton;
6964 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6965 rsurface.ent_skinnum = ent->skinnum;
6966 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;
6967 rsurface.ent_flags = ent->flags;
6968 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6969 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6970 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6971 rsurface.matrix = ent->matrix;
6972 rsurface.inversematrix = ent->inversematrix;
6973 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6974 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6975 R_EntityMatrix(&rsurface.matrix);
6976 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6977 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6978 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6979 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6980 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6981 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6982 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6983 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6984 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6985 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6986 if (ent->model->brush.submodel && !prepass)
6988 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6989 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6991 // if the animcache code decided it should use the shader path, skip the deform step
6992 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6993 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6994 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6995 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6996 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6997 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6999 if (ent->animcache_vertex3f)
7001 r_refdef.stats[r_stat_batch_entitycache_count]++;
7002 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7003 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7004 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7005 rsurface.modelvertex3f = ent->animcache_vertex3f;
7006 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7007 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7008 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7009 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7010 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7011 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7012 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7013 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7014 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7015 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7016 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7018 else if (wanttangents)
7020 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7021 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7022 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7023 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7024 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7025 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7026 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7027 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7028 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7029 rsurface.modelvertex3f_vertexbuffer = NULL;
7030 rsurface.modelvertex3f_bufferoffset = 0;
7031 rsurface.modelvertex3f_vertexbuffer = 0;
7032 rsurface.modelvertex3f_bufferoffset = 0;
7033 rsurface.modelsvector3f_vertexbuffer = 0;
7034 rsurface.modelsvector3f_bufferoffset = 0;
7035 rsurface.modeltvector3f_vertexbuffer = 0;
7036 rsurface.modeltvector3f_bufferoffset = 0;
7037 rsurface.modelnormal3f_vertexbuffer = 0;
7038 rsurface.modelnormal3f_bufferoffset = 0;
7040 else if (wantnormals)
7042 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7043 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7044 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7045 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7046 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7047 rsurface.modelsvector3f = NULL;
7048 rsurface.modeltvector3f = NULL;
7049 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7050 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7051 rsurface.modelvertex3f_vertexbuffer = NULL;
7052 rsurface.modelvertex3f_bufferoffset = 0;
7053 rsurface.modelvertex3f_vertexbuffer = 0;
7054 rsurface.modelvertex3f_bufferoffset = 0;
7055 rsurface.modelsvector3f_vertexbuffer = 0;
7056 rsurface.modelsvector3f_bufferoffset = 0;
7057 rsurface.modeltvector3f_vertexbuffer = 0;
7058 rsurface.modeltvector3f_bufferoffset = 0;
7059 rsurface.modelnormal3f_vertexbuffer = 0;
7060 rsurface.modelnormal3f_bufferoffset = 0;
7064 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7065 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7066 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7067 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7068 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7069 rsurface.modelsvector3f = NULL;
7070 rsurface.modeltvector3f = NULL;
7071 rsurface.modelnormal3f = NULL;
7072 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7073 rsurface.modelvertex3f_vertexbuffer = NULL;
7074 rsurface.modelvertex3f_bufferoffset = 0;
7075 rsurface.modelvertex3f_vertexbuffer = 0;
7076 rsurface.modelvertex3f_bufferoffset = 0;
7077 rsurface.modelsvector3f_vertexbuffer = 0;
7078 rsurface.modelsvector3f_bufferoffset = 0;
7079 rsurface.modeltvector3f_vertexbuffer = 0;
7080 rsurface.modeltvector3f_bufferoffset = 0;
7081 rsurface.modelnormal3f_vertexbuffer = 0;
7082 rsurface.modelnormal3f_bufferoffset = 0;
7084 rsurface.modelgeneratedvertex = true;
7088 if (rsurface.entityskeletaltransform3x4)
7090 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7091 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7092 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7093 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7097 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7098 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7099 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7100 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7102 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7103 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7104 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7105 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7106 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7107 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7108 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7109 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7110 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7111 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7112 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7113 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7114 rsurface.modelgeneratedvertex = false;
7116 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7117 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7118 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7119 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7120 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7121 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7122 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7123 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7124 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7125 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7126 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7127 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7128 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7129 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7130 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7131 rsurface.modelelement3i = model->surfmesh.data_element3i;
7132 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7133 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7134 rsurface.modelelement3s = model->surfmesh.data_element3s;
7135 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7136 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7137 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7138 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7139 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7140 rsurface.modelsurfaces = model->data_surfaces;
7141 rsurface.batchgeneratedvertex = false;
7142 rsurface.batchfirstvertex = 0;
7143 rsurface.batchnumvertices = 0;
7144 rsurface.batchfirsttriangle = 0;
7145 rsurface.batchnumtriangles = 0;
7146 rsurface.batchvertex3f = NULL;
7147 rsurface.batchvertex3f_vertexbuffer = NULL;
7148 rsurface.batchvertex3f_bufferoffset = 0;
7149 rsurface.batchsvector3f = NULL;
7150 rsurface.batchsvector3f_vertexbuffer = NULL;
7151 rsurface.batchsvector3f_bufferoffset = 0;
7152 rsurface.batchtvector3f = NULL;
7153 rsurface.batchtvector3f_vertexbuffer = NULL;
7154 rsurface.batchtvector3f_bufferoffset = 0;
7155 rsurface.batchnormal3f = NULL;
7156 rsurface.batchnormal3f_vertexbuffer = NULL;
7157 rsurface.batchnormal3f_bufferoffset = 0;
7158 rsurface.batchlightmapcolor4f = NULL;
7159 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7160 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7161 rsurface.batchtexcoordtexture2f = NULL;
7162 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7163 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7164 rsurface.batchtexcoordlightmap2f = NULL;
7165 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7166 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7167 rsurface.batchskeletalindex4ub = NULL;
7168 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7169 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7170 rsurface.batchskeletalweight4ub = NULL;
7171 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7172 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7173 rsurface.batchelement3i = NULL;
7174 rsurface.batchelement3i_indexbuffer = NULL;
7175 rsurface.batchelement3i_bufferoffset = 0;
7176 rsurface.batchelement3s = NULL;
7177 rsurface.batchelement3s_indexbuffer = NULL;
7178 rsurface.batchelement3s_bufferoffset = 0;
7179 rsurface.forcecurrenttextureupdate = false;
7182 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
7184 rsurface.entity = r_refdef.scene.worldentity;
7185 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7186 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7187 // A better approach could be making this copy only once per frame.
7188 static entity_render_t custom_entity;
7190 custom_entity = *rsurface.entity;
7191 for (q = 0; q < 3; ++q) {
7192 float colormod = q == 0 ? r : q == 1 ? g : b;
7193 custom_entity.render_fullbright[q] *= colormod;
7194 custom_entity.render_modellight_ambient[q] *= colormod;
7195 custom_entity.render_modellight_diffuse[q] *= colormod;
7196 custom_entity.render_lightmap_ambient[q] *= colormod;
7197 custom_entity.render_lightmap_diffuse[q] *= colormod;
7198 custom_entity.render_rtlight_diffuse[q] *= colormod;
7200 custom_entity.alpha *= a;
7201 rsurface.entity = &custom_entity;
7203 rsurface.skeleton = NULL;
7204 rsurface.ent_skinnum = 0;
7205 rsurface.ent_qwskin = -1;
7206 rsurface.ent_flags = entflags;
7207 rsurface.shadertime = r_refdef.scene.time - shadertime;
7208 rsurface.modelnumvertices = numvertices;
7209 rsurface.modelnumtriangles = numtriangles;
7210 rsurface.matrix = *matrix;
7211 rsurface.inversematrix = *inversematrix;
7212 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7213 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7214 R_EntityMatrix(&rsurface.matrix);
7215 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7216 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7217 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7218 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7219 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7220 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7221 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7222 rsurface.frameblend[0].lerp = 1;
7223 rsurface.ent_alttextures = false;
7224 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7225 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7226 rsurface.entityskeletaltransform3x4 = NULL;
7227 rsurface.entityskeletaltransform3x4buffer = NULL;
7228 rsurface.entityskeletaltransform3x4offset = 0;
7229 rsurface.entityskeletaltransform3x4size = 0;
7230 rsurface.entityskeletalnumtransforms = 0;
7231 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7232 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7233 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7234 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7237 rsurface.modelvertex3f = (float *)vertex3f;
7238 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7239 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7240 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7242 else if (wantnormals)
7244 rsurface.modelvertex3f = (float *)vertex3f;
7245 rsurface.modelsvector3f = NULL;
7246 rsurface.modeltvector3f = NULL;
7247 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7251 rsurface.modelvertex3f = (float *)vertex3f;
7252 rsurface.modelsvector3f = NULL;
7253 rsurface.modeltvector3f = NULL;
7254 rsurface.modelnormal3f = NULL;
7256 rsurface.modelvertex3f_vertexbuffer = 0;
7257 rsurface.modelvertex3f_bufferoffset = 0;
7258 rsurface.modelsvector3f_vertexbuffer = 0;
7259 rsurface.modelsvector3f_bufferoffset = 0;
7260 rsurface.modeltvector3f_vertexbuffer = 0;
7261 rsurface.modeltvector3f_bufferoffset = 0;
7262 rsurface.modelnormal3f_vertexbuffer = 0;
7263 rsurface.modelnormal3f_bufferoffset = 0;
7264 rsurface.modelgeneratedvertex = true;
7265 rsurface.modellightmapcolor4f = (float *)color4f;
7266 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7267 rsurface.modellightmapcolor4f_bufferoffset = 0;
