2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
213 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
222 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
224 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
229 extern qboolean v_flipped_state;
231 static struct r_bloomstate_s
236 int bloomwidth, bloomheight;
238 textype_t texturetype;
239 int viewfbo; // used to check if r_viewfbo cvar has changed
241 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
245 int screentexturewidth, screentextureheight;
246 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
248 int bloomtexturewidth, bloomtextureheight;
249 rtexture_t *texture_bloom;
251 // arrays for rendering the screen passes
252 float screentexcoord2f[8];
253 float bloomtexcoord2f[8];
254 float offsettexcoord2f[8];
256 r_viewport_t viewport;
260 r_waterstate_t r_waterstate;
262 /// shadow volume bsp struct with automatically growing nodes buffer
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
294 typedef struct r_qwskincache_s
296 char name[MAX_QPATH];
297 skinframe_t *skinframe;
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
314 const float r_d3dscreenvertex3f[12] =
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
325 for (i = 0;i < verts;i++)
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
339 for (i = 0;i < verts;i++)
349 // FIXME: move this to client?
352 if (gamemode == GAME_NEHAHRA)
354 Cvar_Set("gl_fogenable", "0");
355 Cvar_Set("gl_fogdensity", "0.2");
356 Cvar_Set("gl_fogred", "0.3");
357 Cvar_Set("gl_foggreen", "0.3");
358 Cvar_Set("gl_fogblue", "0.3");
360 r_refdef.fog_density = 0;
361 r_refdef.fog_red = 0;
362 r_refdef.fog_green = 0;
363 r_refdef.fog_blue = 0;
364 r_refdef.fog_alpha = 1;
365 r_refdef.fog_start = 0;
366 r_refdef.fog_end = 16384;
367 r_refdef.fog_height = 1<<30;
368 r_refdef.fog_fadedepth = 128;
369 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
372 static void R_BuildBlankTextures(void)
374 unsigned char data[4];
375 data[2] = 128; // normal X
376 data[1] = 128; // normal Y
377 data[0] = 255; // normal Z
378 data[3] = 255; // height
379 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 static void R_BuildNoTexture(void)
400 unsigned char pix[16][16][4];
401 // this makes a light grey/dark grey checkerboard texture
402 for (y = 0;y < 16;y++)
404 for (x = 0;x < 16;x++)
406 if ((y < 8) ^ (x < 8))
422 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
425 static void R_BuildWhiteCube(void)
427 unsigned char data[6*1*1*4];
428 memset(data, 255, sizeof(data));
429 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
432 static void R_BuildNormalizationCube(void)
436 vec_t s, t, intensity;
439 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440 for (side = 0;side < 6;side++)
442 for (y = 0;y < NORMSIZE;y++)
444 for (x = 0;x < NORMSIZE;x++)
446 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
482 intensity = 127.0f / sqrt(DotProduct(v, v));
483 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486 data[((side*64+y)*64+x)*4+3] = 255;
490 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
494 static void R_BuildFogTexture(void)
498 unsigned char data1[FOGWIDTH][4];
499 //unsigned char data2[FOGWIDTH][4];
502 r_refdef.fogmasktable_start = r_refdef.fog_start;
503 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504 r_refdef.fogmasktable_range = r_refdef.fogrange;
505 r_refdef.fogmasktable_density = r_refdef.fog_density;
507 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
510 d = (x * r - r_refdef.fogmasktable_start);
511 if(developer_extra.integer)
512 Con_DPrintf("%f ", d);
514 if (r_fog_exp2.integer)
515 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
517 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518 if(developer_extra.integer)
519 Con_DPrintf(" : %f ", alpha);
520 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521 if(developer_extra.integer)
522 Con_DPrintf(" = %f\n", alpha);
523 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
526 for (x = 0;x < FOGWIDTH;x++)
528 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
533 //data2[x][0] = 255 - b;
534 //data2[x][1] = 255 - b;
535 //data2[x][2] = 255 - b;
538 if (r_texture_fogattenuation)
540 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
545 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
550 static void R_BuildFogHeightTexture(void)
552 unsigned char *inpixels;
560 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561 if (r_refdef.fogheighttexturename[0])
562 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
565 r_refdef.fog_height_tablesize = 0;
566 if (r_texture_fogheighttexture)
567 R_FreeTexture(r_texture_fogheighttexture);
568 r_texture_fogheighttexture = NULL;
569 if (r_refdef.fog_height_table2d)
570 Mem_Free(r_refdef.fog_height_table2d);
571 r_refdef.fog_height_table2d = NULL;
572 if (r_refdef.fog_height_table1d)
573 Mem_Free(r_refdef.fog_height_table1d);
574 r_refdef.fog_height_table1d = NULL;
578 r_refdef.fog_height_tablesize = size;
579 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
583 // LordHavoc: now the magic - what is that table2d for? it is a cooked
584 // average fog color table accounting for every fog layer between a point
585 // and the camera. (Note: attenuation is handled separately!)
586 for (y = 0;y < size;y++)
588 for (x = 0;x < size;x++)
594 for (j = x;j <= y;j++)
596 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602 for (j = x;j >= y;j--)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
609 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
615 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
618 //=======================================================================================================================================================
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *vertexfilename;
643 const char *geometryfilename;
644 const char *fragmentfilename;
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
653 {"#define USEDIFFUSE\n", " diffuse"},
654 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655 {"#define USEVIEWTINT\n", " viewtint"},
656 {"#define USECOLORMAPPING\n", " colormapping"},
657 {"#define USESATURATION\n", " saturation"},
658 {"#define USEFOGINSIDE\n", " foginside"},
659 {"#define USEFOGOUTSIDE\n", " fogoutside"},
660 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662 {"#define USEGAMMARAMPS\n", " gammaramps"},
663 {"#define USECUBEFILTER\n", " cubefilter"},
664 {"#define USEGLOW\n", " glow"},
665 {"#define USEBLOOM\n", " bloom"},
666 {"#define USESPECULAR\n", " specular"},
667 {"#define USEPOSTPROCESSING\n", " postprocessing"},
668 {"#define USEREFLECTION\n", " reflection"},
669 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683 {"#define USETRIPPY\n", " trippy"},
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
735 struct r_glsl_permutation_s *hashnext;
737 unsigned int permutation;
739 /// indicates if we have tried compiling this permutation already
741 /// 0 if compilation failed
743 // texture units assigned to each detected uniform
744 int tex_Texture_First;
745 int tex_Texture_Second;
746 int tex_Texture_GammaRamps;
747 int tex_Texture_Normal;
748 int tex_Texture_Color;
749 int tex_Texture_Gloss;
750 int tex_Texture_Glow;
751 int tex_Texture_SecondaryNormal;
752 int tex_Texture_SecondaryColor;
753 int tex_Texture_SecondaryGloss;
754 int tex_Texture_SecondaryGlow;
755 int tex_Texture_Pants;
756 int tex_Texture_Shirt;
757 int tex_Texture_FogHeightTexture;
758 int tex_Texture_FogMask;
759 int tex_Texture_Lightmap;
760 int tex_Texture_Deluxemap;
761 int tex_Texture_Attenuation;
762 int tex_Texture_Cube;
763 int tex_Texture_Refraction;
764 int tex_Texture_Reflection;
765 int tex_Texture_ShadowMap2D;
766 int tex_Texture_CubeProjection;
767 int tex_Texture_ScreenDepth;
768 int tex_Texture_ScreenNormalMap;
769 int tex_Texture_ScreenDiffuse;
770 int tex_Texture_ScreenSpecular;
771 int tex_Texture_ReflectMask;
772 int tex_Texture_ReflectCube;
773 int tex_Texture_BounceGrid;
774 /// locations of detected uniforms in program object, or -1 if not found
775 int loc_Texture_First;
776 int loc_Texture_Second;
777 int loc_Texture_GammaRamps;
778 int loc_Texture_Normal;
779 int loc_Texture_Color;
780 int loc_Texture_Gloss;
781 int loc_Texture_Glow;
782 int loc_Texture_SecondaryNormal;
783 int loc_Texture_SecondaryColor;
784 int loc_Texture_SecondaryGloss;
785 int loc_Texture_SecondaryGlow;
786 int loc_Texture_Pants;
787 int loc_Texture_Shirt;
788 int loc_Texture_FogHeightTexture;
789 int loc_Texture_FogMask;
790 int loc_Texture_Lightmap;
791 int loc_Texture_Deluxemap;
792 int loc_Texture_Attenuation;
793 int loc_Texture_Cube;
794 int loc_Texture_Refraction;
795 int loc_Texture_Reflection;
796 int loc_Texture_ShadowMap2D;
797 int loc_Texture_CubeProjection;
798 int loc_Texture_ScreenDepth;
799 int loc_Texture_ScreenNormalMap;
800 int loc_Texture_ScreenDiffuse;
801 int loc_Texture_ScreenSpecular;
802 int loc_Texture_ReflectMask;
803 int loc_Texture_ReflectCube;
804 int loc_Texture_BounceGrid;
806 int loc_BloomBlur_Parameters;
808 int loc_Color_Ambient;
809 int loc_Color_Diffuse;
810 int loc_Color_Specular;
814 int loc_DeferredColor_Ambient;
815 int loc_DeferredColor_Diffuse;
816 int loc_DeferredColor_Specular;
817 int loc_DeferredMod_Diffuse;
818 int loc_DeferredMod_Specular;
819 int loc_DistortScaleRefractReflect;
822 int loc_FogHeightFade;
824 int loc_FogPlaneViewDist;
825 int loc_FogRangeRecip;
828 int loc_LightPosition;
829 int loc_OffsetMapping_ScaleSteps;
830 int loc_OffsetMapping_LodDistance;
831 int loc_OffsetMapping_Bias;
833 int loc_ReflectColor;
834 int loc_ReflectFactor;
835 int loc_ReflectOffset;
836 int loc_RefractColor;
838 int loc_ScreenCenterRefractReflect;
839 int loc_ScreenScaleRefractReflect;
840 int loc_ScreenToDepth;
841 int loc_ShadowMap_Parameters;
842 int loc_ShadowMap_TextureScale;
843 int loc_SpecularPower;
848 int loc_ViewTintColor;
850 int loc_ModelToLight;
852 int loc_BackgroundTexMatrix;
853 int loc_ModelViewProjectionMatrix;
854 int loc_ModelViewMatrix;
855 int loc_PixelToScreenTexCoord;
856 int loc_ModelToReflectCube;
857 int loc_ShadowMapMatrix;
858 int loc_BloomColorSubtract;
859 int loc_NormalmapScrollBlend;
860 int loc_BounceGridMatrix;
861 int loc_BounceGridIntensity;
863 r_glsl_permutation_t;
865 #define SHADERPERMUTATION_HASHSIZE 256
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
872 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
878 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
881 #define SHADERSTATICPARMS_COUNT 8
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
890 static int r_compileshader_staticparms_save[1];
891 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
895 if (r_glsl_saturation_redcompensate.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897 if (r_glsl_vertextextureblend_usebothalphas.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899 if (r_shadow_glossexact.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901 if (r_glsl_postprocess.integer)
903 if (r_glsl_postprocess_uservec1_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905 if (r_glsl_postprocess_uservec2_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907 if (r_glsl_postprocess_uservec3_enable.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909 if (r_glsl_postprocess_uservec4_enable.integer)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
912 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
921 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
924 shaderstaticparms_count = 0;
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
946 //unsigned int hashdepth = 0;
947 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948 r_glsl_permutation_t *p;
949 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
951 if (p->mode == mode && p->permutation == permutation)
953 //if (hashdepth > 10)
954 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
961 p->permutation = permutation;
962 p->hashnext = r_glsl_permutationhash[mode][hashindex];
963 r_glsl_permutationhash[mode][hashindex] = p;
964 //if (hashdepth > 10)
965 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
972 if (!filename || !filename[0])
974 if (!strcmp(filename, "glsl/default.glsl"))
976 if (!glslshaderstring)
978 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979 if (glslshaderstring)
980 Con_DPrintf("Loading shaders from file %s...\n", filename);
982 glslshaderstring = (char *)builtinshaderstring;
984 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
988 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
991 if (printfromdisknotice)
992 Con_DPrintf("from disk %s... ", filename);
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1002 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003 char *vertexstring, *geometrystring, *fragmentstring;
1004 char permutationname[256];
1005 int vertstrings_count = 0;
1006 int geomstrings_count = 0;
1007 int fragstrings_count = 0;
1008 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1017 permutationname[0] = 0;
1018 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1022 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1024 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025 if(vid.support.gl20shaders130)
1027 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1035 // the first pretext is which type of shader to compile as
1036 // (later these will all be bound together as a program object)
1037 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1041 // the second pretext is the mode (for example a light source)
1042 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1047 // now add all the permutation pretexts
1048 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1050 if (permutation & (1<<i))
1052 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1059 // keep line numbers correct
1060 vertstrings_list[vertstrings_count++] = "\n";
1061 geomstrings_list[geomstrings_count++] = "\n";
1062 fragstrings_list[fragstrings_count++] = "\n";
1067 R_CompileShader_AddStaticParms(mode, permutation);
1068 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069 vertstrings_count += shaderstaticparms_count;
1070 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071 geomstrings_count += shaderstaticparms_count;
1072 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073 fragstrings_count += shaderstaticparms_count;
1075 // now append the shader text itself
1076 vertstrings_list[vertstrings_count++] = vertexstring;
1077 geomstrings_list[geomstrings_count++] = geometrystring;
1078 fragstrings_list[fragstrings_count++] = fragmentstring;
1080 // if any sources were NULL, clear the respective list
1082 vertstrings_count = 0;
1083 if (!geometrystring)
1084 geomstrings_count = 0;
1085 if (!fragmentstring)
1086 fragstrings_count = 0;
1088 // compile the shader program
1089 if (vertstrings_count + geomstrings_count + fragstrings_count)
1090 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1094 qglUseProgram(p->program);CHECKGLERROR
1095 // look up all the uniform variable names we care about, so we don't
1096 // have to look them up every time we set them
1098 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1099 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1100 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1102 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1103 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1104 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1105 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1110 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1111 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1113 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1117 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1118 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1119 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1129 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1131 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1132 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1133 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1134 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1135 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1136 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1137 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1144 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1145 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1146 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1147 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1149 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1150 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1151 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1152 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1156 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1157 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1158 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1159 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1160 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1161 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1164 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1167 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1168 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1169 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1170 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1171 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1172 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1173 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1174 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1175 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185 // initialize the samplers to refer to the texture units we use
1186 p->tex_Texture_First = -1;
1187 p->tex_Texture_Second = -1;
1188 p->tex_Texture_GammaRamps = -1;
1189 p->tex_Texture_Normal = -1;
1190 p->tex_Texture_Color = -1;
1191 p->tex_Texture_Gloss = -1;
1192 p->tex_Texture_Glow = -1;
1193 p->tex_Texture_SecondaryNormal = -1;
1194 p->tex_Texture_SecondaryColor = -1;
1195 p->tex_Texture_SecondaryGloss = -1;
1196 p->tex_Texture_SecondaryGlow = -1;
1197 p->tex_Texture_Pants = -1;
1198 p->tex_Texture_Shirt = -1;
1199 p->tex_Texture_FogHeightTexture = -1;
1200 p->tex_Texture_FogMask = -1;
1201 p->tex_Texture_Lightmap = -1;
1202 p->tex_Texture_Deluxemap = -1;
1203 p->tex_Texture_Attenuation = -1;
1204 p->tex_Texture_Cube = -1;
1205 p->tex_Texture_Refraction = -1;
1206 p->tex_Texture_Reflection = -1;
1207 p->tex_Texture_ShadowMap2D = -1;
1208 p->tex_Texture_CubeProjection = -1;
1209 p->tex_Texture_ScreenDepth = -1;
1210 p->tex_Texture_ScreenNormalMap = -1;
1211 p->tex_Texture_ScreenDiffuse = -1;
1212 p->tex_Texture_ScreenSpecular = -1;
1213 p->tex_Texture_ReflectMask = -1;
1214 p->tex_Texture_ReflectCube = -1;
1215 p->tex_Texture_BounceGrid = -1;
1217 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1218 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1219 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1220 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1221 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1222 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1223 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1228 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1229 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1230 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1232 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1233 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1234 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1235 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1236 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1237 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1238 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1239 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1244 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1245 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1246 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1248 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1251 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1255 Mem_Free(vertexstring);
1257 Mem_Free(geometrystring);
1259 Mem_Free(fragmentstring);
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1264 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265 if (r_glsl_permutation != perm)
1267 r_glsl_permutation = perm;
1268 if (!r_glsl_permutation->program)
1270 if (!r_glsl_permutation->compiled)
1271 R_GLSL_CompilePermutation(perm, mode, permutation);
1272 if (!r_glsl_permutation->program)
1274 // remove features until we find a valid permutation
1276 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1278 // reduce i more quickly whenever it would not remove any bits
1279 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280 if (!(permutation & j))
1283 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284 if (!r_glsl_permutation->compiled)
1285 R_GLSL_CompilePermutation(perm, mode, permutation);
1286 if (r_glsl_permutation->program)
1289 if (i >= SHADERPERMUTATION_COUNT)
1291 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293 qglUseProgram(0);CHECKGLERROR
1294 return; // no bit left to clear, entire mode is broken
1299 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1301 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1317 /// hash lookup data
1318 struct r_hlsl_permutation_s *hashnext;
1320 unsigned int permutation;
1322 /// indicates if we have tried compiling this permutation already
1324 /// NULL if compilation failed
1325 IDirect3DVertexShader9 *vertexshader;
1326 IDirect3DPixelShader9 *pixelshader;
1328 r_hlsl_permutation_t;
1330 typedef enum D3DVSREGISTER_e
1332 D3DVSREGISTER_TexMatrix = 0, // float4x4
1333 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337 D3DVSREGISTER_ModelToLight = 20, // float4x4
1338 D3DVSREGISTER_EyePosition = 24,
1339 D3DVSREGISTER_FogPlane = 25,
1340 D3DVSREGISTER_LightDir = 26,
1341 D3DVSREGISTER_LightPosition = 27,
1345 typedef enum D3DPSREGISTER_e
1347 D3DPSREGISTER_Alpha = 0,
1348 D3DPSREGISTER_BloomBlur_Parameters = 1,
1349 D3DPSREGISTER_ClientTime = 2,
1350 D3DPSREGISTER_Color_Ambient = 3,
1351 D3DPSREGISTER_Color_Diffuse = 4,
1352 D3DPSREGISTER_Color_Specular = 5,
1353 D3DPSREGISTER_Color_Glow = 6,
1354 D3DPSREGISTER_Color_Pants = 7,
1355 D3DPSREGISTER_Color_Shirt = 8,
1356 D3DPSREGISTER_DeferredColor_Ambient = 9,
1357 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358 D3DPSREGISTER_DeferredColor_Specular = 11,
1359 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360 D3DPSREGISTER_DeferredMod_Specular = 13,
1361 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362 D3DPSREGISTER_EyePosition = 15, // unused
1363 D3DPSREGISTER_FogColor = 16,
1364 D3DPSREGISTER_FogHeightFade = 17,
1365 D3DPSREGISTER_FogPlane = 18,
1366 D3DPSREGISTER_FogPlaneViewDist = 19,
1367 D3DPSREGISTER_FogRangeRecip = 20,
1368 D3DPSREGISTER_LightColor = 21,
1369 D3DPSREGISTER_LightDir = 22, // unused
1370 D3DPSREGISTER_LightPosition = 23,
1371 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372 D3DPSREGISTER_PixelSize = 25,
1373 D3DPSREGISTER_ReflectColor = 26,
1374 D3DPSREGISTER_ReflectFactor = 27,
1375 D3DPSREGISTER_ReflectOffset = 28,
1376 D3DPSREGISTER_RefractColor = 29,
1377 D3DPSREGISTER_Saturation = 30,
1378 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380 D3DPSREGISTER_ScreenToDepth = 33,
1381 D3DPSREGISTER_ShadowMap_Parameters = 34,
1382 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383 D3DPSREGISTER_SpecularPower = 36,
1384 D3DPSREGISTER_UserVec1 = 37,
1385 D3DPSREGISTER_UserVec2 = 38,
1386 D3DPSREGISTER_UserVec3 = 39,
1387 D3DPSREGISTER_UserVec4 = 40,
1388 D3DPSREGISTER_ViewTintColor = 41,
1389 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390 D3DPSREGISTER_BloomColorSubtract = 43,
1391 D3DPSREGISTER_ViewToLight = 44, // float4x4
1392 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393 D3DPSREGISTER_NormalmapScrollBlend = 52,
1394 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395 D3DPSREGISTER_OffsetMapping_Bias = 54,
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1409 //unsigned int hashdepth = 0;
1410 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411 r_hlsl_permutation_t *p;
1412 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1414 if (p->mode == mode && p->permutation == permutation)
1416 //if (hashdepth > 10)
1417 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1422 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1424 p->permutation = permutation;
1425 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426 r_hlsl_permutationhash[mode][hashindex] = p;
1427 //if (hashdepth > 10)
1428 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1435 if (!filename || !filename[0])
1437 if (!strcmp(filename, "hlsl/default.hlsl"))
1439 if (!hlslshaderstring)
1441 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442 if (hlslshaderstring)
1443 Con_DPrintf("Loading shaders from file %s...\n", filename);
1445 hlslshaderstring = (char *)builtinhlslshaderstring;
1447 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449 return shaderstring;
1451 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1454 if (printfromdisknotice)
1455 Con_DPrintf("from disk %s... ", filename);
1456 return shaderstring;
1458 return shaderstring;
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1467 DWORD *vsbin = NULL;
1468 DWORD *psbin = NULL;
1469 fs_offset_t vsbinsize;
1470 fs_offset_t psbinsize;
1471 // IDirect3DVertexShader9 *vs = NULL;
1472 // IDirect3DPixelShader9 *ps = NULL;
1473 ID3DXBuffer *vslog = NULL;
1474 ID3DXBuffer *vsbuffer = NULL;
1475 ID3DXConstantTable *vsconstanttable = NULL;
1476 ID3DXBuffer *pslog = NULL;
1477 ID3DXBuffer *psbuffer = NULL;
1478 ID3DXConstantTable *psconstanttable = NULL;
1481 char temp[MAX_INPUTLINE];
1482 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483 qboolean debugshader = gl_paranoid.integer != 0;
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1488 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1491 if ((!vsbin && vertstring) || (!psbin && fragstring))
1493 const char* dllnames_d3dx9 [] =
1517 dllhandle_t d3dx9_dll = NULL;
1518 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521 dllfunction_t d3dx9_dllfuncs[] =
1523 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1524 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1525 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1528 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1530 DWORD shaderflags = 0;
1532 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535 if (vertstring && vertstring[0])
1539 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1545 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1548 vsbinsize = vsbuffer->GetBufferSize();
1549 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551 vsbuffer->Release();
1555 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1560 if (fragstring && fragstring[0])
1564 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1570 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1573 psbinsize = psbuffer->GetBufferSize();
1574 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576 psbuffer->Release();
1580 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1585 Sys_UnloadLibrary(&d3dx9_dll);
1588 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1592 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593 if (FAILED(vsresult))
1594 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596 if (FAILED(psresult))
1597 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1599 // free the shader data
1600 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1607 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608 int vertstring_length = 0;
1609 int geomstring_length = 0;
1610 int fragstring_length = 0;
1612 char *vertexstring, *geometrystring, *fragmentstring;
1613 char *vertstring, *geomstring, *fragstring;
1614 char permutationname[256];
1615 char cachename[256];
1616 int vertstrings_count = 0;
1617 int geomstrings_count = 0;
1618 int fragstrings_count = 0;
1619 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1626 p->vertexshader = NULL;
1627 p->pixelshader = NULL;
1629 permutationname[0] = 0;
1631 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1635 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636 strlcat(cachename, "hlsl/", sizeof(cachename));
1638 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639 vertstrings_count = 0;
1640 geomstrings_count = 0;
1641 fragstrings_count = 0;
1642 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1646 // the first pretext is which type of shader to compile as
1647 // (later these will all be bound together as a program object)
1648 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1652 // the second pretext is the mode (for example a light source)
1653 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657 strlcat(cachename, modeinfo->name, sizeof(cachename));
1659 // now add all the permutation pretexts
1660 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1662 if (permutation & (1<<i))
1664 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1672 // keep line numbers correct
1673 vertstrings_list[vertstrings_count++] = "\n";
1674 geomstrings_list[geomstrings_count++] = "\n";
1675 fragstrings_list[fragstrings_count++] = "\n";
1680 R_CompileShader_AddStaticParms(mode, permutation);
1681 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682 vertstrings_count += shaderstaticparms_count;
1683 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684 geomstrings_count += shaderstaticparms_count;
1685 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686 fragstrings_count += shaderstaticparms_count;
1688 // replace spaces in the cachename with _ characters
1689 for (i = 0;cachename[i];i++)
1690 if (cachename[i] == ' ')
1693 // now append the shader text itself
1694 vertstrings_list[vertstrings_count++] = vertexstring;
1695 geomstrings_list[geomstrings_count++] = geometrystring;
1696 fragstrings_list[fragstrings_count++] = fragmentstring;
1698 // if any sources were NULL, clear the respective list
1700 vertstrings_count = 0;
1701 if (!geometrystring)
1702 geomstrings_count = 0;
1703 if (!fragmentstring)
1704 fragstrings_count = 0;
1706 vertstring_length = 0;
1707 for (i = 0;i < vertstrings_count;i++)
1708 vertstring_length += strlen(vertstrings_list[i]);
1709 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1713 geomstring_length = 0;
1714 for (i = 0;i < geomstrings_count;i++)
1715 geomstring_length += strlen(geomstrings_list[i]);
1716 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1720 fragstring_length = 0;
1721 for (i = 0;i < fragstrings_count;i++)
1722 fragstring_length += strlen(fragstrings_list[i]);
1723 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1727 // try to load the cached shader, or generate one
1728 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1730 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1733 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1737 Mem_Free(vertstring);
1739 Mem_Free(geomstring);
1741 Mem_Free(fragstring);
1743 Mem_Free(vertexstring);
1745 Mem_Free(geometrystring);
1747 Mem_Free(fragmentstring);
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1766 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767 if (r_hlsl_permutation != perm)
1769 r_hlsl_permutation = perm;
1770 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1772 if (!r_hlsl_permutation->compiled)
1773 R_HLSL_CompilePermutation(perm, mode, permutation);
1774 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1776 // remove features until we find a valid permutation
1778 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1780 // reduce i more quickly whenever it would not remove any bits
1781 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782 if (!(permutation & j))
1785 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786 if (!r_hlsl_permutation->compiled)
1787 R_HLSL_CompilePermutation(perm, mode, permutation);
1788 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1791 if (i >= SHADERPERMUTATION_COUNT)
1793 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795 return; // no bit left to clear, entire mode is broken
1799 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1810 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1816 void R_GLSL_Restart_f(void)
1818 unsigned int i, limit;
1819 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820 Mem_Free(glslshaderstring);
1821 glslshaderstring = NULL;
1822 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823 Mem_Free(hlslshaderstring);
1824 hlslshaderstring = NULL;
1825 switch(vid.renderpath)
1827 case RENDERPATH_D3D9:
1830 r_hlsl_permutation_t *p;
1831 r_hlsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1837 if (p->vertexshader)
1838 IDirect3DVertexShader9_Release(p->vertexshader);
1840 IDirect3DPixelShader9_Release(p->pixelshader);
1841 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1844 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1848 case RENDERPATH_D3D10:
1849 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1851 case RENDERPATH_D3D11:
1852 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_GL20:
1855 case RENDERPATH_GLES2:
1857 r_glsl_permutation_t *p;
1858 r_glsl_permutation = NULL;
1859 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860 for (i = 0;i < limit;i++)
1862 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1864 GL_Backend_FreeProgram(p->program);
1865 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1868 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1871 case RENDERPATH_GL11:
1872 case RENDERPATH_GL13:
1873 case RENDERPATH_GLES1:
1875 case RENDERPATH_SOFT:
1880 void R_GLSL_DumpShader_f(void)
1885 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, glslshadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1897 Con_Printf("glsl/default.glsl written\n");
1900 Con_Printf("failed to write to glsl/default.glsl\n");
1902 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1905 FS_Print(file, "/* The engine may define the following macros:\n");
1906 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907 for (i = 0;i < SHADERMODE_COUNT;i++)
1908 FS_Print(file, hlslshadermodeinfo[i].pretext);
1909 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910 FS_Print(file, shaderpermutationinfo[i].pretext);
1911 FS_Print(file, "*/\n");
1912 FS_Print(file, builtinhlslshaderstring);
1914 Con_Printf("hlsl/default.hlsl written\n");
1917 Con_Printf("failed to write to hlsl/default.hlsl\n");
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1922 unsigned int permutation = 0;
1923 if (r_trippy.integer && !notrippy)
1924 permutation |= SHADERPERMUTATION_TRIPPY;
1925 permutation |= SHADERPERMUTATION_VIEWTINT;
1927 permutation |= SHADERPERMUTATION_DIFFUSE;
1929 permutation |= SHADERPERMUTATION_SPECULAR;
1930 if (texturemode == GL_MODULATE)
1931 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932 else if (texturemode == GL_ADD)
1933 permutation |= SHADERPERMUTATION_GLOW;
1934 else if (texturemode == GL_DECAL)
1935 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1939 texturemode = GL_MODULATE;
1940 if (vid.allowalphatocoverage)
1941 GL_AlphaToCoverage(false);
1942 switch (vid.renderpath)
1944 case RENDERPATH_D3D9:
1946 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947 R_Mesh_TexBind(GL20TU_FIRST , first );
1948 R_Mesh_TexBind(GL20TU_SECOND, second);
1949 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_D3D10:
1954 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1956 case RENDERPATH_D3D11:
1957 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1959 case RENDERPATH_GL20:
1960 case RENDERPATH_GLES2:
1961 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1967 case RENDERPATH_GL13:
1968 case RENDERPATH_GLES1:
1969 R_Mesh_TexBind(0, first );
1970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971 R_Mesh_TexBind(1, second);
1973 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1975 case RENDERPATH_GL11:
1976 R_Mesh_TexBind(0, first );
1978 case RENDERPATH_SOFT:
1979 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980 R_Mesh_TexBind(GL20TU_FIRST , first );
1981 R_Mesh_TexBind(GL20TU_SECOND, second);
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1988 unsigned int permutation = 0;
1989 if (r_trippy.integer && !notrippy)
1990 permutation |= SHADERPERMUTATION_TRIPPY;
1991 if (vid.allowalphatocoverage)
1992 GL_AlphaToCoverage(false);
1993 switch (vid.renderpath)
1995 case RENDERPATH_D3D9:
1997 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000 case RENDERPATH_D3D10:
2001 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_D3D11:
2004 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2006 case RENDERPATH_GL20:
2007 case RENDERPATH_GLES2:
2008 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2010 case RENDERPATH_GL13:
2011 case RENDERPATH_GLES1:
2012 R_Mesh_TexBind(0, 0);
2013 R_Mesh_TexBind(1, 0);
2015 case RENDERPATH_GL11:
2016 R_Mesh_TexBind(0, 0);
2018 case RENDERPATH_SOFT:
2019 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2026 int permutation = 0;
2027 if (r_trippy.integer && !notrippy)
2028 permutation |= SHADERPERMUTATION_TRIPPY;
2029 if (vid.allowalphatocoverage)
2030 GL_AlphaToCoverage(false);
2031 switch (vid.renderpath)
2033 case RENDERPATH_D3D9:
2035 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2038 case RENDERPATH_D3D10:
2039 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_D3D11:
2042 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2044 case RENDERPATH_GL20:
2045 case RENDERPATH_GLES2:
2046 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2048 case RENDERPATH_GL13:
2049 case RENDERPATH_GLES1:
2051 case RENDERPATH_GL11:
2053 case RENDERPATH_SOFT:
2054 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2084 #define BLENDFUNC_ALLOWS_COLORMOD 1
2085 #define BLENDFUNC_ALLOWS_FOG 2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2093 // a blendfunc allows colormod if:
2094 // a) it can never keep the destination pixel invariant, or
2095 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096 // this is to prevent unintended side effects from colormod
2098 // a blendfunc allows fog if:
2099 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100 // this is to prevent unintended side effects from fog
2102 // these checks are the output of fogeval.pl
2104 r |= BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2130 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2132 // select a permutation of the lighting shader appropriate to this
2133 // combination of texture, entity, light source, and fogging, only use the