7268 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7269 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7270 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7271 rsurface.modeltexcoordlightmap2f = NULL;
7272 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7273 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7274 rsurface.modelskeletalindex4ub = NULL;
7275 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7276 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7277 rsurface.modelskeletalweight4ub = NULL;
7278 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7279 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7280 rsurface.modelelement3i = (int *)element3i;
7281 rsurface.modelelement3i_indexbuffer = NULL;
7282 rsurface.modelelement3i_bufferoffset = 0;
7283 rsurface.modelelement3s = (unsigned short *)element3s;
7284 rsurface.modelelement3s_indexbuffer = NULL;
7285 rsurface.modelelement3s_bufferoffset = 0;
7286 rsurface.modellightmapoffsets = NULL;
7287 rsurface.modelsurfaces = NULL;
7288 rsurface.batchgeneratedvertex = false;
7289 rsurface.batchfirstvertex = 0;
7290 rsurface.batchnumvertices = 0;
7291 rsurface.batchfirsttriangle = 0;
7292 rsurface.batchnumtriangles = 0;
7293 rsurface.batchvertex3f = NULL;
7294 rsurface.batchvertex3f_vertexbuffer = NULL;
7295 rsurface.batchvertex3f_bufferoffset = 0;
7296 rsurface.batchsvector3f = NULL;
7297 rsurface.batchsvector3f_vertexbuffer = NULL;
7298 rsurface.batchsvector3f_bufferoffset = 0;
7299 rsurface.batchtvector3f = NULL;
7300 rsurface.batchtvector3f_vertexbuffer = NULL;
7301 rsurface.batchtvector3f_bufferoffset = 0;
7302 rsurface.batchnormal3f = NULL;
7303 rsurface.batchnormal3f_vertexbuffer = NULL;
7304 rsurface.batchnormal3f_bufferoffset = 0;
7305 rsurface.batchlightmapcolor4f = NULL;
7306 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7307 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7308 rsurface.batchtexcoordtexture2f = NULL;
7309 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7310 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7311 rsurface.batchtexcoordlightmap2f = NULL;
7312 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7313 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7314 rsurface.batchskeletalindex4ub = NULL;
7315 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7316 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7317 rsurface.batchskeletalweight4ub = NULL;
7318 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7319 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7320 rsurface.batchelement3i = NULL;
7321 rsurface.batchelement3i_indexbuffer = NULL;
7322 rsurface.batchelement3i_bufferoffset = 0;
7323 rsurface.batchelement3s = NULL;
7324 rsurface.batchelement3s_indexbuffer = NULL;
7325 rsurface.batchelement3s_bufferoffset = 0;
7326 rsurface.forcecurrenttextureupdate = true;
7328 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7330 if ((wantnormals || wanttangents) && !normal3f)
7332 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7333 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7335 if (wanttangents && !svector3f)
7337 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7338 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7339 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7344 float RSurf_FogPoint(const float *v)
7346 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7347 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7348 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7349 float FogHeightFade = r_refdef.fogheightfade;
7351 unsigned int fogmasktableindex;
7352 if (r_refdef.fogplaneviewabove)
7353 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7355 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7356 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7357 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7360 float RSurf_FogVertex(const float *v)
7362 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7363 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7364 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7365 float FogHeightFade = rsurface.fogheightfade;
7367 unsigned int fogmasktableindex;
7368 if (r_refdef.fogplaneviewabove)
7369 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7371 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7372 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7373 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7376 void RSurf_UploadBuffersForBatch(void)
7378 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7379 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7380 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7381 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7382 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7383 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7384 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7385 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7386 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7387 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7388 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7389 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7390 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7391 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7392 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7393 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7394 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7395 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7396 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7397 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7399 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7400 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7401 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7402 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7404 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7405 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7406 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7407 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7408 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7409 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7410 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7411 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7412 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7413 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7416 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7419 for (i = 0;i < numelements;i++)
7420 outelement3i[i] = inelement3i[i] + adjust;
7423 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7424 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7432 int surfacefirsttriangle;
7433 int surfacenumtriangles;
7434 int surfacefirstvertex;
7435 int surfaceendvertex;
7436 int surfacenumvertices;
7437 int batchnumsurfaces = texturenumsurfaces;
7438 int batchnumvertices;
7439 int batchnumtriangles;
7442 qbool dynamicvertex;
7445 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7448 q3shaderinfo_deform_t *deform;
7449 const msurface_t *surface, *firstsurface;
7450 if (!texturenumsurfaces)
7452 // find vertex range of this surface batch
7454 firstsurface = texturesurfacelist[0];
7455 firsttriangle = firstsurface->num_firsttriangle;
7456 batchnumvertices = 0;
7457 batchnumtriangles = 0;
7458 firstvertex = endvertex = firstsurface->num_firstvertex;
7459 for (i = 0;i < texturenumsurfaces;i++)
7461 surface = texturesurfacelist[i];
7462 if (surface != firstsurface + i)
7464 surfacefirstvertex = surface->num_firstvertex;
7465 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7466 surfacenumvertices = surface->num_vertices;
7467 surfacenumtriangles = surface->num_triangles;
7468 if (firstvertex > surfacefirstvertex)
7469 firstvertex = surfacefirstvertex;
7470 if (endvertex < surfaceendvertex)
7471 endvertex = surfaceendvertex;
7472 batchnumvertices += surfacenumvertices;
7473 batchnumtriangles += surfacenumtriangles;
7476 r_refdef.stats[r_stat_batch_batches]++;
7478 r_refdef.stats[r_stat_batch_withgaps]++;
7479 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7480 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7481 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7483 // we now know the vertex range used, and if there are any gaps in it
7484 rsurface.batchfirstvertex = firstvertex;
7485 rsurface.batchnumvertices = endvertex - firstvertex;
7486 rsurface.batchfirsttriangle = firsttriangle;
7487 rsurface.batchnumtriangles = batchnumtriangles;
7489 // check if any dynamic vertex processing must occur
7490 dynamicvertex = false;
7492 // we must use vertexbuffers for rendering, we can upload vertex buffers
7493 // easily enough but if the basevertex is non-zero it becomes more
7494 // difficult, so force dynamicvertex path in that case - it's suboptimal
7495 // but the most optimal case is to have the geometry sources provide their
7497 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7498 dynamicvertex = true;
7500 // a cvar to force the dynamic vertex path to be taken, for debugging
7501 if (r_batch_debugdynamicvertexpath.integer)
7505 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7506 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7507 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7508 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7510 dynamicvertex = true;
7513 // if there is a chance of animated vertex colors, it's a dynamic batch
7514 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7518 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7519 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7520 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7521 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7523 dynamicvertex = true;
7526 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7528 switch (deform->deform)
7531 case Q3DEFORM_PROJECTIONSHADOW:
7532 case Q3DEFORM_TEXT0:
7533 case Q3DEFORM_TEXT1:
7534 case Q3DEFORM_TEXT2:
7535 case Q3DEFORM_TEXT3:
7536 case Q3DEFORM_TEXT4:
7537 case Q3DEFORM_TEXT5:
7538 case Q3DEFORM_TEXT6:
7539 case Q3DEFORM_TEXT7:
7542 case Q3DEFORM_AUTOSPRITE:
7545 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7546 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7547 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7548 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7550 dynamicvertex = true;
7551 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7553 case Q3DEFORM_AUTOSPRITE2:
7556 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7557 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7558 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7559 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7561 dynamicvertex = true;
7562 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7564 case Q3DEFORM_NORMAL:
7567 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7568 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7569 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7570 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7572 dynamicvertex = true;
7573 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7576 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7577 break; // if wavefunc is a nop, ignore this transform
7580 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7581 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7582 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7583 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7585 dynamicvertex = true;
7586 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7588 case Q3DEFORM_BULGE:
7591 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7592 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7593 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7594 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7596 dynamicvertex = true;
7597 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7600 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7601 break; // if wavefunc is a nop, ignore this transform
7604 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7605 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7606 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7607 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7609 dynamicvertex = true;
7610 batchneed |= BATCHNEED_ARRAY_VERTEX;
7614 if (rsurface.texture->materialshaderpass)
7616 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7619 case Q3TCGEN_TEXTURE:
7621 case Q3TCGEN_LIGHTMAP:
7624 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7625 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7626 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7627 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7629 dynamicvertex = true;
7630 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7632 case Q3TCGEN_VECTOR:
7635 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7636 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7637 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7638 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7640 dynamicvertex = true;
7641 batchneed |= BATCHNEED_ARRAY_VERTEX;
7643 case Q3TCGEN_ENVIRONMENT:
7646 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7647 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7648 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7649 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7651 dynamicvertex = true;
7652 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7655 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7659 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7660 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7661 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7662 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7664 dynamicvertex = true;
7665 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7669 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7670 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7671 // we ensure this by treating the vertex batch as dynamic...