2134 // minimum features necessary to avoid wasting rendering time in the
2135 // fragment shader on features that are not being used
2136 unsigned int permutation = 0;
2137 unsigned int mode = 0;
2139 static float dummy_colormod[3] = {1, 1, 1};
2140 float *colormod = rsurface.colormod;
2142 matrix4x4_t tempmatrix;
2143 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144 if (r_trippy.integer && !notrippy)
2145 permutation |= SHADERPERMUTATION_TRIPPY;
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150 if (rsurfacepass == RSURFPASS_BACKGROUND)
2152 // distorted background
2153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2155 mode = SHADERMODE_WATER;
2156 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2158 // this is the right thing to do for wateralpha
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2164 // this is the right thing to do for entity alpha
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2169 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2171 mode = SHADERMODE_REFRACTION;
2172 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 mode = SHADERMODE_GENERIC;
2178 permutation |= SHADERPERMUTATION_DIFFUSE;
2179 GL_BlendFunc(GL_ONE, GL_ZERO);
2180 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182 if (vid.allowalphatocoverage)
2183 GL_AlphaToCoverage(false);
2185 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2187 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2189 switch(rsurface.texture->offsetmapping)
2191 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_OFF: break;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199 // normalmap (deferred prepass), may use alpha test on diffuse
2200 mode = SHADERMODE_DEFERREDGEOMETRY;
2201 GL_BlendFunc(GL_ONE, GL_ZERO);
2202 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203 if (vid.allowalphatocoverage)
2204 GL_AlphaToCoverage(false);
2206 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2208 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2210 switch(rsurface.texture->offsetmapping)
2212 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215 case OFFSETMAPPING_OFF: break;
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2221 mode = SHADERMODE_LIGHTSOURCE;
2222 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223 permutation |= SHADERPERMUTATION_CUBEFILTER;
2224 if (diffusescale > 0)
2225 permutation |= SHADERPERMUTATION_DIFFUSE;
2226 if (specularscale > 0)
2227 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228 if (r_refdef.fogenabled)
2229 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230 if (rsurface.texture->colormapping)
2231 permutation |= SHADERPERMUTATION_COLORMAPPING;
2232 if (r_shadow_usingshadowmap2d)
2234 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235 if(r_shadow_shadowmapvsdct)
2236 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2238 if (r_shadow_shadowmapsampler)
2239 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240 if (r_shadow_shadowmappcf > 1)
2241 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242 else if (r_shadow_shadowmappcf)
2243 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2245 if (rsurface.texture->reflectmasktexture)
2246 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249 if (vid.allowalphatocoverage)
2250 GL_AlphaToCoverage(false);
2252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2254 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2256 switch(rsurface.texture->offsetmapping)
2258 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_OFF: break;
2264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266 // unshaded geometry (fullbright or ambient model lighting)
2267 mode = SHADERMODE_FLATCOLOR;
2268 ambientscale = diffusescale = specularscale = 0;
2269 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270 permutation |= SHADERPERMUTATION_GLOW;
2271 if (r_refdef.fogenabled)
2272 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273 if (rsurface.texture->colormapping)
2274 permutation |= SHADERPERMUTATION_COLORMAPPING;
2275 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2277 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2280 if (r_shadow_shadowmapsampler)
2281 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282 if (r_shadow_shadowmappcf > 1)
2283 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284 else if (r_shadow_shadowmappcf)
2285 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2287 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288 permutation |= SHADERPERMUTATION_REFLECTION;
2289 if (rsurface.texture->reflectmasktexture)
2290 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 // when using alphatocoverage, we don't need alphakill
2294 if (vid.allowalphatocoverage)
2296 if (r_transparent_alphatocoverage.integer)
2298 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2302 GL_AlphaToCoverage(false);
2305 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2307 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2309 switch(rsurface.texture->offsetmapping)
2311 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_OFF: break;
2317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319 // directional model lighting
2320 mode = SHADERMODE_LIGHTDIRECTION;
2321 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322 permutation |= SHADERPERMUTATION_GLOW;
2323 permutation |= SHADERPERMUTATION_DIFFUSE;
2324 if (specularscale > 0)
2325 permutation |= SHADERPERMUTATION_SPECULAR;
2326 if (r_refdef.fogenabled)
2327 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328 if (rsurface.texture->colormapping)
2329 permutation |= SHADERPERMUTATION_COLORMAPPING;
2330 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2332 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2335 if (r_shadow_shadowmapsampler)
2336 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337 if (r_shadow_shadowmappcf > 1)
2338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339 else if (r_shadow_shadowmappcf)
2340 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343 permutation |= SHADERPERMUTATION_REFLECTION;
2344 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2350 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351 if (r_shadow_bouncegriddirectional)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2354 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 // when using alphatocoverage, we don't need alphakill
2357 if (vid.allowalphatocoverage)
2359 if (r_transparent_alphatocoverage.integer)
2361 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2365 GL_AlphaToCoverage(false);
2368 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2370 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2372 switch(rsurface.texture->offsetmapping)
2374 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_OFF: break;
2380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382 // ambient model lighting
2383 mode = SHADERMODE_LIGHTDIRECTION;
2384 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385 permutation |= SHADERPERMUTATION_GLOW;
2386 if (r_refdef.fogenabled)
2387 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388 if (rsurface.texture->colormapping)
2389 permutation |= SHADERPERMUTATION_COLORMAPPING;
2390 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2392 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2395 if (r_shadow_shadowmapsampler)
2396 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397 if (r_shadow_shadowmappcf > 1)
2398 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399 else if (r_shadow_shadowmappcf)
2400 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2443 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444 permutation |= SHADERPERMUTATION_GLOW;
2445 if (r_refdef.fogenabled)
2446 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447 if (rsurface.texture->colormapping)
2448 permutation |= SHADERPERMUTATION_COLORMAPPING;
2449 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2451 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2454 if (r_shadow_shadowmapsampler)
2455 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456 if (r_shadow_shadowmappcf > 1)
2457 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458 else if (r_shadow_shadowmappcf)
2459 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462 permutation |= SHADERPERMUTATION_REFLECTION;
2463 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465 if (rsurface.texture->reflectmasktexture)
2466 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467 if (FAKELIGHT_ENABLED)
2469 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470 mode = SHADERMODE_FAKELIGHT;
2471 permutation |= SHADERPERMUTATION_DIFFUSE;
2472 if (specularscale > 0)
2473 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2477 // deluxemapping (light direction texture)
2478 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2481 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482 permutation |= SHADERPERMUTATION_DIFFUSE;
2483 if (specularscale > 0)
2484 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2486 else if (r_glsl_deluxemapping.integer >= 2)
2488 // fake deluxemapping (uniform light direction in tangentspace)
2489 if (rsurface.uselightmaptexture)
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2492 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493 permutation |= SHADERPERMUTATION_DIFFUSE;
2494 if (specularscale > 0)
2495 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2497 else if (rsurface.uselightmaptexture)
2499 // ordinary lightmapping (q1bsp, q3bsp)
2500 mode = SHADERMODE_LIGHTMAP;
2504 // ordinary vertex coloring (q3bsp)
2505 mode = SHADERMODE_VERTEXCOLOR;
2507 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510 if (r_shadow_bouncegriddirectional)
2511 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2513 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515 // when using alphatocoverage, we don't need alphakill
2516 if (vid.allowalphatocoverage)
2518 if (r_transparent_alphatocoverage.integer)
2520 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2524 GL_AlphaToCoverage(false);
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528 colormod = dummy_colormod;
2529 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533 switch(vid.renderpath)
2535 case RENDERPATH_D3D9:
2537 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541 if (mode == SHADERMODE_LIGHTSOURCE)
2543 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2548 if (mode == SHADERMODE_LIGHTDIRECTION)
2550 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2553 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2559 if (mode == SHADERMODE_LIGHTSOURCE)
2561 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2567 // additive passes are only darkened by fog, not tinted
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2573 if (mode == SHADERMODE_FLATCOLOR)
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2577 else if (mode == SHADERMODE_LIGHTDIRECTION)
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2592 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2595 // additive passes are only darkened by fog, not tinted
2596 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2599 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2601 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608 if (mode == SHADERMODE_WATER)
2609 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2611 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616 if (rsurface.texture->pantstexture)
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620 if (rsurface.texture->shirttexture)
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2623 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2634 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2635 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2636 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2639 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2640 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2641 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2642 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2647 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2649 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2652 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2653 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2656 if (rsurfacepass == RSURFPASS_BACKGROUND)
2658 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2666 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2668 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2670 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2672 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673 if (rsurface.rtlight)
2675 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2676 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2681 case RENDERPATH_D3D10:
2682 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_D3D11:
2685 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2687 case RENDERPATH_GL20:
2688 case RENDERPATH_GLES2:
2689 if (!vid.useinterleavedarrays)
2691 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2702 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2705 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707 if (mode == SHADERMODE_LIGHTSOURCE)
2709 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2716 // additive passes are only darkened by fog, not tinted
2717 if (r_glsl_permutation->loc_FogColor >= 0)
2718 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2723 if (mode == SHADERMODE_FLATCOLOR)
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2727 else if (mode == SHADERMODE_LIGHTDIRECTION)
2729 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2730 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2731 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2732 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2735 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2739 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2740 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2741 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2742 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2745 // additive passes are only darkened by fog, not tinted
2746 if (r_glsl_permutation->loc_FogColor >= 0)
2748 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2751 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2753 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2754 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2757 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2761 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2763 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2767 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2769 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772 if (r_glsl_permutation->loc_Color_Pants >= 0)
2774 if (rsurface.texture->pantstexture)
2775 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2777 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2779 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2781 if (rsurface.texture->shirttexture)
2782 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2784 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2786 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]);
2787 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2796 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2798 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]);
2799 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2801 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2803 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2804 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2805 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2806 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2807 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2808 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2809 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2811 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2812 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2813 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2814 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2815 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2816 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2817 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2818 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2819 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2820 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2823 if (rsurfacepass == RSURFPASS_BACKGROUND)
2825 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2826 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2827 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2831 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2833 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2834 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2835 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2836 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2837 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2839 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2840 if (rsurface.rtlight)
2842 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2843 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2846 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2849 case RENDERPATH_GL11:
2850 case RENDERPATH_GL13:
2851 case RENDERPATH_GLES1:
2853 case RENDERPATH_SOFT:
2854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856 R_SetupShader_SetPermutationSoft(mode, permutation);
2857 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858 if (mode == SHADERMODE_LIGHTSOURCE)
2860 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2867 // additive passes are only darkened by fog, not tinted
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2873 if (mode == SHADERMODE_FLATCOLOR)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2877 else if (mode == SHADERMODE_LIGHTDIRECTION)
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2895 // additive passes are only darkened by fog, not tinted
2896 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2901 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2910 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2921 if (rsurface.texture->pantstexture)
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2924 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2926 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2928 if (rsurface.texture->shirttexture)
2929 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2931 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2943 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2945 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2948 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2949 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2950 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2951 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2954 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2955 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2956 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2957 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2958 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2959 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2961 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2962 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2965 if (rsurfacepass == RSURFPASS_BACKGROUND)
2967 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2973 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2975 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2976 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2977 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2978 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2979 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2981 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982 if (rsurface.rtlight)
2984 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2985 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2994 // select a permutation of the lighting shader appropriate to this
2995 // combination of texture, entity, light source, and fogging, only use the
2996 // minimum features necessary to avoid wasting rendering time in the
2997 // fragment shader on features that are not being used
2998 unsigned int permutation = 0;
2999 unsigned int mode = 0;
3000 const float *lightcolorbase = rtlight->currentcolor;
3001 float ambientscale = rtlight->ambientscale;
3002 float diffusescale = rtlight->diffusescale;
3003 float specularscale = rtlight->specularscale;
3004 // this is the location of the light in view space
3005 vec3_t viewlightorigin;
3006 // this transforms from view space (camera) to light space (cubemap)
3007 matrix4x4_t viewtolight;
3008 matrix4x4_t lighttoview;
3009 float viewtolight16f[16];
3010 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3012 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013 if (rtlight->currentcubemap != r_texture_whitecube)
3014 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015 if (diffusescale > 0)
3016 permutation |= SHADERPERMUTATION_DIFFUSE;
3017 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019 if (r_shadow_usingshadowmap2d)
3021 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022 if (r_shadow_shadowmapvsdct)
3023 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3025 if (r_shadow_shadowmapsampler)
3026 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027 if (r_shadow_shadowmappcf > 1)
3028 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029 else if (r_shadow_shadowmappcf)
3030 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3032 if (vid.allowalphatocoverage)
3033 GL_AlphaToCoverage(false);
3034 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038 switch(vid.renderpath)
3040 case RENDERPATH_D3D9:
3042 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3051 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3054 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3055 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3056 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3057 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3058 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3059 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_D3D10:
3063 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3065 case RENDERPATH_D3D11:
3066 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3068 case RENDERPATH_GL20:
3069 case RENDERPATH_GLES2:
3070 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3073 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3074 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3075 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078 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);
3079 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]);
3080 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3082 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3083 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3084 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3085 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3086 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3087 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3089 case RENDERPATH_GL11:
3090 case RENDERPATH_GL13:
3091 case RENDERPATH_GLES1:
3093 case RENDERPATH_SOFT:
3094 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3097 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3099 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3106 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3107 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3108 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3109 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3110 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3111 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3116 #define SKINFRAME_HASH 1024
3120 int loadsequence; // incremented each level change
3121 memexpandablearray_t array;
3122 skinframe_t *hash[SKINFRAME_HASH];
3125 r_skinframe_t r_skinframe;
3127 void R_SkinFrame_PrepareForPurge(void)
3129 r_skinframe.loadsequence++;
3130 // wrap it without hitting zero
3131 if (r_skinframe.loadsequence >= 200)
3132 r_skinframe.loadsequence = 1;
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3139 // mark the skinframe as used for the purging code
3140 skinframe->loadsequence = r_skinframe.loadsequence;
3143 void R_SkinFrame_Purge(void)
3147 for (i = 0;i < SKINFRAME_HASH;i++)
3149 for (s = r_skinframe.hash[i];s;s = s->next)
3151 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3153 if (s->merged == s->base)
3155 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156 R_PurgeTexture(s->stain );s->stain = NULL;
3157 R_PurgeTexture(s->merged);s->merged = NULL;
3158 R_PurgeTexture(s->base );s->base = NULL;
3159 R_PurgeTexture(s->pants );s->pants = NULL;
3160 R_PurgeTexture(s->shirt );s->shirt = NULL;
3161 R_PurgeTexture(s->nmap );s->nmap = NULL;
3162 R_PurgeTexture(s->gloss );s->gloss = NULL;
3163 R_PurgeTexture(s->glow );s->glow = NULL;
3164 R_PurgeTexture(s->fog );s->fog = NULL;
3165 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166 s->loadsequence = 0;
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3174 char basename[MAX_QPATH];
3176 Image_StripImageExtension(name, basename, sizeof(basename));
3178 if( last == NULL ) {
3180 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181 item = r_skinframe.hash[hashindex];
3186 // linearly search through the hash bucket
3187 for( ; item ; item = item->next ) {
3188 if( !strcmp( item->basename, basename ) ) {
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3199 char basename[MAX_QPATH];
3201 Image_StripImageExtension(name, basename, sizeof(basename));
3203 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3209 rtexture_t *dyntexture;
3210 // check whether its a dynamic texture
3211 dyntexture = CL_GetDynTexture( basename );
3212 if (!add && !dyntexture)
3214 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215 memset(item, 0, sizeof(*item));
3216 strlcpy(item->basename, basename, sizeof(item->basename));
3217 item->base = dyntexture; // either NULL or dyntexture handle
3218 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219 item->comparewidth = comparewidth;
3220 item->compareheight = compareheight;
3221 item->comparecrc = comparecrc;
3222 item->next = r_skinframe.hash[hashindex];
3223 r_skinframe.hash[hashindex] = item;
3225 else if (textureflags & TEXF_FORCE_RELOAD)
3227 rtexture_t *dyntexture;
3228 // check whether its a dynamic texture
3229 dyntexture = CL_GetDynTexture( basename );
3230 if (!add && !dyntexture)
3232 if (item->merged == item->base)
3233 item->merged = NULL;
3234 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235 R_PurgeTexture(item->stain );item->stain = NULL;
3236 R_PurgeTexture(item->merged);item->merged = NULL;
3237 R_PurgeTexture(item->base );item->base = NULL;
3238 R_PurgeTexture(item->pants );item->pants = NULL;
3239 R_PurgeTexture(item->shirt );item->shirt = NULL;
3240 R_PurgeTexture(item->nmap );item->nmap = NULL;
3241 R_PurgeTexture(item->gloss );item->gloss = NULL;
3242 R_PurgeTexture(item->glow );item->glow = NULL;
3243 R_PurgeTexture(item->fog );item->fog = NULL;
3244 R_PurgeTexture(item->reflect);item->reflect = NULL;
3245 item->loadsequence = 0;
3247 else if( item->base == NULL )
3249 rtexture_t *dyntexture;
3250 // check whether its a dynamic texture
3251 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3252 dyntexture = CL_GetDynTexture( basename );
3253 item->base = dyntexture; // either NULL or dyntexture handle
3256 R_SkinFrame_MarkUsed(item);
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3262 unsigned long long avgcolor[5], wsum; \
3270 for(pix = 0; pix < cnt; ++pix) \
3273 for(comp = 0; comp < 3; ++comp) \
3275 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3278 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3280 for(comp = 0; comp < 3; ++comp) \
3281 avgcolor[comp] += getpixel * w; \
3284 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285 avgcolor[4] += getpixel; \
3287 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3289 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3299 unsigned char *pixels;
3300 unsigned char *bumppixels;
3301 unsigned char *basepixels = NULL;
3302 int basepixels_width = 0;
3303 int basepixels_height = 0;
3304 skinframe_t *skinframe;
3305 rtexture_t *ddsbase = NULL;
3306 qboolean ddshasalpha = false;
3307 float ddsavgcolor[4];
3308 char basename[MAX_QPATH];
3309 int miplevel = R_PicmipForFlags(textureflags);
3310 int savemiplevel = miplevel;
3313 if (cls.state == ca_dedicated)
3316 // return an existing skinframe if already loaded
3317 // if loading of the first image fails, don't make a new skinframe as it
3318 // would cause all future lookups of this to be missing
3319 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320 if (skinframe && skinframe->base)
3323 Image_StripImageExtension(name, basename, sizeof(basename));
3325 // check for DDS texture file first
3326 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3328 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329 if (basepixels == NULL)
3333 // FIXME handle miplevel
3335 if (developer_loading.integer)
3336 Con_Printf("loading skin \"%s\"\n", name);
3338 // we've got some pixels to store, so really allocate this new texture now
3340 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341 textureflags &= ~TEXF_FORCE_RELOAD;
3342 skinframe->stain = NULL;
3343 skinframe->merged = NULL;
3344 skinframe->base = NULL;
3345 skinframe->pants = NULL;
3346 skinframe->shirt = NULL;
3347 skinframe->nmap = NULL;
3348 skinframe->gloss = NULL;
3349 skinframe->glow = NULL;
3350 skinframe->fog = NULL;
3351 skinframe->reflect = NULL;
3352 skinframe->hasalpha = false;
3356 skinframe->base = ddsbase;
3357 skinframe->hasalpha = ddshasalpha;
3358 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359 if (r_loadfog && skinframe->hasalpha)
3360 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361 //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]);
3365 basepixels_width = image_width;
3366 basepixels_height = image_height;
3367 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);
3368 if (textureflags & TEXF_ALPHA)
3370 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3372 if (basepixels[j] < 255)
3374 skinframe->hasalpha = true;
3378 if (r_loadfog && skinframe->hasalpha)
3380 // has transparent pixels
3381 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382 for (j = 0;j < image_width * image_height * 4;j += 4)
3387 pixels[j+3] = basepixels[j+3];
3389 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3393 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3395 //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]);
3396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3405 mymiplevel = savemiplevel;
3406 if (r_loadnormalmap)
3407 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3410 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3416 // _norm is the name used by tenebrae and has been adopted as standard
3417 if (r_loadnormalmap && skinframe->nmap == NULL)
3419 mymiplevel = savemiplevel;
3420 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3422 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3426 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3432 Mem_Free(bumppixels);
3434 else if (r_shadow_bumpscale_basetexture.value > 0)
3436 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 // _luma is supported only for tenebrae compatibility
3448 // _glow is the preferred name
3449 mymiplevel = savemiplevel;
3450 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3452 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3457 Mem_Free(pixels);pixels = NULL;
3460 mymiplevel = savemiplevel;
3461 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3463 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3475 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3487 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3496 mymiplevel = savemiplevel;
3497 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3499 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3501 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3509 Mem_Free(basepixels);
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3518 unsigned char *temp1, *temp2;
3519 skinframe_t *skinframe;
3521 if (cls.state == ca_dedicated)
3524 // if already loaded just return it, otherwise make a new skinframe
3525 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526 if (skinframe && skinframe->base)
3528 textureflags &= ~TEXF_FORCE_RELOAD;
3530 skinframe->stain = NULL;
3531 skinframe->merged = NULL;
3532 skinframe->base = NULL;
3533 skinframe->pants = NULL;
3534 skinframe->shirt = NULL;
3535 skinframe->nmap = NULL;
3536 skinframe->gloss = NULL;
3537 skinframe->glow = NULL;
3538 skinframe->fog = NULL;
3539 skinframe->reflect = NULL;
3540 skinframe->hasalpha = false;
3542 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3546 if (developer_loading.integer)
3547 Con_Printf("loading 32bit skin \"%s\"\n", name);
3549 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3551 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552 temp2 = temp1 + width * height * 4;
3553 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3557 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558 if (textureflags & TEXF_ALPHA)
3560 for (i = 3;i < width * height * 4;i += 4)
3562 if (skindata[i] < 255)
3564 skinframe->hasalpha = true;
3568 if (r_loadfog && skinframe->hasalpha)
3570 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571 memcpy(fogpixels, skindata, width * height * 4);
3572 for (i = 0;i < width * height * 4;i += 4)
3573 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575 Mem_Free(fogpixels);
3579 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580 //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]);
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3589 skinframe_t *skinframe;
3591 if (cls.state == ca_dedicated)
3594 // if already loaded just return it, otherwise make a new skinframe
3595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596 if (skinframe && skinframe->base)
3598 textureflags &= ~TEXF_FORCE_RELOAD;
3600 skinframe->stain = NULL;
3601 skinframe->merged = NULL;
3602 skinframe->base = NULL;
3603 skinframe->pants = NULL;
3604 skinframe->shirt = NULL;
3605 skinframe->nmap = NULL;
3606 skinframe->gloss = NULL;
3607 skinframe->glow = NULL;
3608 skinframe->fog = NULL;
3609 skinframe->reflect = NULL;
3610 skinframe->hasalpha = false;
3612 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3616 if (developer_loading.integer)
3617 Con_Printf("loading quake skin \"%s\"\n", name);
3619 // 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)
3620 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621 memcpy(skinframe->qpixels, skindata, width*height);
3622 skinframe->qwidth = width;
3623 skinframe->qheight = height;
3626 for (i = 0;i < width * height;i++)
3627 featuresmask |= palette_featureflags[skindata[i]];
3629 skinframe->hasalpha = false;
3630 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632 skinframe->qgeneratemerged = true;
3633 skinframe->qgeneratebase = skinframe->qhascolormapping;
3634 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3636 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637 //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]);
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3646 unsigned char *skindata;
3648 if (!skinframe->qpixels)
3651 if (!skinframe->qhascolormapping)
3652 colormapped = false;
3656 if (!skinframe->qgeneratebase)
3661 if (!skinframe->qgeneratemerged)
3665 width = skinframe->qwidth;
3666 height = skinframe->qheight;
3667 skindata = skinframe->qpixels;
3669 if (skinframe->qgeneratenmap)
3671 unsigned char *temp1, *temp2;
3672 skinframe->qgeneratenmap = false;
3673 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674 temp2 = temp1 + width * height * 4;
3675 // use either a custom palette or the quake palette
3676 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3682 if (skinframe->qgenerateglow)
3684 skinframe->qgenerateglow = false;
3685 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3690 skinframe->qgeneratebase = false;
3691 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3692 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3697 skinframe->qgeneratemerged = false;
3698 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);
3701 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3703 Mem_Free(skinframe->qpixels);
3704 skinframe->qpixels = NULL;
3708 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)
3711 skinframe_t *skinframe;
3713 if (cls.state == ca_dedicated)
3716 // if already loaded just return it, otherwise make a new skinframe
3717 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718 if (skinframe && skinframe->base)
3720 textureflags &= ~TEXF_FORCE_RELOAD;
3722 skinframe->stain = NULL;
3723 skinframe->merged = NULL;
3724 skinframe->base = NULL;
3725 skinframe->pants = NULL;
3726 skinframe->shirt = NULL;
3727 skinframe->nmap = NULL;
3728 skinframe->gloss = NULL;
3729 skinframe->glow = NULL;
3730 skinframe->fog = NULL;
3731 skinframe->reflect = NULL;
3732 skinframe->hasalpha = false;
3734 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3738 if (developer_loading.integer)
3739 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3741 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742 if (textureflags & TEXF_ALPHA)
3744 for (i = 0;i < width * height;i++)
3746 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3748 skinframe->hasalpha = true;
3752 if (r_loadfog && skinframe->hasalpha)
3753 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3756 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757 //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]);
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3764 skinframe_t *skinframe;
3766 if (cls.state == ca_dedicated)
3769 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770 skinframe->stain = NULL;
3771 skinframe->merged = NULL;
3772 skinframe->base = NULL;
3773 skinframe->pants = NULL;
3774 skinframe->shirt = NULL;
3775 skinframe->nmap = NULL;
3776 skinframe->gloss = NULL;
3777 skinframe->glow = NULL;
3778 skinframe->fog = NULL;
3779 skinframe->reflect = NULL;
3780 skinframe->hasalpha = false;
3782 skinframe->avgcolor[0] = rand() / RAND_MAX;
3783 skinframe->avgcolor[1] = rand() / RAND_MAX;
3784 skinframe->avgcolor[2] = rand() / RAND_MAX;
3785 skinframe->avgcolor[3] = 1;