7672 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7676 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7677 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7678 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7679 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7681 dynamicvertex = true;
7684 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7685 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7686 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7688 rsurface.batchvertex3f = rsurface.modelvertex3f;
7689 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7690 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7691 rsurface.batchsvector3f = rsurface.modelsvector3f;
7692 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7693 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7694 rsurface.batchtvector3f = rsurface.modeltvector3f;
7695 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7696 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7697 rsurface.batchnormal3f = rsurface.modelnormal3f;
7698 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7699 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7700 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7701 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7702 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7703 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7704 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7705 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7706 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7707 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7708 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7709 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7710 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7711 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7712 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7713 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7714 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7715 rsurface.batchelement3i = rsurface.modelelement3i;
7716 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7717 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7718 rsurface.batchelement3s = rsurface.modelelement3s;
7719 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7720 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7721 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7722 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7723 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7724 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7725 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7727 // if any dynamic vertex processing has to occur in software, we copy the
7728 // entire surface list together before processing to rebase the vertices
7729 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7731 // if any gaps exist and we do not have a static vertex buffer, we have to
7732 // copy the surface list together to avoid wasting upload bandwidth on the
7733 // vertices in the gaps.
7735 // if gaps exist and we have a static vertex buffer, we can choose whether
7736 // to combine the index buffer ranges into one dynamic index buffer or
7737 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7739 // in many cases the batch is reduced to one draw call.
7741 rsurface.batchmultidraw = false;
7742 rsurface.batchmultidrawnumsurfaces = 0;
7743 rsurface.batchmultidrawsurfacelist = NULL;
7747 // static vertex data, just set pointers...
7748 rsurface.batchgeneratedvertex = false;
7749 // if there are gaps, we want to build a combined index buffer,
7750 // otherwise use the original static buffer with an appropriate offset
7753 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7754 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7755 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7756 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7757 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7759 rsurface.batchmultidraw = true;
7760 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7761 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7764 // build a new triangle elements array for this batch
7765 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7766 rsurface.batchfirsttriangle = 0;
7768 for (i = 0;i < texturenumsurfaces;i++)
7770 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7771 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7772 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7773 numtriangles += surfacenumtriangles;
7775 rsurface.batchelement3i_indexbuffer = NULL;
7776 rsurface.batchelement3i_bufferoffset = 0;
7777 rsurface.batchelement3s = NULL;
7778 rsurface.batchelement3s_indexbuffer = NULL;
7779 rsurface.batchelement3s_bufferoffset = 0;
7780 if (endvertex <= 65536)
7782 // make a 16bit (unsigned short) index array if possible
7783 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7784 for (i = 0;i < numtriangles*3;i++)
7785 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7790 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7791 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7792 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7793 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7798 // something needs software processing, do it for real...
7799 // we only directly handle separate array data in this case and then
7800 // generate interleaved data if needed...
7801 rsurface.batchgeneratedvertex = true;
7802 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7803 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7804 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7805 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7807 // now copy the vertex data into a combined array and make an index array
7808 // (this is what Quake3 does all the time)
7809 // we also apply any skeletal animation here that would have been done in
7810 // the vertex shader, because most of the dynamic vertex animation cases
7811 // need actual vertex positions and normals
7812 //if (dynamicvertex)
7814 rsurface.batchvertex3f = NULL;
7815 rsurface.batchvertex3f_vertexbuffer = NULL;
7816 rsurface.batchvertex3f_bufferoffset = 0;
7817 rsurface.batchsvector3f = NULL;
7818 rsurface.batchsvector3f_vertexbuffer = NULL;
7819 rsurface.batchsvector3f_bufferoffset = 0;
7820 rsurface.batchtvector3f = NULL;
7821 rsurface.batchtvector3f_vertexbuffer = NULL;
7822 rsurface.batchtvector3f_bufferoffset = 0;
7823 rsurface.batchnormal3f = NULL;
7824 rsurface.batchnormal3f_vertexbuffer = NULL;
7825 rsurface.batchnormal3f_bufferoffset = 0;
7826 rsurface.batchlightmapcolor4f = NULL;
7827 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7828 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7829 rsurface.batchtexcoordtexture2f = NULL;
7830 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7831 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7832 rsurface.batchtexcoordlightmap2f = NULL;
7833 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7834 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7835 rsurface.batchskeletalindex4ub = NULL;
7836 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7837 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7838 rsurface.batchskeletalweight4ub = NULL;
7839 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7840 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7841 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7842 rsurface.batchelement3i_indexbuffer = NULL;
7843 rsurface.batchelement3i_bufferoffset = 0;
7844 rsurface.batchelement3s = NULL;
7845 rsurface.batchelement3s_indexbuffer = NULL;
7846 rsurface.batchelement3s_bufferoffset = 0;
7847 rsurface.batchskeletaltransform3x4buffer = NULL;
7848 rsurface.batchskeletaltransform3x4offset = 0;
7849 rsurface.batchskeletaltransform3x4size = 0;
7850 // we'll only be setting up certain arrays as needed
7851 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7852 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7853 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7854 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7855 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7857 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7858 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7860 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7861 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7862 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7863 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7864 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7865 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7866 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7868 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7869 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7873 for (i = 0;i < texturenumsurfaces;i++)
7875 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7876 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7877 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7878 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7879 // copy only the data requested
7880 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7882 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7884 if (rsurface.batchvertex3f)
7885 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7887 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7889 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7891 if (rsurface.modelnormal3f)
7892 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7894 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7896 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7898 if (rsurface.modelsvector3f)
7900 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7901 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7905 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7906 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7909 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7911 if (rsurface.modellightmapcolor4f)
7912 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7914 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7916 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7918 if (rsurface.modeltexcoordtexture2f)
7919 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7921 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7923 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7925 if (rsurface.modeltexcoordlightmap2f)
7926 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7928 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7930 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7932 if (rsurface.modelskeletalindex4ub)
7934 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7935 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7939 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7940 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7941 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7942 for (j = 0;j < surfacenumvertices;j++)
7947 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7948 numvertices += surfacenumvertices;
7949 numtriangles += surfacenumtriangles;
7952 // generate a 16bit index array as well if possible
7953 // (in general, dynamic batches fit)
7954 if (numvertices <= 65536)
7956 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7957 for (i = 0;i < numtriangles*3;i++)
7958 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7961 // since we've copied everything, the batch now starts at 0
7962 rsurface.batchfirstvertex = 0;
7963 rsurface.batchnumvertices = batchnumvertices;
7964 rsurface.batchfirsttriangle = 0;
7965 rsurface.batchnumtriangles = batchnumtriangles;
7968 // apply skeletal animation that would have been done in the vertex shader
7969 if (rsurface.batchskeletaltransform3x4)
7971 const unsigned char *si;
7972 const unsigned char *sw;
7974 const float *b = rsurface.batchskeletaltransform3x4;
7975 float *vp, *vs, *vt, *vn;
7977 float m[3][4], n[3][4];
7978 float tp[3], ts[3], tt[3], tn[3];
7979 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7980 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7981 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7982 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7983 si = rsurface.batchskeletalindex4ub;
7984 sw = rsurface.batchskeletalweight4ub;
7985 vp = rsurface.batchvertex3f;
7986 vs = rsurface.batchsvector3f;
7987 vt = rsurface.batchtvector3f;
7988 vn = rsurface.batchnormal3f;
7989 memset(m[0], 0, sizeof(m));
7990 memset(n[0], 0, sizeof(n));
7991 for (i = 0;i < batchnumvertices;i++)
7993 t[0] = b + si[0]*12;
7996 // common case - only one matrix
8010 else if (sw[2] + sw[3])
8013 t[1] = b + si[1]*12;
8014 t[2] = b + si[2]*12;
8015 t[3] = b + si[3]*12;
8016 w[0] = sw[0] * (1.0f / 255.0f);
8017 w[1] = sw[1] * (1.0f / 255.0f);
8018 w[2] = sw[2] * (1.0f / 255.0f);
8019 w[3] = sw[3] * (1.0f / 255.0f);
8020 // blend the matrices
8021 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8022 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8023 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8024 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8025 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8026 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8027 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8028 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8029 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8030 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8031 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8032 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8037 t[1] = b + si[1]*12;
8038 w[0] = sw[0] * (1.0f / 255.0f);
8039 w[1] = sw[1] * (1.0f / 255.0f);
8040 // blend the matrices
8041 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8042 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8043 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8044 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8045 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8046 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8047 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8048 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8049 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8050 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8051 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8052 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8056 // modify the vertex
8058 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8059 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8060 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8064 // the normal transformation matrix is a set of cross products...
8065 CrossProduct(m[1], m[2], n[0]);
8066 CrossProduct(m[2], m[0], n[1]);
8067 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8069 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8070 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8071 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8072 VectorNormalize(vn);
8077 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8078 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8079 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8080 VectorNormalize(vs);
8083 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8084 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8085 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8086 VectorNormalize(vt);
8091 rsurface.batchskeletaltransform3x4 = NULL;
8092 rsurface.batchskeletalnumtransforms = 0;
8095 // q1bsp surfaces rendered in vertex color mode have to have colors
8096 // calculated based on lightstyles
8097 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8099 // generate color arrays for the surfaces in this list
8104 const unsigned char *lm;
8105 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8106 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8107 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8109 for (i = 0;i < texturenumsurfaces;i++)
8111 surface = texturesurfacelist[i];
8112 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8113 surfacenumvertices = surface->num_vertices;
8114 if (surface->lightmapinfo->samples)
8116 for (j = 0;j < surfacenumvertices;j++)
8118 lm = surface->lightmapinfo->samples + offsets[j];
8119 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8120 VectorScale(lm, scale, c);
8121 if (surface->lightmapinfo->styles[1] != 255)
8123 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8125 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8126 VectorMA(c, scale, lm, c);
8127 if (surface->lightmapinfo->styles[2] != 255)
8130 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8131 VectorMA(c, scale, lm, c);
8132 if (surface->lightmapinfo->styles[3] != 255)
8135 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8136 VectorMA(c, scale, lm, c);
8143 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);
8149 for (j = 0;j < surfacenumvertices;j++)
8151 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8158 // if vertices are deformed (sprite flares and things in maps, possibly
8159 // water waves, bulges and other deformations), modify the copied vertices
8161 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8164 switch (deform->deform)
8167 case Q3DEFORM_PROJECTIONSHADOW:
8168 case Q3DEFORM_TEXT0:
8169 case Q3DEFORM_TEXT1:
8170 case Q3DEFORM_TEXT2:
8171 case Q3DEFORM_TEXT3:
8172 case Q3DEFORM_TEXT4:
8173 case Q3DEFORM_TEXT5:
8174 case Q3DEFORM_TEXT6:
8175 case Q3DEFORM_TEXT7:
8178 case Q3DEFORM_AUTOSPRITE:
8179 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8180 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8181 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8182 VectorNormalize(newforward);
8183 VectorNormalize(newright);
8184 VectorNormalize(newup);
8185 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8186 // rsurface.batchvertex3f_vertexbuffer = NULL;
8187 // rsurface.batchvertex3f_bufferoffset = 0;
8188 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8189 // rsurface.batchsvector3f_vertexbuffer = NULL;
8190 // rsurface.batchsvector3f_bufferoffset = 0;
8191 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8192 // rsurface.batchtvector3f_vertexbuffer = NULL;
8193 // rsurface.batchtvector3f_bufferoffset = 0;
8194 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8195 // rsurface.batchnormal3f_vertexbuffer = NULL;
8196 // rsurface.batchnormal3f_bufferoffset = 0;
8197 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8198 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8199 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8200 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8201 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);
8202 // a single autosprite surface can contain multiple sprites...
8203 for (j = 0;j < batchnumvertices - 3;j += 4)
8205 VectorClear(center);
8206 for (i = 0;i < 4;i++)
8207 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8208 VectorScale(center, 0.25f, center);
8209 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8210 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8211 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8212 for (i = 0;i < 4;i++)
8214 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8215 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8218 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8219 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8220 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);
8222 case Q3DEFORM_AUTOSPRITE2:
8223 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8224 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8225 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8226 VectorNormalize(newforward);
8227 VectorNormalize(newright);
8228 VectorNormalize(newup);
8229 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8230 // rsurface.batchvertex3f_vertexbuffer = NULL;
8231 // rsurface.batchvertex3f_bufferoffset = 0;
8233 const float *v1, *v2;
8243 memset(shortest, 0, sizeof(shortest));
8244 // a single autosprite surface can contain multiple sprites...
8245 for (j = 0;j < batchnumvertices - 3;j += 4)
8247 VectorClear(center);
8248 for (i = 0;i < 4;i++)
8249 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8250 VectorScale(center, 0.25f, center);
8251 // find the two shortest edges, then use them to define the
8252 // axis vectors for rotating around the central axis
8253 for (i = 0;i < 6;i++)
8255 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8256 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8257 l = VectorDistance2(v1, v2);
8258 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8260 l += (1.0f / 1024.0f);
8261 if (shortest[0].length2 > l || i == 0)
8263 shortest[1] = shortest[0];
8264 shortest[0].length2 = l;
8265 shortest[0].v1 = v1;
8266 shortest[0].v2 = v2;
8268 else if (shortest[1].length2 > l || i == 1)
8270 shortest[1].length2 = l;
8271 shortest[1].v1 = v1;
8272 shortest[1].v2 = v2;
8275 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8276 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8277 // this calculates the right vector from the shortest edge
8278 // and the up vector from the edge midpoints
8279 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8280 VectorNormalize(right);
8281 VectorSubtract(end, start, up);
8282 VectorNormalize(up);
8283 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8284 VectorSubtract(rsurface.localvieworigin, center, forward);
8285 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8286 VectorNegate(forward, forward);
8287 VectorReflect(forward, 0, up, forward);
8288 VectorNormalize(forward);
8289 CrossProduct(up, forward, newright);
8290 VectorNormalize(newright);
8291 // rotate the quad around the up axis vector, this is made
8292 // especially easy by the fact we know the quad is flat,
8293 // so we only have to subtract the center position and
8294 // measure distance along the right vector, and then
8295 // multiply that by the newright vector and add back the
8297 // we also need to subtract the old position to undo the
8298 // displacement from the center, which we do with a
8299 // DotProduct, the subtraction/addition of center is also
8300 // optimized into DotProducts here
8301 l = DotProduct(right, center);
8302 for (i = 0;i < 4;i++)
8304 v1 = rsurface.batchvertex3f + 3*(j+i);
8305 f = DotProduct(right, v1) - l;
8306 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8310 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8312 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8313 // rsurface.batchnormal3f_vertexbuffer = NULL;
8314 // rsurface.batchnormal3f_bufferoffset = 0;
8315 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8317 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8319 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8320 // rsurface.batchsvector3f_vertexbuffer = NULL;
8321 // rsurface.batchsvector3f_bufferoffset = 0;
8322 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8323 // rsurface.batchtvector3f_vertexbuffer = NULL;
8324 // rsurface.batchtvector3f_bufferoffset = 0;
8325 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);
8328 case Q3DEFORM_NORMAL:
8329 // deform the normals to make reflections wavey
8330 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8331 rsurface.batchnormal3f_vertexbuffer = NULL;
8332 rsurface.batchnormal3f_bufferoffset = 0;
8333 for (j = 0;j < batchnumvertices;j++)
8336 float *normal = rsurface.batchnormal3f + 3*j;
8337 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8338 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8339 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8340 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8341 VectorNormalize(normal);
8343 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8345 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8346 // rsurface.batchsvector3f_vertexbuffer = NULL;
8347 // rsurface.batchsvector3f_bufferoffset = 0;
8348 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8349 // rsurface.batchtvector3f_vertexbuffer = NULL;
8350 // rsurface.batchtvector3f_bufferoffset = 0;
8351 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);
8355 // deform vertex array to make wavey water and flags and such
8356 waveparms[0] = deform->waveparms[0];
8357 waveparms[1] = deform->waveparms[1];
8358 waveparms[2] = deform->waveparms[2];
8359 waveparms[3] = deform->waveparms[3];
8360 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8361 break; // if wavefunc is a nop, don't make a dynamic vertex array
8362 // this is how a divisor of vertex influence on deformation
8363 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8364 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8365 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8366 // rsurface.batchvertex3f_vertexbuffer = NULL;
8367 // rsurface.batchvertex3f_bufferoffset = 0;
8368 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8369 // rsurface.batchnormal3f_vertexbuffer = NULL;
8370 // rsurface.batchnormal3f_bufferoffset = 0;
8371 for (j = 0;j < batchnumvertices;j++)
8373 // if the wavefunc depends on time, evaluate it per-vertex
8376 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8377 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8379 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8381 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8382 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8383 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8385 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8386 // rsurface.batchsvector3f_vertexbuffer = NULL;
8387 // rsurface.batchsvector3f_bufferoffset = 0;
8388 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8389 // rsurface.batchtvector3f_vertexbuffer = NULL;
8390 // rsurface.batchtvector3f_bufferoffset = 0;
8391 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);
8394 case Q3DEFORM_BULGE:
8395 // deform vertex array to make the surface have moving bulges
8396 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8397 // rsurface.batchvertex3f_vertexbuffer = NULL;
8398 // rsurface.batchvertex3f_bufferoffset = 0;
8399 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8400 // rsurface.batchnormal3f_vertexbuffer = NULL;
8401 // rsurface.batchnormal3f_bufferoffset = 0;
8402 for (j = 0;j < batchnumvertices;j++)
8404 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8405 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8407 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8408 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8409 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8411 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8412 // rsurface.batchsvector3f_vertexbuffer = NULL;
8413 // rsurface.batchsvector3f_bufferoffset = 0;
8414 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8415 // rsurface.batchtvector3f_vertexbuffer = NULL;
8416 // rsurface.batchtvector3f_bufferoffset = 0;
8417 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);
8421 // deform vertex array
8422 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8423 break; // if wavefunc is a nop, don't make a dynamic vertex array
8424 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8425 VectorScale(deform->parms, scale, waveparms);
8426 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8427 // rsurface.batchvertex3f_vertexbuffer = NULL;
8428 // rsurface.batchvertex3f_bufferoffset = 0;
8429 for (j = 0;j < batchnumvertices;j++)
8430 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8435 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8437 // generate texcoords based on the chosen texcoord source
8438 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8441 case Q3TCGEN_TEXTURE:
8443 case Q3TCGEN_LIGHTMAP:
8444 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8445 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8446 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8447 if (rsurface.batchtexcoordlightmap2f)
8448 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8450 case Q3TCGEN_VECTOR:
8451 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8452 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8453 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8454 for (j = 0;j < batchnumvertices;j++)
8456 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8457 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8460 case Q3TCGEN_ENVIRONMENT:
8461 // make environment reflections using a spheremap
8462 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8463 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8464 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8465 for (j = 0;j < batchnumvertices;j++)
8467 // identical to Q3A's method, but executed in worldspace so
8468 // carried models can be shiny too
8470 float viewer[3], d, reflected[3], worldreflected[3];
8472 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8473 // VectorNormalize(viewer);
8475 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8477 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8478 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8479 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8480 // note: this is proportinal to viewer, so we can normalize later
8482 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8483 VectorNormalize(worldreflected);
8485 // note: this sphere map only uses world x and z!