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3794 qboolean flipx, flipy, flipdiagonal;
3797 static suffixinfo_t suffix[3][6] =
3800 {"px", false, false, false},
3801 {"nx", false, false, false},
3802 {"py", false, false, false},
3803 {"ny", false, false, false},
3804 {"pz", false, false, false},
3805 {"nz", false, false, false}
3808 {"posx", false, false, false},
3809 {"negx", false, false, false},
3810 {"posy", false, false, false},
3811 {"negy", false, false, false},
3812 {"posz", false, false, false},
3813 {"negz", false, false, false}
3816 {"rt", true, false, true},
3817 {"lf", false, true, true},
3818 {"ft", true, true, false},
3819 {"bk", false, false, false},
3820 {"up", true, false, true},
3821 {"dn", true, false, true}
3825 static int componentorder[4] = {0, 1, 2, 3};
3827 rtexture_t *R_LoadCubemap(const char *basename)
3829 int i, j, cubemapsize;
3830 unsigned char *cubemappixels, *image_buffer;
3831 rtexture_t *cubemaptexture;
3833 // must start 0 so the first loadimagepixels has no requested width/height
3835 cubemappixels = NULL;
3836 cubemaptexture = NULL;
3837 // keep trying different suffix groups (posx, px, rt) until one loads
3838 for (j = 0;j < 3 && !cubemappixels;j++)
3840 // load the 6 images in the suffix group
3841 for (i = 0;i < 6;i++)
3843 // generate an image name based on the base and and suffix
3844 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3846 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3848 // an image loaded, make sure width and height are equal
3849 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3851 // if this is the first image to load successfully, allocate the cubemap memory
3852 if (!cubemappixels && image_width >= 1)
3854 cubemapsize = image_width;
3855 // note this clears to black, so unavailable sides are black
3856 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3858 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3860 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);
3863 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3865 Mem_Free(image_buffer);
3869 // if a cubemap loaded, upload it
3872 if (developer_loading.integer)
3873 Con_Printf("loading cubemap \"%s\"\n", basename);
3875 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3876 Mem_Free(cubemappixels);
3880 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881 if (developer_loading.integer)
3883 Con_Printf("(tried tried images ");
3884 for (j = 0;j < 3;j++)
3885 for (i = 0;i < 6;i++)
3886 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887 Con_Print(" and was unable to find any of them).\n");
3890 return cubemaptexture;
3893 rtexture_t *R_GetCubemap(const char *basename)
3896 for (i = 0;i < r_texture_numcubemaps;i++)
3897 if (r_texture_cubemaps[i] != NULL)
3898 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901 return r_texture_whitecube;
3902 r_texture_numcubemaps++;
3903 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906 return r_texture_cubemaps[i]->texture;
3909 void R_FreeCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3915 if (r_texture_cubemaps[i] != NULL)
3917 if (r_texture_cubemaps[i]->texture)
3919 if (developer_loading.integer)
3920 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922 Mem_Free(r_texture_cubemaps[i]);
3923 r_texture_cubemaps[i] = NULL;
3929 void R_FreeCubemaps(void)
3932 for (i = 0;i < r_texture_numcubemaps;i++)
3934 if (developer_loading.integer)
3935 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936 if (r_texture_cubemaps[i] != NULL)
3938 if (r_texture_cubemaps[i]->texture)
3939 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940 Mem_Free(r_texture_cubemaps[i]);
3943 r_texture_numcubemaps = 0;
3946 void R_Main_FreeViewCache(void)
3948 if (r_refdef.viewcache.entityvisible)
3949 Mem_Free(r_refdef.viewcache.entityvisible);
3950 if (r_refdef.viewcache.world_pvsbits)
3951 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952 if (r_refdef.viewcache.world_leafvisible)
3953 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954 if (r_refdef.viewcache.world_surfacevisible)
3955 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3959 void R_Main_ResizeViewCache(void)
3961 int numentities = r_refdef.scene.numentities;
3962 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966 if (r_refdef.viewcache.maxentities < numentities)
3968 r_refdef.viewcache.maxentities = numentities;
3969 if (r_refdef.viewcache.entityvisible)
3970 Mem_Free(r_refdef.viewcache.entityvisible);
3971 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3973 if (r_refdef.viewcache.world_numclusters != numclusters)
3975 r_refdef.viewcache.world_numclusters = numclusters;
3976 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977 if (r_refdef.viewcache.world_pvsbits)
3978 Mem_Free(r_refdef.viewcache.world_pvsbits);
3979 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3981 if (r_refdef.viewcache.world_numleafs != numleafs)
3983 r_refdef.viewcache.world_numleafs = numleafs;
3984 if (r_refdef.viewcache.world_leafvisible)
3985 Mem_Free(r_refdef.viewcache.world_leafvisible);
3986 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3988 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3990 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991 if (r_refdef.viewcache.world_surfacevisible)
3992 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
4000 loadingscreentexture = NULL;
4001 r_texture_blanknormalmap = NULL;
4002 r_texture_white = NULL;
4003 r_texture_grey128 = NULL;
4004 r_texture_black = NULL;
4005 r_texture_whitecube = NULL;
4006 r_texture_normalizationcube = NULL;
4007 r_texture_fogattenuation = NULL;
4008 r_texture_fogheighttexture = NULL;
4009 r_texture_gammaramps = NULL;
4010 r_texture_numcubemaps = 0;
4012 r_loaddds = r_texture_dds_load.integer != 0;
4013 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4015 switch(vid.renderpath)
4017 case RENDERPATH_GL20:
4018 case RENDERPATH_D3D9:
4019 case RENDERPATH_D3D10:
4020 case RENDERPATH_D3D11:
4021 case RENDERPATH_SOFT:
4022 case RENDERPATH_GLES2:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 1);
4025 Cvar_SetValueQuick(&r_glsl, 1);
4026 r_loadnormalmap = true;
4030 case RENDERPATH_GL13:
4031 case RENDERPATH_GLES1:
4032 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033 Cvar_SetValueQuick(&gl_combine, 1);
4034 Cvar_SetValueQuick(&r_glsl, 0);
4035 r_loadnormalmap = false;
4036 r_loadgloss = false;
4039 case RENDERPATH_GL11:
4040 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041 Cvar_SetValueQuick(&gl_combine, 0);
4042 Cvar_SetValueQuick(&r_glsl, 0);
4043 r_loadnormalmap = false;
4044 r_loadgloss = false;
4050 R_FrameData_Reset();
4054 memset(r_queries, 0, sizeof(r_queries));
4056 r_qwskincache = NULL;
4057 r_qwskincache_size = 0;
4059 // due to caching of texture_t references, the collision cache must be reset
4060 Collision_Cache_Reset(true);
4062 // set up r_skinframe loading system for textures
4063 memset(&r_skinframe, 0, sizeof(r_skinframe));
4064 r_skinframe.loadsequence = 1;
4065 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4067 r_main_texturepool = R_AllocTexturePool();
4068 R_BuildBlankTextures();
4070 if (vid.support.arb_texture_cube_map)
4073 R_BuildNormalizationCube();
4075 r_texture_fogattenuation = NULL;
4076 r_texture_fogheighttexture = NULL;
4077 r_texture_gammaramps = NULL;
4078 //r_texture_fogintensity = NULL;
4079 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080 memset(&r_waterstate, 0, sizeof(r_waterstate));
4081 r_glsl_permutation = NULL;
4082 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084 glslshaderstring = NULL;
4086 r_hlsl_permutation = NULL;
4087 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4090 hlslshaderstring = NULL;
4091 memset(&r_svbsp, 0, sizeof (r_svbsp));
4093 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094 r_texture_numcubemaps = 0;
4096 r_refdef.fogmasktable_density = 0;
4099 void gl_main_shutdown(void)
4102 R_FrameData_Reset();
4104 R_Main_FreeViewCache();
4106 switch(vid.renderpath)
4108 case RENDERPATH_GL11:
4109 case RENDERPATH_GL13:
4110 case RENDERPATH_GL20:
4111 case RENDERPATH_GLES1:
4112 case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4115 qglDeleteQueriesARB(r_maxqueries, r_queries);
4118 case RENDERPATH_D3D9:
4119 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4121 case RENDERPATH_D3D10:
4122 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4124 case RENDERPATH_D3D11:
4125 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4127 case RENDERPATH_SOFT:
4133 memset(r_queries, 0, sizeof(r_queries));
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4138 // clear out the r_skinframe state
4139 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140 memset(&r_skinframe, 0, sizeof(r_skinframe));
4143 Mem_Free(r_svbsp.nodes);
4144 memset(&r_svbsp, 0, sizeof (r_svbsp));
4145 R_FreeTexturePool(&r_main_texturepool);
4146 loadingscreentexture = NULL;
4147 r_texture_blanknormalmap = NULL;
4148 r_texture_white = NULL;
4149 r_texture_grey128 = NULL;
4150 r_texture_black = NULL;
4151 r_texture_whitecube = NULL;
4152 r_texture_normalizationcube = NULL;
4153 r_texture_fogattenuation = NULL;
4154 r_texture_fogheighttexture = NULL;
4155 r_texture_gammaramps = NULL;
4156 r_texture_numcubemaps = 0;
4157 //r_texture_fogintensity = NULL;
4158 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159 memset(&r_waterstate, 0, sizeof(r_waterstate));
4162 r_glsl_permutation = NULL;
4163 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165 glslshaderstring = NULL;
4167 r_hlsl_permutation = NULL;
4168 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4171 hlslshaderstring = NULL;
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4177 // FIXME: move this code to client
4178 char *entities, entname[MAX_QPATH];
4180 Mem_Free(r_qwskincache);
4181 r_qwskincache = NULL;
4182 r_qwskincache_size = 0;
4185 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4188 CL_ParseEntityLump(entities);
4192 if (cl.worldmodel->brush.entities)
4193 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4195 R_Main_FreeViewCache();
4197 R_FrameData_Reset();
4200 void GL_Main_Init(void)
4202 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4204 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207 if (gamemode == GAME_NEHAHRA)
4209 Cvar_RegisterVariable (&gl_fogenable);
4210 Cvar_RegisterVariable (&gl_fogdensity);
4211 Cvar_RegisterVariable (&gl_fogred);
4212 Cvar_RegisterVariable (&gl_foggreen);
4213 Cvar_RegisterVariable (&gl_fogblue);
4214 Cvar_RegisterVariable (&gl_fogstart);
4215 Cvar_RegisterVariable (&gl_fogend);
4216 Cvar_RegisterVariable (&gl_skyclip);
4218 Cvar_RegisterVariable(&r_motionblur);
4219 Cvar_RegisterVariable(&r_damageblur);
4220 Cvar_RegisterVariable(&r_motionblur_averaging);
4221 Cvar_RegisterVariable(&r_motionblur_randomize);
4222 Cvar_RegisterVariable(&r_motionblur_minblur);
4223 Cvar_RegisterVariable(&r_motionblur_maxblur);
4224 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232 Cvar_RegisterVariable(&r_equalize_entities_by);
4233 Cvar_RegisterVariable(&r_equalize_entities_to);
4234 Cvar_RegisterVariable(&r_depthfirst);
4235 Cvar_RegisterVariable(&r_useinfinitefarclip);
4236 Cvar_RegisterVariable(&r_farclip_base);
4237 Cvar_RegisterVariable(&r_farclip_world);
4238 Cvar_RegisterVariable(&r_nearclip);
4239 Cvar_RegisterVariable(&r_deformvertexes);
4240 Cvar_RegisterVariable(&r_transparent);
4241 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242 Cvar_RegisterVariable(&r_showoverdraw);
4243 Cvar_RegisterVariable(&r_showbboxes);
4244 Cvar_RegisterVariable(&r_showsurfaces);
4245 Cvar_RegisterVariable(&r_showtris);
4246 Cvar_RegisterVariable(&r_shownormals);
4247 Cvar_RegisterVariable(&r_showlighting);
4248 Cvar_RegisterVariable(&r_showshadowvolumes);
4249 Cvar_RegisterVariable(&r_showcollisionbrushes);
4250 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252 Cvar_RegisterVariable(&r_showdisabledepthtest);
4253 Cvar_RegisterVariable(&r_drawportals);
4254 Cvar_RegisterVariable(&r_drawentities);
4255 Cvar_RegisterVariable(&r_draw2d);
4256 Cvar_RegisterVariable(&r_drawworld);
4257 Cvar_RegisterVariable(&r_cullentities_trace);
4258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262 Cvar_RegisterVariable(&r_sortentities);
4263 Cvar_RegisterVariable(&r_drawviewmodel);
4264 Cvar_RegisterVariable(&r_drawexteriormodel);
4265 Cvar_RegisterVariable(&r_speeds);
4266 Cvar_RegisterVariable(&r_fullbrights);
4267 Cvar_RegisterVariable(&r_wateralpha);
4268 Cvar_RegisterVariable(&r_dynamic);
4269 Cvar_RegisterVariable(&r_fakelight);
4270 Cvar_RegisterVariable(&r_fakelight_intensity);
4271 Cvar_RegisterVariable(&r_fullbright);
4272 Cvar_RegisterVariable(&r_shadows);
4273 Cvar_RegisterVariable(&r_shadows_darken);
4274 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276 Cvar_RegisterVariable(&r_shadows_throwdistance);
4277 Cvar_RegisterVariable(&r_shadows_throwdirection);
4278 Cvar_RegisterVariable(&r_shadows_focus);
4279 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285 Cvar_RegisterVariable(&r_fog_exp2);
4286 Cvar_RegisterVariable(&r_fog_clear);
4287 Cvar_RegisterVariable(&r_drawfog);
4288 Cvar_RegisterVariable(&r_transparentdepthmasking);
4289 Cvar_RegisterVariable(&r_transparent_sortmindist);
4290 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292 Cvar_RegisterVariable(&r_texture_dds_load);
4293 Cvar_RegisterVariable(&r_texture_dds_save);
4294 Cvar_RegisterVariable(&r_textureunits);
4295 Cvar_RegisterVariable(&gl_combine);
4296 Cvar_RegisterVariable(&r_viewfbo);
4297 Cvar_RegisterVariable(&r_viewscale);
4298 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304 Cvar_RegisterVariable(&r_glsl);
4305 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314 Cvar_RegisterVariable(&r_glsl_postprocess);
4315 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4324 Cvar_RegisterVariable(&r_water);
4325 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326 Cvar_RegisterVariable(&r_water_clippingplanebias);
4327 Cvar_RegisterVariable(&r_water_refractdistort);
4328 Cvar_RegisterVariable(&r_water_reflectdistort);
4329 Cvar_RegisterVariable(&r_water_scissormode);
4330 Cvar_RegisterVariable(&r_water_lowquality);
4332 Cvar_RegisterVariable(&r_lerpsprites);
4333 Cvar_RegisterVariable(&r_lerpmodels);
4334 Cvar_RegisterVariable(&r_lerplightstyles);
4335 Cvar_RegisterVariable(&r_waterscroll);
4336 Cvar_RegisterVariable(&r_bloom);
4337 Cvar_RegisterVariable(&r_bloom_colorscale);
4338 Cvar_RegisterVariable(&r_bloom_brighten);
4339 Cvar_RegisterVariable(&r_bloom_blur);
4340 Cvar_RegisterVariable(&r_bloom_resolution);
4341 Cvar_RegisterVariable(&r_bloom_colorexponent);
4342 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343 Cvar_RegisterVariable(&r_hdr);
4344 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345 Cvar_RegisterVariable(&r_hdr_glowintensity);
4346 Cvar_RegisterVariable(&r_hdr_range);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355 Cvar_RegisterVariable(&developer_texturelogging);
4356 Cvar_RegisterVariable(&gl_lightmaps);
4357 Cvar_RegisterVariable(&r_test);
4358 Cvar_RegisterVariable(&r_glsl_saturation);
4359 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361 Cvar_RegisterVariable(&r_framedatasize);
4362 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363 Cvar_SetValue("r_fullbrights", 0);
4364 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4381 void Render_Init(void)
4394 R_LightningBeams_Init();
4404 extern char *ENGINE_EXTENSIONS;
4407 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409 gl_version = (const char *)qglGetString(GL_VERSION);
4410 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4414 if (!gl_platformextensions)
4415 gl_platformextensions = "";
4417 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419 Con_Printf("GL_VERSION: %s\n", gl_version);
4420 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4423 VID_CheckExtensions();
4425 // LordHavoc: report supported extensions
4426 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4428 // clear to black (loading plaque will be seen over this)
4429 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4437 if (r_trippy.integer)
4439 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4441 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4444 p = r_refdef.view.frustum + i;
4449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4489 if (r_trippy.integer)
4491 for (i = 0;i < numplanes;i++)
4498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4534 //==================================================================================
4536 // LordHavoc: this stores temporary data used within the same frame
4538 typedef struct r_framedata_mem_s
4540 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541 size_t size; // how much usable space
4542 size_t current; // how much space in use
4543 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544 size_t wantedsize; // how much space was allocated
4545 unsigned char *data; // start of real data (16byte aligned)
4549 static r_framedata_mem_t *r_framedata_mem;
4551 void R_FrameData_Reset(void)
4553 while (r_framedata_mem)
4555 r_framedata_mem_t *next = r_framedata_mem->purge;
4556 Mem_Free(r_framedata_mem);
4557 r_framedata_mem = next;
4561 void R_FrameData_Resize(void)
4564 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4568 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569 newmem->wantedsize = wantedsize;
4570 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572 newmem->current = 0;
4574 newmem->purge = r_framedata_mem;
4575 r_framedata_mem = newmem;
4579 void R_FrameData_NewFrame(void)
4581 R_FrameData_Resize();
4582 if (!r_framedata_mem)
4584 // if we ran out of space on the last frame, free the old memory now
4585 while (r_framedata_mem->purge)
4587 // repeatedly remove the second item in the list, leaving only head
4588 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589 Mem_Free(r_framedata_mem->purge);
4590 r_framedata_mem->purge = next;
4592 // reset the current mem pointer
4593 r_framedata_mem->current = 0;
4594 r_framedata_mem->mark = 0;
4597 void *R_FrameData_Alloc(size_t size)
4601 // align to 16 byte boundary - the data pointer is already aligned, so we
4602 // only need to ensure the size of every allocation is also aligned
4603 size = (size + 15) & ~15;
4605 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4607 // emergency - we ran out of space, allocate more memory
4608 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609 R_FrameData_Resize();
4612 data = r_framedata_mem->data + r_framedata_mem->current;
4613 r_framedata_mem->current += size;
4615 // count the usage for stats
4616 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4619 return (void *)data;
4622 void *R_FrameData_Store(size_t size, void *data)
4624 void *d = R_FrameData_Alloc(size);
4626 memcpy(d, data, size);
4630 void R_FrameData_SetMark(void)
4632 if (!r_framedata_mem)
4634 r_framedata_mem->mark = r_framedata_mem->current;
4637 void R_FrameData_ReturnToMark(void)
4639 if (!r_framedata_mem)
4641 r_framedata_mem->current = r_framedata_mem->mark;
4644 //==================================================================================
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4649 * Animation cache prevents re-generating mesh data for an animated model
4650 * multiple times in one frame for lighting, shadowing, reflections, etc.