8486 // so positive and negative y will LOOK THE SAME.
8487 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8488 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8492 // the only tcmod that needs software vertex processing is turbulent, so
8493 // check for it here and apply the changes if needed
8494 // and we only support that as the first one
8495 // (handling a mixture of turbulent and other tcmods would be problematic
8496 // without punting it entirely to a software path)
8497 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8499 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8500 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8501 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8502 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8503 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8504 for (j = 0;j < batchnumvertices;j++)
8506 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);
8507 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8513 void RSurf_DrawBatch(void)
8515 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8516 // through the pipeline, killing it earlier in the pipeline would have
8517 // per-surface overhead rather than per-batch overhead, so it's best to
8518 // reject it here, before it hits glDraw.
8519 if (rsurface.batchnumtriangles == 0)
8522 // batch debugging code
8523 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8529 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8530 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8533 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8535 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8537 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8538 Sys_Abort("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);
8545 if (rsurface.batchmultidraw)
8547 // issue multiple draws rather than copying index data
8548 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8549 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8550 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8551 for (i = 0;i < numsurfaces;)
8553 // combine consecutive surfaces as one draw
8554 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8555 if (surfacelist[j] != surfacelist[k] + 1)
8557 firstvertex = surfacelist[i]->num_firstvertex;
8558 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8559 firsttriangle = surfacelist[i]->num_firsttriangle;
8560 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8561 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8567 // there is only one consecutive run of index data (may have been combined)
8568 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);
8572 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8574 // pick the closest matching water plane
8575 int planeindex, vertexindex, bestplaneindex = -1;
8579 r_waterstate_waterplane_t *p;
8580 qbool prepared = false;
8582 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8584 if(p->camera_entity != rsurface.texture->camera_entity)
8589 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8591 if(rsurface.batchnumvertices == 0)
8594 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8596 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8597 d += fabs(PlaneDiff(vert, &p->plane));
8599 if (bestd > d || bestplaneindex < 0)
8602 bestplaneindex = planeindex;
8605 return bestplaneindex;
8606 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8607 // this situation though, as it might be better to render single larger
8608 // batches with useless stuff (backface culled for example) than to
8609 // render multiple smaller batches
8612 void RSurf_SetupDepthAndCulling(bool ui)
8614 // submodels are biased to avoid z-fighting with world surfaces that they
8615 // may be exactly overlapping (avoids z-fighting artifacts on certain
8616 // doors and things in Quake maps)
8617 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8618 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8619 GL_DepthTest(!ui && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8620 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8623 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8627 float p[3], mins[3], maxs[3];
8629 // transparent sky would be ridiculous
8630 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8632 R_SetupShader_Generic_NoTexture(false, false);
8633 skyrenderlater = true;
8634 RSurf_SetupDepthAndCulling(false);
8637 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8638 if (r_sky_scissor.integer)
8640 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8641 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8643 Matrix4x4_Transform(&rsurface.matrix, v, p);
8646 if (mins[0] > p[0]) mins[0] = p[0];
8647 if (mins[1] > p[1]) mins[1] = p[1];
8648 if (mins[2] > p[2]) mins[2] = p[2];
8649 if (maxs[0] < p[0]) maxs[0] = p[0];
8650 if (maxs[1] < p[1]) maxs[1] = p[1];
8651 if (maxs[2] < p[2]) maxs[2] = p[2];
8655 VectorCopy(p, mins);
8656 VectorCopy(p, maxs);
8659 if (!R_ScissorForBBox(mins, maxs, scissor))
8663 if (skyscissor[0] > scissor[0])
8665 skyscissor[2] += skyscissor[0] - scissor[0];
8666 skyscissor[0] = scissor[0];
8668 if (skyscissor[1] > scissor[1])
8670 skyscissor[3] += skyscissor[1] - scissor[1];
8671 skyscissor[1] = scissor[1];
8673 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8674 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8675 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8676 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8679 Vector4Copy(scissor, skyscissor);
8683 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8684 // skymasking on them, and Quake3 never did sky masking (unlike
8685 // software Quake and software Quake2), so disable the sky masking
8686 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8687 // and skymasking also looks very bad when noclipping outside the
8688 // level, so don't use it then either.
8689 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8691 R_Mesh_ResetTextureState();
8692 if (skyrendermasked)
8694 R_SetupShader_DepthOrShadow(false, false, false);
8695 // depth-only (masking)
8696 GL_ColorMask(0, 0, 0, 0);
8697 // just to make sure that braindead drivers don't draw
8698 // anything despite that colormask...
8699 GL_BlendFunc(GL_ZERO, GL_ONE);
8700 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8701 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8705 R_SetupShader_Generic_NoTexture(false, false);
8707 GL_BlendFunc(GL_ONE, GL_ZERO);
8708 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8709 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8710 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8713 if (skyrendermasked)
8714 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8716 R_Mesh_ResetTextureState();
8717 GL_Color(1, 1, 1, 1);
8720 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8721 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8722 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8724 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8728 // render screenspace normalmap to texture
8730 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8735 // bind lightmap texture
8737 // water/refraction/reflection/camera surfaces have to be handled specially
8738 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8740 int start, end, startplaneindex;
8741 for (start = 0;start < texturenumsurfaces;start = end)
8743 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8744 if(startplaneindex < 0)
8746 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8747 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8751 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8753 // now that we have a batch using the same planeindex, render it
8754 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8756 // render water or distortion background
8758 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8760 // blend surface on top
8761 GL_DepthMask(false);
8762 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8765 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8767 // render surface with reflection texture as input
8768 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8769 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8776 // render surface batch normally
8777 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8778 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8782 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8786 int texturesurfaceindex;
8788 const msurface_t *surface;
8789 float surfacecolor4f[4];
8791 texture_t *t = rsurface.texture;
8793 // R_Mesh_ResetTextureState();
8794 R_SetupShader_Generic_NoTexture(false, false);
8796 GL_BlendFunc(GL_ONE, GL_ZERO);
8797 GL_DepthMask(writedepth);
8799 switch (r_showsurfaces.integer)
8803 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8805 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8807 surface = texturesurfacelist[texturesurfaceindex];
8808 k = (int)(((size_t)surface) / sizeof(msurface_t));
8809 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8810 for (j = 0;j < surface->num_vertices;j++)
8812 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8818 if(t && t->currentskinframe)
8820 Vector4Copy(t->currentskinframe->avgcolor, c);
8821 c[3] *= t->currentalpha;
8825 Vector4Set(c, 1, 0, 1, 1);
8827 if (t && (t->pantstexture || t->shirttexture))
8829 VectorMAM(0.7, t->render_colormap_pants, 0.3, t->render_colormap_shirt, c);
8831 VectorScale(c, 2 * r_refdef.view.colorscale, c);
8832 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
8833 c[3] *= r_wateralpha.value;
8834 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8836 if (rsurface.modellightmapcolor4f)
8838 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8840 surface = texturesurfacelist[texturesurfaceindex];
8841 for (j = 0;j < surface->num_vertices;j++)
8843 float *ptr = rsurface.batchlightmapcolor4f + 4 * vi;
8844 Vector4Multiply(ptr, c, ptr);
8851 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8853 surface = texturesurfacelist[texturesurfaceindex];
8854 for (j = 0;j < surface->num_vertices;j++)
8856 float *ptr = rsurface.batchlightmapcolor4f + 4 * vi;
8857 Vector4Copy(c, ptr);
8864 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8868 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8871 RSurf_SetupDepthAndCulling(ui);
8872 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8874 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8877 switch (vid.renderpath)
8879 case RENDERPATH_GL32:
8880 case RENDERPATH_GLES2:
8881 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8887 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8890 int texturenumsurfaces, endsurface;
8892 const msurface_t *surface;
8893 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8895 RSurf_ActiveModelEntity(ent, true, true, false);
8897 if (r_transparentdepthmasking.integer)
8899 qbool setup = false;
8900 for (i = 0;i < numsurfaces;i = j)
8903 surface = rsurface.modelsurfaces + surfacelist[i];
8904 texture = surface->texture;
8905 rsurface.texture = R_GetCurrentTexture(texture);
8906 rsurface.lightmaptexture = NULL;
8907 rsurface.deluxemaptexture = NULL;
8908 rsurface.uselightmaptexture = false;
8909 // scan ahead until we find a different texture
8910 endsurface = min(i + 1024, numsurfaces);
8911 texturenumsurfaces = 0;
8912 texturesurfacelist[texturenumsurfaces++] = surface;
8913 for (;j < endsurface;j++)
8915 surface = rsurface.modelsurfaces + surfacelist[j];
8916 if (texture != surface->texture)
8918 texturesurfacelist[texturenumsurfaces++] = surface;
8920 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8922 // render the range of surfaces as depth
8926 GL_ColorMask(0,0,0,0);
8929 GL_BlendFunc(GL_ONE, GL_ZERO);
8931 // R_Mesh_ResetTextureState();
8933 RSurf_SetupDepthAndCulling(false);
8934 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8935 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8936 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8940 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8943 for (i = 0;i < numsurfaces;i = j)
8946 surface = rsurface.modelsurfaces + surfacelist[i];
8947 texture = surface->texture;
8948 rsurface.texture = R_GetCurrentTexture(texture);
8949 // scan ahead until we find a different texture
8950 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8951 texturenumsurfaces = 0;
8952 texturesurfacelist[texturenumsurfaces++] = surface;
8953 rsurface.lightmaptexture = surface->lightmaptexture;
8954 rsurface.deluxemaptexture = surface->deluxemaptexture;
8955 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8956 for (;j < endsurface;j++)
8958 surface = rsurface.modelsurfaces + surfacelist[j];
8959 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8961 texturesurfacelist[texturenumsurfaces++] = surface;
8963 // render the range of surfaces
8964 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8966 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8969 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8971 // transparent surfaces get pushed off into the transparent queue
8972 int surfacelistindex;
8973 const msurface_t *surface;
8974 vec3_t tempcenter, center;
8975 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8977 surface = texturesurfacelist[surfacelistindex];
8978 if (r_transparent_sortsurfacesbynearest.integer)
8980 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8981 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8982 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8986 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8987 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8988 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8990 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8991 if (rsurface.entity->transparent_offset) // transparent offset
8993 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8994 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8995 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8997 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9001 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9003 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9005 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9007 RSurf_SetupDepthAndCulling(false);
9008 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9009 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9010 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9014 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9018 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9020 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9023 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9025 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9026 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9028 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9030 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9031 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9032 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9034 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9036 // in the deferred case, transparent surfaces were queued during prepass
9037 if (!r_shadow_usingdeferredprepass)
9038 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9042 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9043 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9048 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9052 R_FrameData_SetMark();
9053 // break the surface list down into batches by texture and use of lightmapping
9054 for (i = 0;i < numsurfaces;i = j)
9057 // texture is the base texture pointer, rsurface.texture is the
9058 // current frame/skin the texture is directing us to use (for example
9059 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9060 // use skin 1 instead)
9061 texture = surfacelist[i]->texture;
9062 rsurface.texture = R_GetCurrentTexture(texture);
9063 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9065 // if this texture is not the kind we want, skip ahead to the next one
9066 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9070 if(depthonly || prepass)
9072 rsurface.lightmaptexture = NULL;
9073 rsurface.deluxemaptexture = NULL;
9074 rsurface.uselightmaptexture = false;
9075 // simply scan ahead until we find a different texture or lightmap state
9076 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9081 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9082 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9083 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9084 // simply scan ahead until we find a different texture or lightmap state
9085 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9088 // render the range of surfaces
9089 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9091 R_FrameData_ReturnToMark();
9094 float locboxvertex3f[6*4*3] =
9096 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9097 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9098 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9099 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9100 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9101 1,0,0, 0,0,0, 0,1,0, 1,1,0
9104 unsigned short locboxelements[6*2*3] =
9114 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9117 cl_locnode_t *loc = (cl_locnode_t *)ent;
9119 float vertex3f[6*4*3];
9121 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9122 GL_DepthMask(false);
9123 GL_DepthRange(0, 1);
9124 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9126 GL_CullFace(GL_NONE);
9127 R_EntityMatrix(&identitymatrix);
9129 // R_Mesh_ResetTextureState();
9132 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9133 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9134 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9135 surfacelist[0] < 0 ? 0.5f : 0.125f);
9137 if (VectorCompare(loc->mins, loc->maxs))
9139 VectorSet(size, 2, 2, 2);
9140 VectorMA(loc->mins, -0.5f, size, mins);
9144 VectorCopy(loc->mins, mins);
9145 VectorSubtract(loc->maxs, loc->mins, size);
9148 for (i = 0;i < 6*4*3;)
9149 for (j = 0;j < 3;j++, i++)
9150 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9152 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9153 R_SetupShader_Generic_NoTexture(false, false);
9154 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9157 void R_DrawLocs(void)
9160 cl_locnode_t *loc, *nearestloc;
9162 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9163 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9165 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9166 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9170 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9172 if (decalsystem->decals)
9173 Mem_Free(decalsystem->decals);
9174 memset(decalsystem, 0, sizeof(*decalsystem));
9177 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9183 // expand or initialize the system
9184 if (decalsystem->maxdecals <= decalsystem->numdecals)
9186 decalsystem_t old = *decalsystem;
9187 qbool useshortelements;
9188 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9189 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9190 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)));
9191 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9192 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9193 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9194 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9195 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9196 if (decalsystem->numdecals)
9197 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9199 Mem_Free(old.decals);
9200 for (i = 0;i < decalsystem->maxdecals*3;i++)
9201 decalsystem->element3i[i] = i;
9202 if (useshortelements)
9203 for (i = 0;i < decalsystem->maxdecals*3;i++)
9204 decalsystem->element3s[i] = i;
9207 // grab a decal and search for another free slot for the next one
9208 decals = decalsystem->decals;
9209 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9210 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9212 decalsystem->freedecal = i;
9213 if (decalsystem->numdecals <= i)
9214 decalsystem->numdecals = i + 1;
9216 // initialize the decal
9218 decal->triangleindex = triangleindex;
9219 decal->surfaceindex = surfaceindex;
9220 decal->decalsequence = decalsequence;
9221 decal->color4f[0][0] = c0[0];
9222 decal->color4f[0][1] = c0[1];
9223 decal->color4f[0][2] = c0[2];
9224 decal->color4f[0][3] = 1;
9225 decal->color4f[1][0] = c1[0];
9226 decal->color4f[1][1] = c1[1];
9227 decal->color4f[1][2] = c1[2];
9228 decal->color4f[1][3] = 1;
9229 decal->color4f[2][0] = c2[0];
9230 decal->color4f[2][1] = c2[1];
9231 decal->color4f[2][2] = c2[2];
9232 decal->color4f[2][3] = 1;
9233 decal->vertex3f[0][0] = v0[0];
9234 decal->vertex3f[0][1] = v0[1];
9235 decal->vertex3f[0][2] = v0[2];
9236 decal->vertex3f[1][0] = v1[0];
9237 decal->vertex3f[1][1] = v1[1];
9238 decal->vertex3f[1][2] = v1[2];
9239 decal->vertex3f[2][0] = v2[0];
9240 decal->vertex3f[2][1] = v2[1];
9241 decal->vertex3f[2][2] = v2[2];
9242 decal->texcoord2f[0][0] = t0[0];
9243 decal->texcoord2f[0][1] = t0[1];
9244 decal->texcoord2f[1][0] = t1[0];
9245 decal->texcoord2f[1][1] = t1[1];
9246 decal->texcoord2f[2][0] = t2[0];
9247 decal->texcoord2f[2][1] = t2[1];
9248 TriangleNormal(v0, v1, v2, decal->plane);
9249 VectorNormalize(decal->plane);
9250 decal->plane[3] = DotProduct(v0, decal->plane);
9253 extern cvar_t cl_decals_bias;
9254 extern cvar_t cl_decals_models;
9255 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9256 // baseparms, parms, temps
9257 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9262 const float *vertex3f;
9263 const float *normal3f;
9265 float points[2][9][3];
9272 e = rsurface.modelelement3i + 3*triangleindex;
9274 vertex3f = rsurface.modelvertex3f;
9275 normal3f = rsurface.modelnormal3f;
9279 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9281 index = 3*e[cornerindex];
9282 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9287 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9289 index = 3*e[cornerindex];
9290 VectorCopy(vertex3f + index, v[cornerindex]);
9295 //TriangleNormal(v[0], v[1], v[2], normal);
9296 //if (DotProduct(normal, localnormal) < 0.0f)
9298 // clip by each of the box planes formed from the projection matrix
9299 // if anything survives, we emit the decal
9300 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]);
9303 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]);
9306 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]);
9309 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]);
9312 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]);
9315 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]);
9318 // some part of the triangle survived, so we have to accept it...