4653 void R_AnimCache_Free(void)
4657 void R_AnimCache_ClearCache(void)
4660 entity_render_t *ent;
4662 for (i = 0;i < r_refdef.scene.numentities;i++)
4664 ent = r_refdef.scene.entities[i];
4665 ent->animcache_vertex3f = NULL;
4666 ent->animcache_normal3f = NULL;
4667 ent->animcache_svector3f = NULL;
4668 ent->animcache_tvector3f = NULL;
4669 ent->animcache_vertexmesh = NULL;
4670 ent->animcache_vertex3fbuffer = NULL;
4671 ent->animcache_vertexmeshbuffer = NULL;
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4679 // check if we need the meshbuffers
4680 if (!vid.useinterleavedarrays)
4683 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685 // TODO: upload vertex3f buffer?
4686 if (ent->animcache_vertexmesh)
4688 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689 for (i = 0;i < numvertices;i++)
4690 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691 if (ent->animcache_svector3f)
4692 for (i = 0;i < numvertices;i++)
4693 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694 if (ent->animcache_tvector3f)
4695 for (i = 0;i < numvertices;i++)
4696 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697 if (ent->animcache_normal3f)
4698 for (i = 0;i < numvertices;i++)
4699 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700 // TODO: upload vertexmeshbuffer?
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4706 dp_model_t *model = ent->model;
4708 // see if it's already cached this frame
4709 if (ent->animcache_vertex3f)
4711 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712 if (wantnormals || wanttangents)
4714 if (ent->animcache_normal3f)
4715 wantnormals = false;
4716 if (ent->animcache_svector3f)
4717 wanttangents = false;
4718 if (wantnormals || wanttangents)
4720 numvertices = model->surfmesh.num_vertices;
4722 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4728 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4735 // see if this ent is worth caching
4736 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4738 // get some memory for this entity and generate mesh data
4739 numvertices = model->surfmesh.num_vertices;
4740 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4742 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4745 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4748 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4754 void R_AnimCache_CacheVisibleEntities(void)
4757 qboolean wantnormals = true;
4758 qboolean wanttangents = !r_showsurfaces.integer;
4760 switch(vid.renderpath)
4762 case RENDERPATH_GL20:
4763 case RENDERPATH_D3D9:
4764 case RENDERPATH_D3D10:
4765 case RENDERPATH_D3D11:
4766 case RENDERPATH_GLES2:
4768 case RENDERPATH_GL11:
4769 case RENDERPATH_GL13:
4770 case RENDERPATH_GLES1:
4771 wanttangents = false;
4773 case RENDERPATH_SOFT:
4777 if (r_shownormals.integer)
4778 wanttangents = wantnormals = true;
4780 // TODO: thread this
4781 // NOTE: R_PrepareRTLights() also caches entities
4783 for (i = 0;i < r_refdef.scene.numentities;i++)
4784 if (r_refdef.viewcache.entityvisible[i])
4785 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4788 //==================================================================================
4790 extern cvar_t r_overheadsprites_pushback;
4792 static void R_View_UpdateEntityLighting (void)
4795 entity_render_t *ent;
4796 vec3_t tempdiffusenormal, avg;
4797 vec_t f, fa, fd, fdd;
4798 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4800 for (i = 0;i < r_refdef.scene.numentities;i++)
4802 ent = r_refdef.scene.entities[i];
4804 // skip unseen models and models that updated by CSQC
4805 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4809 if (ent->model && ent->model->brush.num_leafs)
4811 // TODO: use modellight for r_ambient settings on world?
4812 VectorSet(ent->modellight_ambient, 0, 0, 0);
4813 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4818 // fetch the lighting from the worldmodel data
4819 VectorClear(ent->modellight_ambient);
4820 VectorClear(ent->modellight_diffuse);
4821 VectorClear(tempdiffusenormal);
4822 if (ent->flags & RENDER_LIGHT)
4825 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4827 // complete lightning for lit sprites
4828 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4831 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832 org[2] = org[2] + r_overheadsprites_pushback.value;
4833 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4836 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4838 if(ent->flags & RENDER_EQUALIZE)
4840 // first fix up ambient lighting...
4841 if(r_equalize_entities_minambient.value > 0)
4843 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4846 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847 if(fa < r_equalize_entities_minambient.value * fd)
4850 // fa'/fd' = minambient
4851 // fa'+0.25*fd' = fa+0.25*fd
4853 // fa' = fd' * minambient
4854 // fd'*(0.25+minambient) = fa+0.25*fd
4856 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4859 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4861 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4867 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4869 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4874 // adjust brightness and saturation to target
4875 avg[0] = avg[1] = avg[2] = fa / f;
4876 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877 avg[0] = avg[1] = avg[2] = fd / f;
4878 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4884 VectorSet(ent->modellight_ambient, 1, 1, 1);
4886 // move the light direction into modelspace coordinates for lighting code
4887 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888 if(VectorLength2(ent->modellight_lightdir) == 0)
4889 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890 VectorNormalize(ent->modellight_lightdir);
4894 #define MAX_LINEOFSIGHTTRACES 64
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4899 vec3_t boxmins, boxmaxs;
4902 dp_model_t *model = r_refdef.scene.worldmodel;
4904 if (!model || !model->brush.TraceLineOfSight)
4907 // expand the box a little
4908 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4915 // return true if eye is inside enlarged box
4916 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4920 VectorCopy(eye, start);
4921 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922 if (model->brush.TraceLineOfSight(model, start, end))
4925 // try various random positions
4926 for (i = 0;i < numsamples;i++)
4928 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929 if (model->brush.TraceLineOfSight(model, start, end))
4937 static void R_View_UpdateEntityVisible (void)
4942 entity_render_t *ent;
4944 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4947 : RENDER_EXTERIORMODEL;
4948 if (!r_drawviewmodel.integer)
4949 renderimask |= RENDER_VIEWMODEL;
4950 if (!r_drawexteriormodel.integer)
4951 renderimask |= RENDER_EXTERIORMODEL;
4952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4954 // worldmodel can check visibility
4955 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 ent = r_refdef.scene.entities[i];
4959 if (!(ent->flags & renderimask))
4960 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4961 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))
4962 r_refdef.viewcache.entityvisible[i] = true;
4967 // no worldmodel or it can't check visibility
4968 for (i = 0;i < r_refdef.scene.numentities;i++)
4970 ent = r_refdef.scene.entities[i];
4971 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4974 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4977 for (i = 0;i < r_refdef.scene.numentities;i++)
4979 if (!r_refdef.viewcache.entityvisible[i])
4981 ent = r_refdef.scene.entities[i];
4982 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4984 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4986 continue; // temp entities do pvs only
4987 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988 ent->last_trace_visibility = realtime;
4989 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990 r_refdef.viewcache.entityvisible[i] = 0;
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
5000 entity_render_t *ent;
5003 for (i = 0;i < r_refdef.scene.numentities;i++)
5005 if (!r_refdef.viewcache.entityvisible[i])
5007 ent = r_refdef.scene.entities[i];
5008 if (!ent->model || !ent->model->DrawSky)
5010 ent->model->DrawSky(ent);
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5020 entity_render_t *ent;
5022 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (!r_refdef.viewcache.entityvisible[i])
5026 ent = r_refdef.scene.entities[i];
5027 r_refdef.stats.entities++;
5029 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5032 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033 Con_Printf("R_DrawModels\n");
5034 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5035 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5036 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5039 if (ent->model && ent->model->Draw != NULL)
5040 ent->model->Draw(ent);
5046 static void R_DrawModelsDepth(void)
5049 entity_render_t *ent;
5051 for (i = 0;i < r_refdef.scene.numentities;i++)
5053 if (!r_refdef.viewcache.entityvisible[i])
5055 ent = r_refdef.scene.entities[i];
5056 if (ent->model && ent->model->DrawDepth != NULL)
5057 ent->model->DrawDepth(ent);
5061 static void R_DrawModelsDebug(void)
5064 entity_render_t *ent;
5066 for (i = 0;i < r_refdef.scene.numentities;i++)
5068 if (!r_refdef.viewcache.entityvisible[i])
5070 ent = r_refdef.scene.entities[i];
5071 if (ent->model && ent->model->DrawDebug != NULL)
5072 ent->model->DrawDebug(ent);
5076 static void R_DrawModelsAddWaterPlanes(void)
5079 entity_render_t *ent;
5081 for (i = 0;i < r_refdef.scene.numentities;i++)
5083 if (!r_refdef.viewcache.entityvisible[i])
5085 ent = r_refdef.scene.entities[i];
5086 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087 ent->model->DrawAddWaterPlanes(ent);
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5093 if (r_hdr_irisadaptation.integer)
5097 vec3_t diffusenormal;
5101 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103 brightness = max(0.0000001f, brightness);
5104 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106 current = r_hdr_irisadaptation_value.value;
5108 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109 else if (current > goal)
5110 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5114 else if (r_hdr_irisadaptation_value.value != 1.0f)
5115 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5118 static void R_View_SetFrustum(const int *scissor)
5121 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122 vec3_t forward, left, up, origin, v;
5126 // flipped x coordinates (because x points left here)
5127 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5130 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131 switch(vid.renderpath)
5133 case RENDERPATH_D3D9:
5134 case RENDERPATH_D3D10:
5135 case RENDERPATH_D3D11:
5136 // non-flipped y coordinates
5137 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5140 case RENDERPATH_SOFT:
5141 case RENDERPATH_GL11:
5142 case RENDERPATH_GL13:
5143 case RENDERPATH_GL20:
5144 case RENDERPATH_GLES1:
5145 case RENDERPATH_GLES2:
5146 // non-flipped y coordinates
5147 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5153 // we can't trust r_refdef.view.forward and friends in reflected scenes
5154 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5157 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5172 zNear = r_refdef.nearclip;
5173 nudge = 1.0 - 1.0 / (1<<23);
5174 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5187 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190 r_refdef.view.frustum[0].dist = m[15] - m[12];
5192 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195 r_refdef.view.frustum[1].dist = m[15] + m[12];
5197 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200 r_refdef.view.frustum[2].dist = m[15] - m[13];
5202 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205 r_refdef.view.frustum[3].dist = m[15] + m[13];
5207 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210 r_refdef.view.frustum[4].dist = m[15] - m[14];
5212 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215 r_refdef.view.frustum[5].dist = m[15] + m[14];
5218 if (r_refdef.view.useperspective)
5220 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221 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]);
5222 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]);
5223 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]);
5224 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]);
5226 // then the normals from the corners relative to origin
5227 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5232 // in a NORMAL view, forward cross left == up
5233 // in a REFLECTED view, forward cross left == down
5234 // so our cross products above need to be adjusted for a left handed coordinate system
5235 CrossProduct(forward, left, v);
5236 if(DotProduct(v, up) < 0)
5238 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5244 // Leaving those out was a mistake, those were in the old code, and they
5245 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246 // I couldn't reproduce it after adding those normalizations. --blub
5247 VectorNormalize(r_refdef.view.frustum[0].normal);
5248 VectorNormalize(r_refdef.view.frustum[1].normal);
5249 VectorNormalize(r_refdef.view.frustum[2].normal);
5250 VectorNormalize(r_refdef.view.frustum[3].normal);
5252 // make the corners absolute
5253 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5259 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5269 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5280 r_refdef.view.numfrustumplanes = 5;
5282 if (r_refdef.view.useclipplane)
5284 r_refdef.view.numfrustumplanes = 6;
5285 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5288 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289 PlaneClassify(r_refdef.view.frustum + i);
5291 // LordHavoc: note to all quake engine coders, Quake had a special case
5292 // for 90 degrees which assumed a square view (wrong), so I removed it,
5293 // Quake2 has it disabled as well.