9321 // dynamic always uses the original triangle
9323 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9325 index = 3*e[cornerindex];
9326 VectorCopy(vertex3f + index, v[cornerindex]);
9329 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9331 // convert vertex positions to texcoords
9332 Matrix4x4_Transform(projection, v[cornerindex], temp);
9333 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9334 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9335 // calculate distance fade from the projection origin
9336 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9337 f = bound(0.0f, f, 1.0f);
9338 c[cornerindex][0] = r * f;
9339 c[cornerindex][1] = g * f;
9340 c[cornerindex][2] = b * f;
9341 c[cornerindex][3] = 1.0f;
9342 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9345 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);
9347 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9348 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);
9350 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9352 matrix4x4_t projection;
9353 decalsystem_t *decalsystem;
9356 const msurface_t *surface;
9357 const msurface_t *surfaces;
9358 const texture_t *texture;
9362 float localorigin[3];
9363 float localnormal[3];
9371 int bih_triangles_count;
9372 int bih_triangles[256];
9373 int bih_surfaces[256];
9375 decalsystem = &ent->decalsystem;
9377 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9379 R_DecalSystem_Reset(&ent->decalsystem);
9383 if (!model->brush.data_leafs && !cl_decals_models.integer)
9385 if (decalsystem->model)
9386 R_DecalSystem_Reset(decalsystem);
9390 if (decalsystem->model != model)
9391 R_DecalSystem_Reset(decalsystem);
9392 decalsystem->model = model;
9394 RSurf_ActiveModelEntity(ent, true, false, false);
9396 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9397 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9398 VectorNormalize(localnormal);
9399 localsize = worldsize*rsurface.inversematrixscale;
9400 localmins[0] = localorigin[0] - localsize;
9401 localmins[1] = localorigin[1] - localsize;
9402 localmins[2] = localorigin[2] - localsize;
9403 localmaxs[0] = localorigin[0] + localsize;
9404 localmaxs[1] = localorigin[1] + localsize;
9405 localmaxs[2] = localorigin[2] + localsize;
9407 //VectorCopy(localnormal, planes[4]);
9408 //VectorVectors(planes[4], planes[2], planes[0]);
9409 AnglesFromVectors(angles, localnormal, NULL, false);
9410 AngleVectors(angles, planes[0], planes[2], planes[4]);
9411 VectorNegate(planes[0], planes[1]);
9412 VectorNegate(planes[2], planes[3]);
9413 VectorNegate(planes[4], planes[5]);
9414 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9415 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9416 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9417 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9418 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9419 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9424 matrix4x4_t forwardprojection;
9425 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9426 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9431 float projectionvector[4][3];
9432 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9433 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9434 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9435 projectionvector[0][0] = planes[0][0] * ilocalsize;
9436 projectionvector[0][1] = planes[1][0] * ilocalsize;
9437 projectionvector[0][2] = planes[2][0] * ilocalsize;
9438 projectionvector[1][0] = planes[0][1] * ilocalsize;
9439 projectionvector[1][1] = planes[1][1] * ilocalsize;
9440 projectionvector[1][2] = planes[2][1] * ilocalsize;
9441 projectionvector[2][0] = planes[0][2] * ilocalsize;
9442 projectionvector[2][1] = planes[1][2] * ilocalsize;
9443 projectionvector[2][2] = planes[2][2] * ilocalsize;
9444 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9445 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9446 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9447 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9451 dynamic = model->surfmesh.isanimated;
9452 surfaces = model->data_surfaces;
9455 bih_triangles_count = -1;
9458 if(model->render_bih.numleafs)
9459 bih = &model->render_bih;
9460 else if(model->collision_bih.numleafs)
9461 bih = &model->collision_bih;
9464 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9465 if(bih_triangles_count == 0)
9467 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9469 if(bih_triangles_count > 0)
9471 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9473 surfaceindex = bih_surfaces[triangleindex];
9474 surface = surfaces + surfaceindex;
9475 texture = surface->texture;
9478 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9480 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9482 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9487 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9489 surface = surfaces + surfaceindex;
9490 // check cull box first because it rejects more than any other check
9491 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9493 // skip transparent surfaces
9494 texture = surface->texture;
9497 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9499 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9501 numtriangles = surface->num_triangles;
9502 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9503 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9508 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9509 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9511 int renderentityindex;
9514 entity_render_t *ent;
9516 worldmins[0] = worldorigin[0] - worldsize;
9517 worldmins[1] = worldorigin[1] - worldsize;
9518 worldmins[2] = worldorigin[2] - worldsize;
9519 worldmaxs[0] = worldorigin[0] + worldsize;
9520 worldmaxs[1] = worldorigin[1] + worldsize;
9521 worldmaxs[2] = worldorigin[2] + worldsize;
9523 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9525 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9527 ent = r_refdef.scene.entities[renderentityindex];
9528 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9531 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9535 typedef struct r_decalsystem_splatqueue_s
9542 unsigned int decalsequence;
9544 r_decalsystem_splatqueue_t;
9546 int r_decalsystem_numqueued = 0;
9547 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9549 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)
9551 r_decalsystem_splatqueue_t *queue;
9553 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9556 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9557 VectorCopy(worldorigin, queue->worldorigin);
9558 VectorCopy(worldnormal, queue->worldnormal);
9559 Vector4Set(queue->color, r, g, b, a);
9560 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9561 queue->worldsize = worldsize;
9562 queue->decalsequence = cl.decalsequence++;
9565 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9568 r_decalsystem_splatqueue_t *queue;
9570 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9571 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);
9572 r_decalsystem_numqueued = 0;
9575 extern cvar_t cl_decals_max;
9576 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9579 decalsystem_t *decalsystem = &ent->decalsystem;
9581 unsigned int killsequence;
9586 if (!decalsystem->numdecals)
9589 if (r_showsurfaces.integer)
9592 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9594 R_DecalSystem_Reset(decalsystem);
9598 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9599 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9601 if (decalsystem->lastupdatetime)
9602 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9605 decalsystem->lastupdatetime = r_refdef.scene.time;
9606 numdecals = decalsystem->numdecals;
9608 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9610 if (decal->color4f[0][3])
9612 decal->lived += frametime;
9613 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9615 memset(decal, 0, sizeof(*decal));
9616 if (decalsystem->freedecal > i)
9617 decalsystem->freedecal = i;
9621 decal = decalsystem->decals;
9622 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9625 // collapse the array by shuffling the tail decals into the gaps
9628 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9629 decalsystem->freedecal++;
9630 if (decalsystem->freedecal == numdecals)
9632 decal[decalsystem->freedecal] = decal[--numdecals];
9635 decalsystem->numdecals = numdecals;
9639 // if there are no decals left, reset decalsystem
9640 R_DecalSystem_Reset(decalsystem);
9644 extern skinframe_t *decalskinframe;
9645 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9648 decalsystem_t *decalsystem = &ent->decalsystem;
9657 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9660 numdecals = decalsystem->numdecals;
9664 if (r_showsurfaces.integer)
9667 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9669 R_DecalSystem_Reset(decalsystem);
9673 // if the model is static it doesn't matter what value we give for
9674 // wantnormals and wanttangents, so this logic uses only rules applicable
9675 // to a model, knowing that they are meaningless otherwise
9676 RSurf_ActiveModelEntity(ent, false, false, false);
9678 decalsystem->lastupdatetime = r_refdef.scene.time;
9680 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9682 // update vertex positions for animated models
9683 v3f = decalsystem->vertex3f;
9684 c4f = decalsystem->color4f;
9685 t2f = decalsystem->texcoord2f;
9686 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9688 if (!decal->color4f[0][3])
9691 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9695 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9698 // update color values for fading decals
9699 if (decal->lived >= cl_decals_time.value)
9700 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9704 c4f[ 0] = decal->color4f[0][0] * alpha;
9705 c4f[ 1] = decal->color4f[0][1] * alpha;
9706 c4f[ 2] = decal->color4f[0][2] * alpha;
9708 c4f[ 4] = decal->color4f[1][0] * alpha;
9709 c4f[ 5] = decal->color4f[1][1] * alpha;
9710 c4f[ 6] = decal->color4f[1][2] * alpha;
9712 c4f[ 8] = decal->color4f[2][0] * alpha;
9713 c4f[ 9] = decal->color4f[2][1] * alpha;
9714 c4f[10] = decal->color4f[2][2] * alpha;
9717 t2f[0] = decal->texcoord2f[0][0];
9718 t2f[1] = decal->texcoord2f[0][1];
9719 t2f[2] = decal->texcoord2f[1][0];
9720 t2f[3] = decal->texcoord2f[1][1];
9721 t2f[4] = decal->texcoord2f[2][0];
9722 t2f[5] = decal->texcoord2f[2][1];
9724 // update vertex positions for animated models
9725 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9727 e = rsurface.modelelement3i + 3*decal->triangleindex;
9728 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9729 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9730 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9734 VectorCopy(decal->vertex3f[0], v3f);
9735 VectorCopy(decal->vertex3f[1], v3f + 3);
9736 VectorCopy(decal->vertex3f[2], v3f + 6);
9739 if (r_refdef.fogenabled)
9741 alpha = RSurf_FogVertex(v3f);
9742 VectorScale(c4f, alpha, c4f);
9743 alpha = RSurf_FogVertex(v3f + 3);
9744 VectorScale(c4f + 4, alpha, c4f + 4);
9745 alpha = RSurf_FogVertex(v3f + 6);
9746 VectorScale(c4f + 8, alpha, c4f + 8);
9757 r_refdef.stats[r_stat_drawndecals] += numtris;
9759 // now render the decals all at once
9760 // (this assumes they all use one particle font texture!)