5295 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298 //PlaneClassify(&frustum[0]);
5300 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303 //PlaneClassify(&frustum[1]);
5305 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308 //PlaneClassify(&frustum[2]);
5310 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313 //PlaneClassify(&frustum[3]);
5316 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318 //PlaneClassify(&frustum[4]);
5321 void R_View_UpdateWithScissor(const int *myscissor)
5323 R_Main_ResizeViewCache();
5324 R_View_SetFrustum(myscissor);
5325 R_View_WorldVisibility(r_refdef.view.useclipplane);
5326 R_View_UpdateEntityVisible();
5327 R_View_UpdateEntityLighting();
5330 void R_View_Update(void)
5332 R_Main_ResizeViewCache();
5333 R_View_SetFrustum(NULL);
5334 R_View_WorldVisibility(r_refdef.view.useclipplane);
5335 R_View_UpdateEntityVisible();
5336 R_View_UpdateEntityLighting();
5339 float viewscalefpsadjusted = 1.0f;
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5343 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344 scale = bound(0.03125f, scale, 1.0f);
5345 *outwidth = (int)ceil(width * scale);
5346 *outheight = (int)ceil(height * scale);
5349 void R_Mesh_SetMainRenderTargets(void)
5351 if (r_bloomstate.fbo_framebuffer)
5352 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5354 R_Mesh_ResetRenderTargets();
5357 void R_SetupView(qboolean allowwaterclippingplane)
5359 const float *customclipplane = NULL;
5361 int scaledwidth, scaledheight;
5362 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5364 // LordHavoc: couldn't figure out how to make this approach the
5365 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368 dist = r_refdef.view.clipplane.dist;
5369 plane[0] = r_refdef.view.clipplane.normal[0];
5370 plane[1] = r_refdef.view.clipplane.normal[1];
5371 plane[2] = r_refdef.view.clipplane.normal[2];
5373 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5376 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377 if (!r_refdef.view.useperspective)
5378 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5379 else if (vid.stencil && r_useinfinitefarclip.integer)
5380 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5382 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383 R_Mesh_SetMainRenderTargets();
5384 R_SetViewport(&r_refdef.view.viewport);
5385 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5387 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388 float screenplane[4];
5389 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5399 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5401 gl_modelmatrixchanged = false;
5402 gl_modelmatrix = *matrix;
5403 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5408 switch(vid.renderpath)
5410 case RENDERPATH_D3D9:
5412 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5416 case RENDERPATH_D3D10:
5417 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5419 case RENDERPATH_D3D11:
5420 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5422 case RENDERPATH_GL11:
5423 case RENDERPATH_GL13:
5424 case RENDERPATH_GLES1:
5425 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5427 case RENDERPATH_SOFT:
5428 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5431 case RENDERPATH_GL20:
5432 case RENDERPATH_GLES2:
5433 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5440 void R_ResetViewRendering2D(void)
5442 r_viewport_t viewport;
5445 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5447 R_Mesh_ResetRenderTargets();
5448 R_SetViewport(&viewport);
5449 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450 GL_Color(1, 1, 1, 1);
5451 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452 GL_BlendFunc(GL_ONE, GL_ZERO);
5453 GL_ScissorTest(false);
5454 GL_DepthMask(false);
5455 GL_DepthRange(0, 1);
5456 GL_DepthTest(false);
5457 GL_DepthFunc(GL_LEQUAL);
5458 R_EntityMatrix(&identitymatrix);
5459 R_Mesh_ResetTextureState();
5460 GL_PolygonOffset(0, 0);
5461 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462 switch(vid.renderpath)
5464 case RENDERPATH_GL11:
5465 case RENDERPATH_GL13:
5466 case RENDERPATH_GL20:
5467 case RENDERPATH_GLES1:
5468 case RENDERPATH_GLES2:
5469 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5471 case RENDERPATH_D3D9:
5472 case RENDERPATH_D3D10:
5473 case RENDERPATH_D3D11:
5474 case RENDERPATH_SOFT:
5477 GL_CullFace(GL_NONE);
5480 void R_ResetViewRendering3D(void)
5485 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486 GL_Color(1, 1, 1, 1);
5487 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488 GL_BlendFunc(GL_ONE, GL_ZERO);
5489 GL_ScissorTest(true);
5491 GL_DepthRange(0, 1);
5493 GL_DepthFunc(GL_LEQUAL);
5494 R_EntityMatrix(&identitymatrix);
5495 R_Mesh_ResetTextureState();
5496 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498 switch(vid.renderpath)
5500 case RENDERPATH_GL11:
5501 case RENDERPATH_GL13:
5502 case RENDERPATH_GL20:
5503 case RENDERPATH_GLES1:
5504 case RENDERPATH_GLES2:
5505 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5507 case RENDERPATH_D3D9:
5508 case RENDERPATH_D3D10:
5509 case RENDERPATH_D3D11:
5510 case RENDERPATH_SOFT:
5513 GL_CullFace(r_refdef.view.cullface_back);
5518 R_RenderView_UpdateViewVectors
5521 static void R_RenderView_UpdateViewVectors(void)
5523 // break apart the view matrix into vectors for various purposes
5524 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528 // make an inverted copy of the view matrix for tracking sprites
5529 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5535 static void R_Water_StartFrame(void)
5538 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539 r_waterstate_waterplane_t *p;
5541 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5544 switch(vid.renderpath)
5546 case RENDERPATH_GL20:
5547 case RENDERPATH_D3D9:
5548 case RENDERPATH_D3D10:
5549 case RENDERPATH_D3D11:
5550 case RENDERPATH_SOFT:
5551 case RENDERPATH_GLES2:
5553 case RENDERPATH_GL11:
5554 case RENDERPATH_GL13:
5555 case RENDERPATH_GLES1:
5559 // set waterwidth and waterheight to the water resolution that will be
5560 // used (often less than the screen resolution for faster rendering)
5561 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5563 // calculate desired texture sizes
5564 // can't use water if the card does not support the texture size
5565 if (!r_water.integer || r_showsurfaces.integer)
5566 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567 else if (vid.support.arb_texture_non_power_of_two)
5569 texturewidth = waterwidth;
5570 textureheight = waterheight;
5571 camerawidth = waterwidth;
5572 cameraheight = waterheight;
5576 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5577 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5578 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5579 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5582 // allocate textures as needed
5583 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5585 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5588 if (p->texture_refraction)
5589 R_FreeTexture(p->texture_refraction);
5590 p->texture_refraction = NULL;
5591 if (p->texture_reflection)
5592 R_FreeTexture(p->texture_reflection);
5593 p->texture_reflection = NULL;
5594 if (p->texture_camera)
5595 R_FreeTexture(p->texture_camera);
5596 p->texture_camera = NULL;
5598 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599 r_waterstate.texturewidth = texturewidth;
5600 r_waterstate.textureheight = textureheight;
5601 r_waterstate.camerawidth = camerawidth;
5602 r_waterstate.cameraheight = cameraheight;
5605 if (r_waterstate.texturewidth)
5607 int scaledwidth, scaledheight;
5609 r_waterstate.enabled = true;
5611 // when doing a reduced render (HDR) we want to use a smaller area
5612 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5616 // set up variables that will be used in shader setup
5617 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5623 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624 r_waterstate.numwaterplanes = 0;
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5629 int planeindex, bestplaneindex, vertexindex;
5630 vec3_t mins, maxs, normal, center, v, n;
5631 vec_t planescore, bestplanescore;
5633 r_waterstate_waterplane_t *p;
5634 texture_t *t = R_GetCurrentTexture(surface->texture);
5636 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5637 // average the vertex normals, find the surface bounds (after deformvertexes)
5638 VectorClear(normal);
5639 VectorCopy(rsurface.batchvertex3f, mins);
5640 VectorCopy(rsurface.batchvertex3f, maxs);
5641 for (vertexindex = 0;vertexindex < rsurface.batchnumvertices;vertexindex++)
5643 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5644 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5645 VectorAdd(normal, n, normal);
5646 mins[0] = min(mins[0], v[0]);
5647 mins[1] = min(mins[1], v[1]);
5648 mins[2] = min(mins[2], v[2]);
5649 maxs[0] = max(maxs[0], v[0]);
5650 maxs[1] = max(maxs[1], v[1]);
5651 maxs[2] = max(maxs[2], v[2]);
5653 VectorNormalize(normal);
5654 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5656 VectorCopy(normal, plane.normal);
5657 VectorNormalize(plane.normal);
5658 plane.dist = DotProduct(center, plane.normal);
5659 PlaneClassify(&plane);
5660 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5662 // skip backfaces (except if nocullface is set)
5663 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5665 VectorNegate(plane.normal, plane.normal);
5667 PlaneClassify(&plane);
5671 // find a matching plane if there is one
5672 bestplaneindex = -1;
5673 bestplanescore = 1048576.0f;
5674 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5676 if(p->camera_entity == t->camera_entity)
5678 planescore = 100.0f - 100.0f * DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 25.0f;
5679 if (bestplaneindex < 0 || bestplanescore > planescore)
5681 bestplaneindex = planeindex;
5682 bestplanescore = planescore;
5686 planeindex = bestplaneindex;
5687 p = r_waterstate.waterplanes + planeindex;
5689 // if this surface does not fit any known plane rendered this frame, add one
5690 if ((planeindex < 0 || bestplanescore > 100.0f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5692 // store the new plane
5693 planeindex = r_waterstate.numwaterplanes;
5694 p = r_waterstate.waterplanes + planeindex;
5695 r_waterstate.numwaterplanes++;
5697 // clear materialflags and pvs
5698 p->materialflags = 0;
5699 p->pvsvalid = false;
5700 p->camera_entity = t->camera_entity;
5701 VectorCopy(mins, p->mins);
5702 VectorCopy(maxs, p->maxs);
5706 // merge mins/maxs when we're adding this surface to the plane
5707 p->mins[0] = min(p->mins[0], mins[0]);
5708 p->mins[1] = min(p->mins[1], mins[1]);
5709 p->mins[2] = min(p->mins[2], mins[2]);
5710 p->maxs[0] = max(p->maxs[0], maxs[0]);
5711 p->maxs[1] = max(p->maxs[1], maxs[1]);
5712 p->maxs[2] = max(p->maxs[2], maxs[2]);
5714 // merge this surface's materialflags into the waterplane
5715 p->materialflags |= t->currentmaterialflags;
5716 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5718 // merge this surface's PVS into the waterplane
5719 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5720 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5722 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5728 extern cvar_t r_drawparticles;
5729 extern cvar_t r_drawdecals;
5731 static void R_Water_ProcessPlanes(void)
5734 r_refdef_view_t originalview;
5735 r_refdef_view_t myview;
5736 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;
5737 r_waterstate_waterplane_t *p;
5740 originalview = r_refdef.view;
5742 // lowquality hack, temporarily shut down some cvars and restore afterwards
5743 qualityreduction = r_water_lowquality.integer;
5744 if (qualityreduction > 0)
5746 if (qualityreduction >= 1)
5748 old_r_shadows = r_shadows.integer;
5749 old_r_worldrtlight = r_shadow_realtime_world.integer;
5750 old_r_dlight = r_shadow_realtime_dlight.integer;
5751 Cvar_SetValueQuick(&r_shadows, 0);
5752 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5753 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5755 if (qualityreduction >= 2)
5757 old_r_dynamic = r_dynamic.integer;
5758 old_r_particles = r_drawparticles.integer;
5759 old_r_decals = r_drawdecals.integer;
5760 Cvar_SetValueQuick(&r_dynamic, 0);
5761 Cvar_SetValueQuick(&r_drawparticles, 0);
5762 Cvar_SetValueQuick(&r_drawdecals, 0);
5766 // make sure enough textures are allocated
5767 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5769 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5771 if (!p->texture_refraction)
5772 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5773 if (!p->texture_refraction)
5776 else if (p->materialflags & MATERIALFLAG_CAMERA)
5778 if (!p->texture_camera)
5779 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5780 if (!p->texture_camera)
5784 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5786 if (!p->texture_reflection)
5787 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5788 if (!p->texture_reflection)
5794 r_refdef.view = originalview;
5795 r_refdef.view.showdebug = false;
5796 r_refdef.view.width = r_waterstate.waterwidth;
5797 r_refdef.view.height = r_waterstate.waterheight;
5798 r_refdef.view.useclipplane = true;
5799 myview = r_refdef.view;
5800 r_waterstate.renderingscene = true;
5801 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5803 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5805 r_refdef.view = myview;
5806 if(r_water_scissormode.integer)
5809 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5810 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5813 // render reflected scene and copy into texture
5814 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5815 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5816 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5817 r_refdef.view.clipplane = p->plane;
5818 // reverse the cullface settings for this render
5819 r_refdef.view.cullface_front = GL_FRONT;
5820 r_refdef.view.cullface_back = GL_BACK;
5821 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5823 r_refdef.view.usecustompvs = true;
5825 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5827 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5830 R_ResetViewRendering3D();
5831 R_ClearScreen(r_refdef.fogenabled);
5832 if(r_water_scissormode.integer & 2)
5833 R_View_UpdateWithScissor(myscissor);
5836 if(r_water_scissormode.integer & 1)
5837 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5843 // render the normal view scene and copy into texture
5844 // (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)
5845 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5847 r_refdef.view = myview;
5848 if(r_water_scissormode.integer)
5851 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5852 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5855 r_waterstate.renderingrefraction = true;
5857 r_refdef.view.clipplane = p->plane;
5858 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5859 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5861 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5863 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5864 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5865 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5866 R_RenderView_UpdateViewVectors();
5867 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5869 r_refdef.view.usecustompvs = true;
5870 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);
5874 PlaneClassify(&r_refdef.view.clipplane);
5876 R_ResetViewRendering3D();
5877 R_ClearScreen(r_refdef.fogenabled);
5878 if(r_water_scissormode.integer & 2)
5879 R_View_UpdateWithScissor(myscissor);
5882 if(r_water_scissormode.integer & 1)
5883 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5886 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5887 r_waterstate.renderingrefraction = false;
5889 else if (p->materialflags & MATERIALFLAG_CAMERA)
5891 r_refdef.view = myview;
5893 r_refdef.view.clipplane = p->plane;
5894 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5895 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5897 r_refdef.view.width = r_waterstate.camerawidth;
5898 r_refdef.view.height = r_waterstate.cameraheight;
5899 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5900 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5902 if(p->camera_entity)
5904 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5905 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5908 // note: all of the view is used for displaying... so
5909 // there is no use in scissoring
5911 // reverse the cullface settings for this render
5912 r_refdef.view.cullface_front = GL_FRONT;
5913 r_refdef.view.cullface_back = GL_BACK;
5914 // also reverse the view matrix
5915 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
5916 R_RenderView_UpdateViewVectors();
5917 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5919 r_refdef.view.usecustompvs = true;
5920 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);
5923 // camera needs no clipplane
5924 r_refdef.view.useclipplane = false;
5926 PlaneClassify(&r_refdef.view.clipplane);
5928 R_ResetViewRendering3D();
5929 R_ClearScreen(r_refdef.fogenabled);
5933 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5934 r_waterstate.renderingrefraction = false;
5938 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5939 r_waterstate.renderingscene = false;
5940 r_refdef.view = originalview;
5941 R_ResetViewRendering3D();
5942 R_ClearScreen(r_refdef.fogenabled);
5946 r_refdef.view = originalview;
5947 r_waterstate.renderingscene = false;
5948 Cvar_SetValueQuick(&r_water, 0);
5949 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5951 // lowquality hack, restore cvars
5952 if (qualityreduction > 0)
5954 if (qualityreduction >= 1)
5956 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5957 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5958 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5960 if (qualityreduction >= 2)
5962 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5963 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5964 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5969 void R_Bloom_StartFrame(void)
5971 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5972 int viewwidth, viewheight;
5975 if (r_viewscale_fpsscaling.integer)
5977 double actualframetime;
5978 double targetframetime;
5980 actualframetime = r_refdef.lastdrawscreentime;
5981 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5982 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5983 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5984 if (r_viewscale_fpsscaling_stepsize.value > 0)
5985 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5986 viewscalefpsadjusted += adjust;
5987 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5990 viewscalefpsadjusted = 1.0f;
5992 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5994 switch(vid.renderpath)
5996 case RENDERPATH_GL20:
5997 case RENDERPATH_D3D9:
5998 case RENDERPATH_D3D10:
5999 case RENDERPATH_D3D11:
6000 case RENDERPATH_SOFT:
6001 case RENDERPATH_GLES2:
6003 case RENDERPATH_GL11:
6004 case RENDERPATH_GL13:
6005 case RENDERPATH_GLES1:
6009 // set bloomwidth and bloomheight to the bloom resolution that will be
6010 // used (often less than the screen resolution for faster rendering)
6011 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6012 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6013 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6014 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6015 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6017 // calculate desired texture sizes
6018 if (vid.support.arb_texture_non_power_of_two)
6020 screentexturewidth = vid.width;
6021 screentextureheight = vid.height;
6022 bloomtexturewidth = r_bloomstate.bloomwidth;
6023 bloomtextureheight = r_bloomstate.bloomheight;
6027 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6028 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6029 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6030 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6033 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6035 Cvar_SetValueQuick(&r_hdr, 0);