9761 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);
9762 // R_Mesh_ResetTextureState();
9763 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9764 GL_DepthMask(false);
9765 GL_DepthRange(0, 1);
9766 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9768 GL_CullFace(GL_NONE);
9769 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9770 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9771 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9775 static void R_DrawModelDecals(void)
9779 // fade faster when there are too many decals
9780 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9781 for (i = 0;i < r_refdef.scene.numentities;i++)
9782 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9784 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9785 for (i = 0;i < r_refdef.scene.numentities;i++)
9786 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9787 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9789 R_DecalSystem_ApplySplatEntitiesQueue();
9791 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9792 for (i = 0;i < r_refdef.scene.numentities;i++)
9793 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9795 r_refdef.stats[r_stat_totaldecals] += numdecals;
9797 if (r_showsurfaces.integer || !r_drawdecals.integer)
9800 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9802 for (i = 0;i < r_refdef.scene.numentities;i++)
9804 if (!r_refdef.viewcache.entityvisible[i])
9806 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9807 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9811 static void R_DrawDebugModel(void)
9813 entity_render_t *ent = rsurface.entity;
9815 const msurface_t *surface;
9816 model_t *model = ent->model;
9818 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9821 if (r_showoverdraw.value > 0)
9823 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9824 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9825 R_SetupShader_Generic_NoTexture(false, false);
9826 GL_DepthTest(false);
9827 GL_DepthMask(false);
9828 GL_DepthRange(0, 1);
9829 GL_BlendFunc(GL_ONE, GL_ONE);
9830 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9832 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9834 surface = model->data_surfaces + j;
9835 rsurface.texture = R_GetCurrentTexture(surface->texture);
9836 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9838 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9839 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9840 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9841 GL_Color(c, 0, 0, 1.0f);
9842 else if (ent == r_refdef.scene.worldentity)
9843 GL_Color(c, c, c, 1.0f);
9845 GL_Color(0, c, 0, 1.0f);
9846 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9850 rsurface.texture = NULL;
9853 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9855 // R_Mesh_ResetTextureState();
9856 R_SetupShader_Generic_NoTexture(false, false);
9857 GL_DepthRange(0, 1);
9858 GL_DepthTest(!r_showdisabledepthtest.integer);
9859 GL_DepthMask(false);
9860 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9862 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9866 qbool cullbox = false;
9867 const q3mbrush_t *brush;
9868 const bih_t *bih = &model->collision_bih;
9869 const bih_leaf_t *bihleaf;
9870 float vertex3f[3][3];
9871 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9872 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9874 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9876 switch (bihleaf->type)
9879 brush = model->brush.data_brushes + bihleaf->itemindex;
9880 if (brush->colbrushf && brush->colbrushf->numtriangles)
9882 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);
9883 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9884 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9887 case BIH_COLLISIONTRIANGLE:
9888 triangleindex = bihleaf->itemindex;
9889 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9890 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9891 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9892 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);
9893 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9894 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9896 case BIH_RENDERTRIANGLE:
9897 triangleindex = bihleaf->itemindex;
9898 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9899 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9900 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9901 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);
9902 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9903 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9909 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9912 if (r_showtris.value > 0 && qglPolygonMode)
9914 if (r_showdisabledepthtest.integer)
9916 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9917 GL_DepthMask(false);
9921 GL_BlendFunc(GL_ONE, GL_ZERO);
9924 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9925 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9927 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9929 surface = model->data_surfaces + j;
9930 rsurface.texture = R_GetCurrentTexture(surface->texture);
9931 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9933 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9934 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9935 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9936 else if (ent == r_refdef.scene.worldentity)
9937 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9939 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9940 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9944 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9945 rsurface.texture = NULL;
9949 // FIXME! implement r_shownormals with just triangles
9950 if (r_shownormals.value != 0 && qglBegin)
9954 if (r_showdisabledepthtest.integer)
9956 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9957 GL_DepthMask(false);
9961 GL_BlendFunc(GL_ONE, GL_ZERO);
9964 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9966 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9968 surface = model->data_surfaces + j;
9969 rsurface.texture = R_GetCurrentTexture(surface->texture);
9970 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9972 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9974 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9976 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9978 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9979 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9980 qglVertex3f(v[0], v[1], v[2]);
9981 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9982 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9983 qglVertex3f(v[0], v[1], v[2]);
9986 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9988 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9990 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9991 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9992 qglVertex3f(v[0], v[1], v[2]);
9993 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9994 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9995 qglVertex3f(v[0], v[1], v[2]);
9998 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10000 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10002 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10003 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10004 qglVertex3f(v[0], v[1], v[2]);
10005 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10006 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10007 qglVertex3f(v[0], v[1], v[2]);
10010 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10012 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10014 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10015 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10016 qglVertex3f(v[0], v[1], v[2]);
10017 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10018 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10019 qglVertex3f(v[0], v[1], v[2]);
10026 rsurface.texture = NULL;
10032 int r_maxsurfacelist = 0;
10033 const msurface_t **r_surfacelist = NULL;
10034 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
10036 int i, j, flagsmask;
10037 model_t *model = ent->model;
10038 msurface_t *surfaces;
10039 unsigned char *update;
10040 int numsurfacelist = 0;
10044 if (r_maxsurfacelist < model->num_surfaces)
10046 r_maxsurfacelist = model->num_surfaces;
10048 Mem_Free((msurface_t **)r_surfacelist);
10049 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10052 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10053 RSurf_ActiveModelEntity(ent, false, false, false);
10055 RSurf_ActiveModelEntity(ent, true, true, true);
10056 else if (depthonly)
10057 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10059 RSurf_ActiveModelEntity(ent, true, true, false);
10061 surfaces = model->data_surfaces;
10062 update = model->brushq1.lightmapupdateflags;
10064 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10068 R_DrawDebugModel();
10069 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10073 // check if this is an empty model
10074 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
10077 rsurface.lightmaptexture = NULL;
10078 rsurface.deluxemaptexture = NULL;
10079 rsurface.uselightmaptexture = false;
10080 rsurface.texture = NULL;
10081 rsurface.rtlight = NULL;
10082 numsurfacelist = 0;
10084 // add visible surfaces to draw list
10085 if (ent == r_refdef.scene.worldentity)
10087 // for the world entity, check surfacevisible
10088 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
10090 j = model->modelsurfaces_sorted[i];
10091 if (r_refdef.viewcache.world_surfacevisible[j])
10092 r_surfacelist[numsurfacelist++] = surfaces + j;
10095 // don't do anything if there were no surfaces added (none of the world entity is visible)
10096 if (!numsurfacelist)
10098 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10104 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10105 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10106 r_surfacelist[numsurfacelist++] = surfaces + i;
10110 // add all surfaces
10111 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10112 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10116 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10117 * using style chains because most styles do not change on most frames, and most
10118 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10119 * break this rule and animate most surfaces.
10121 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10123 model_brush_lightstyleinfo_t *style;
10125 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10126 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10128 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10130 int* list = style->surfacelist;
10131 style->value = r_refdef.scene.lightstylevalue[style->style];
10132 // Value changed - mark the surfaces belonging to this style chain as dirty
10133 for (j = 0; j < style->numsurfaces; j++)
10134 update[list[j]] = true;
10137 // Now check if update flags are set on any surfaces that are visible
10138 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10141 * We can do less frequent texture uploads (approximately 10hz for animated
10142 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10143 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10144 * use model->num_surfaces, not nummodelsurfaces.
10146 for (i = 0; i < model->num_surfaces;i++)
10148 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10152 for (i = 0; i < numsurfacelist; i++)
10153 if (update[r_surfacelist[i] - surfaces])
10154 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10158 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10160 // add to stats if desired
10161 if (r_speeds.integer && !skysurfaces && !depthonly)
10163 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10164 for (j = 0;j < numsurfacelist;j++)
10165 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10168 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10171 void R_DebugLine(vec3_t start, vec3_t end)
10173 model_t *mod = CL_Mesh_UI();
10175 int e0, e1, e2, e3;
10176 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10177 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10178 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10181 // transform to screen coords first
10182 Vector4Set(w[0], start[0], start[1], start[2], 1);
10183 Vector4Set(w[1], end[0], end[1], end[2], 1);
10184 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10185 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10186 x1 = s[0][0] * vid_conwidth.value / vid.width;
10187 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10188 x2 = s[1][0] * vid_conwidth.value / vid.width;
10189 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10190 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10192 // add the line to the UI mesh for drawing later
10194 // width is measured in real pixels
10195 if (fabs(x2 - x1) > fabs(y2 - y1))
10198 offsety = 0.5f * width * vid_conheight.value / vid.height;
10202 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10205 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10206 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10207 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10208 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10209 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10210 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10211 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10216 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10218 static texture_t texture;
10220 // fake enough texture and surface state to render this geometry
10222 texture.update_lastrenderframe = -1; // regenerate this texture
10223 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10224 texture.basealpha = 1.0f;
10225 texture.currentskinframe = skinframe;
10226 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10227 texture.offsetmapping = OFFSETMAPPING_OFF;
10228 texture.offsetscale = 1;
10229 texture.specularscalemod = 1;
10230 texture.specularpowermod = 1;
10231 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10233 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10236 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10238 static msurface_t surface;
10239 const msurface_t *surfacelist = &surface;
10241 // fake enough texture and surface state to render this geometry
10242 surface.texture = texture;
10243 surface.num_triangles = numtriangles;
10244 surface.num_firsttriangle = firsttriangle;
10245 surface.num_vertices = numvertices;
10246 surface.num_firstvertex = firstvertex;
10249 rsurface.texture = R_GetCurrentTexture(surface.texture);
10250 rsurface.lightmaptexture = NULL;
10251 rsurface.deluxemaptexture = NULL;
10252 rsurface.uselightmaptexture = false;
10253 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);