6036 Cvar_SetValueQuick(&r_bloom, 0);
6037 Cvar_SetValueQuick(&r_motionblur, 0);
6038 Cvar_SetValueQuick(&r_damageblur, 0);
6041 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6042 screentexturewidth = screentextureheight = 0;
6043 if (!r_hdr.integer && !r_bloom.integer)
6044 bloomtexturewidth = bloomtextureheight = 0;
6046 textype = TEXTYPE_COLORBUFFER;
6047 switch (vid.renderpath)
6049 case RENDERPATH_GL20:
6050 case RENDERPATH_GLES2:
6051 if (vid.support.ext_framebuffer_object)
6053 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6054 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6057 case RENDERPATH_GL11:
6058 case RENDERPATH_GL13:
6059 case RENDERPATH_GLES1:
6060 case RENDERPATH_D3D9:
6061 case RENDERPATH_D3D10:
6062 case RENDERPATH_D3D11:
6063 case RENDERPATH_SOFT:
6067 // allocate textures as needed
6068 if (r_bloomstate.screentexturewidth != screentexturewidth
6069 || r_bloomstate.screentextureheight != screentextureheight
6070 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6071 || r_bloomstate.bloomtextureheight != bloomtextureheight
6072 || r_bloomstate.texturetype != textype
6073 || r_bloomstate.viewfbo != r_viewfbo.integer)
6075 if (r_bloomstate.texture_bloom)
6076 R_FreeTexture(r_bloomstate.texture_bloom);
6077 r_bloomstate.texture_bloom = NULL;
6078 if (r_bloomstate.texture_screen)
6079 R_FreeTexture(r_bloomstate.texture_screen);
6080 r_bloomstate.texture_screen = NULL;
6081 if (r_bloomstate.fbo_framebuffer)
6082 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6083 r_bloomstate.fbo_framebuffer = 0;
6084 if (r_bloomstate.texture_framebuffercolor)
6085 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6086 r_bloomstate.texture_framebuffercolor = NULL;
6087 if (r_bloomstate.texture_framebufferdepth)
6088 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6089 r_bloomstate.texture_framebufferdepth = NULL;
6090 r_bloomstate.screentexturewidth = screentexturewidth;
6091 r_bloomstate.screentextureheight = screentextureheight;
6092 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6093 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6094 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6096 // FIXME: choose depth bits based on a cvar
6097 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6098 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6099 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6100 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6102 // render depth into one texture and normalmap into the other
6106 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6107 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6108 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6109 if (status != GL_FRAMEBUFFER_COMPLETE)
6110 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6114 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6115 r_bloomstate.bloomtextureheight = bloomtextureheight;
6116 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6117 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6118 r_bloomstate.viewfbo = r_viewfbo.integer;
6119 r_bloomstate.texturetype = textype;
6122 // when doing a reduced render (HDR) we want to use a smaller area
6123 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6124 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6125 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6126 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6127 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6129 // set up a texcoord array for the full resolution screen image
6130 // (we have to keep this around to copy back during final render)
6131 r_bloomstate.screentexcoord2f[0] = 0;
6132 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6133 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6134 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6135 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6136 r_bloomstate.screentexcoord2f[5] = 0;
6137 r_bloomstate.screentexcoord2f[6] = 0;
6138 r_bloomstate.screentexcoord2f[7] = 0;
6140 // set up a texcoord array for the reduced resolution bloom image
6141 // (which will be additive blended over the screen image)
6142 r_bloomstate.bloomtexcoord2f[0] = 0;
6143 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6144 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6145 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6146 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6147 r_bloomstate.bloomtexcoord2f[5] = 0;
6148 r_bloomstate.bloomtexcoord2f[6] = 0;
6149 r_bloomstate.bloomtexcoord2f[7] = 0;
6151 switch(vid.renderpath)
6153 case RENDERPATH_GL11:
6154 case RENDERPATH_GL13:
6155 case RENDERPATH_GL20:
6156 case RENDERPATH_SOFT:
6157 case RENDERPATH_GLES1:
6158 case RENDERPATH_GLES2:
6160 case RENDERPATH_D3D9:
6161 case RENDERPATH_D3D10:
6162 case RENDERPATH_D3D11:
6165 for (i = 0;i < 4;i++)
6167 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6168 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6169 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6170 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6176 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6178 r_bloomstate.enabled = true;
6179 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6182 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6184 if (r_bloomstate.fbo_framebuffer)
6185 r_refdef.view.clear = true;
6188 void R_Bloom_CopyBloomTexture(float colorscale)
6190 r_refdef.stats.bloom++;
6192 // scale down screen texture to the bloom texture size
6194 R_Mesh_SetMainRenderTargets();
6195 R_SetViewport(&r_bloomstate.viewport);
6196 GL_BlendFunc(GL_ONE, GL_ZERO);
6197 GL_Color(colorscale, colorscale, colorscale, 1);
6198 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6199 switch(vid.renderpath)
6201 case RENDERPATH_GL11:
6202 case RENDERPATH_GL13:
6203 case RENDERPATH_GL20:
6204 case RENDERPATH_GLES1:
6205 case RENDERPATH_GLES2:
6206 case RENDERPATH_SOFT:
6207 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6209 case RENDERPATH_D3D9:
6210 case RENDERPATH_D3D10:
6211 case RENDERPATH_D3D11:
6212 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6215 // TODO: do boxfilter scale-down in shader?
6216 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6217 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6218 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6220 // we now have a bloom image in the framebuffer
6221 // copy it into the bloom image texture for later processing
6222 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6223 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6226 void R_Bloom_CopyHDRTexture(void)
6228 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6229 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6232 void R_Bloom_MakeTexture(void)
6235 float xoffset, yoffset, r, brighten;
6237 r_refdef.stats.bloom++;
6239 R_ResetViewRendering2D();
6241 // we have a bloom image in the framebuffer
6243 R_SetViewport(&r_bloomstate.viewport);
6245 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6248 r = bound(0, r_bloom_colorexponent.value / x, 1);
6249 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6251 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6252 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6253 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6254 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6256 // copy the vertically blurred bloom view to a texture
6257 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6258 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6261 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6262 brighten = r_bloom_brighten.value;
6263 if (r_bloomstate.hdr)
6264 brighten *= r_hdr_range.value;
6265 brighten = sqrt(brighten);
6267 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6268 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6270 for (dir = 0;dir < 2;dir++)
6272 // blend on at multiple vertical offsets to achieve a vertical blur
6273 // TODO: do offset blends using GLSL
6274 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6275 GL_BlendFunc(GL_ONE, GL_ZERO);
6276 for (x = -range;x <= range;x++)
6278 if (!dir){xoffset = 0;yoffset = x;}
6279 else {xoffset = x;yoffset = 0;}
6280 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6281 yoffset /= (float)r_bloomstate.bloomtextureheight;
6282 // compute a texcoord array with the specified x and y offset
6283 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6284 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6285 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6286 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6287 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6288 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6289 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6290 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6291 // this r value looks like a 'dot' particle, fading sharply to
6292 // black at the edges
6293 // (probably not realistic but looks good enough)
6294 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6295 //r = brighten/(range*2+1);
6296 r = brighten / (range * 2 + 1);
6298 r *= (1 - x*x/(float)(range*range));
6299 GL_Color(r, r, r, 1);
6300 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6301 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6302 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6303 GL_BlendFunc(GL_ONE, GL_ONE);
6306 // copy the vertically blurred bloom view to a texture
6307 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6308 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6312 void R_HDR_RenderBloomTexture(void)
6314 int oldwidth, oldheight;
6315 float oldcolorscale;
6316 qboolean oldwaterstate;
6318 oldwaterstate = r_waterstate.enabled;
6319 oldcolorscale = r_refdef.view.colorscale;
6320 oldwidth = r_refdef.view.width;
6321 oldheight = r_refdef.view.height;
6322 r_refdef.view.width = r_bloomstate.bloomwidth;
6323 r_refdef.view.height = r_bloomstate.bloomheight;
6325 if(r_hdr.integer < 2)
6326 r_waterstate.enabled = false;
6328 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6329 // TODO: add exposure compensation features
6330 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6332 r_refdef.view.showdebug = false;
6333 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6335 R_ResetViewRendering3D();
6337 R_ClearScreen(r_refdef.fogenabled);
6338 if (r_timereport_active)
6339 R_TimeReport("HDRclear");
6342 if (r_timereport_active)
6343 R_TimeReport("visibility");
6345 // only do secondary renders with HDR if r_hdr is 2 or higher
6346 r_waterstate.numwaterplanes = 0;
6347 if (r_waterstate.enabled)
6348 R_RenderWaterPlanes();
6350 r_refdef.view.showdebug = true;
6352 r_waterstate.numwaterplanes = 0;
6354 R_ResetViewRendering2D();
6356 R_Bloom_CopyHDRTexture();
6357 R_Bloom_MakeTexture();
6359 // restore the view settings
6360 r_waterstate.enabled = oldwaterstate;
6361 r_refdef.view.width = oldwidth;
6362 r_refdef.view.height = oldheight;
6363 r_refdef.view.colorscale = oldcolorscale;
6365 R_ResetViewRendering3D();
6367 R_ClearScreen(r_refdef.fogenabled);
6368 if (r_timereport_active)
6369 R_TimeReport("viewclear");
6372 static void R_BlendView(void)
6374 unsigned int permutation;
6375 float uservecs[4][4];
6377 switch (vid.renderpath)
6379 case RENDERPATH_GL20:
6380 case RENDERPATH_D3D9:
6381 case RENDERPATH_D3D10:
6382 case RENDERPATH_D3D11:
6383 case RENDERPATH_SOFT:
6384 case RENDERPATH_GLES2:
6386 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6387 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6388 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6389 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6390 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6392 if (r_bloomstate.texture_screen)
6394 // make sure the buffer is available
6395 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6397 R_ResetViewRendering2D();
6398 R_Mesh_SetMainRenderTargets();
6400 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6402 // declare variables
6403 float blur_factor, blur_mouseaccel, blur_velocity;
6404 static float blur_average;
6405 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6407 // set a goal for the factoring
6408 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6409 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6410 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6411 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6412 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6413 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6415 // from the goal, pick an averaged value between goal and last value
6416 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6417 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6419 // enforce minimum amount of blur
6420 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6422 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6424 // calculate values into a standard alpha
6425 cl.motionbluralpha = 1 - exp(-
6427 (r_motionblur.value * blur_factor / 80)
6429 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6432 max(0.0001, cl.time - cl.oldtime) // fps independent
6435 // randomization for the blur value to combat persistent ghosting
6436 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6437 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6440 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6442 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6443 GL_Color(1, 1, 1, cl.motionbluralpha);
6444 switch(vid.renderpath)
6446 case RENDERPATH_GL11:
6447 case RENDERPATH_GL13:
6448 case RENDERPATH_GL20:
6449 case RENDERPATH_GLES1:
6450 case RENDERPATH_GLES2:
6451 case RENDERPATH_SOFT:
6452 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6454 case RENDERPATH_D3D9:
6455 case RENDERPATH_D3D10:
6456 case RENDERPATH_D3D11:
6457 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6460 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6461 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6462 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6465 // updates old view angles for next pass
6466 VectorCopy(cl.viewangles, blur_oldangles);
6469 // copy view into the screen texture
6470 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6471 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6473 else if (!r_bloomstate.texture_bloom)
6475 // we may still have to do view tint...
6476 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6478 // apply a color tint to the whole view
6479 R_ResetViewRendering2D();
6480 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6481 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6482 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6483 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6484 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6486 break; // no screen processing, no bloom, skip it
6489 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6491 // render simple bloom effect
6492 // copy the screen and shrink it and darken it for the bloom process
6493 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6494 // make the bloom texture
6495 R_Bloom_MakeTexture();
6498 #if _MSC_VER >= 1400
6499 #define sscanf sscanf_s
6501 memset(uservecs, 0, sizeof(uservecs));
6502 if (r_glsl_postprocess_uservec1_enable.integer)
6503 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6504 if (r_glsl_postprocess_uservec2_enable.integer)
6505 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6506 if (r_glsl_postprocess_uservec3_enable.integer)
6507 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6508 if (r_glsl_postprocess_uservec4_enable.integer)
6509 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6511 R_ResetViewRendering2D();
6512 GL_Color(1, 1, 1, 1);
6513 GL_BlendFunc(GL_ONE, GL_ZERO);
6515 switch(vid.renderpath)
6517 case RENDERPATH_GL20:
6518 case RENDERPATH_GLES2:
6519 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6520 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6521 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6522 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6523 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6524 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]);
6525 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6526 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]);
6527 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]);
6528 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]);
6529 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]);
6530 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6531 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6532 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);
6534 case RENDERPATH_D3D9:
6536 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6537 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6538 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6539 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6540 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6541 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6542 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6543 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6544 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6545 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6546 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6547 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6548 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6549 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6550 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6553 case RENDERPATH_D3D10:
6554 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6556 case RENDERPATH_D3D11:
6557 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6559 case RENDERPATH_SOFT:
6560 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6561 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6562 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6563 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6564 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6565 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6566 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6567 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6568 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6569 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6570 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6571 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6572 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6573 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6578 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6579 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6581 case RENDERPATH_GL11:
6582 case RENDERPATH_GL13:
6583 case RENDERPATH_GLES1:
6584 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6586 // apply a color tint to the whole view
6587 R_ResetViewRendering2D();
6588 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6589 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6590 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6591 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6592 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6598 matrix4x4_t r_waterscrollmatrix;
6600 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6603 if (gamemode == GAME_NEHAHRA)
6605 if (gl_fogenable.integer)
6607 r_refdef.oldgl_fogenable = true;
6608 r_refdef.fog_density = gl_fogdensity.value;
6609 r_refdef.fog_red = gl_fogred.value;
6610 r_refdef.fog_green = gl_foggreen.value;
6611 r_refdef.fog_blue = gl_fogblue.value;
6612 r_refdef.fog_alpha = 1;
6613 r_refdef.fog_start = 0;
6614 r_refdef.fog_end = gl_skyclip.value;
6615 r_refdef.fog_height = 1<<30;
6616 r_refdef.fog_fadedepth = 128;
6618 else if (r_refdef.oldgl_fogenable)
6620 r_refdef.oldgl_fogenable = false;
6621 r_refdef.fog_density = 0;
6622 r_refdef.fog_red = 0;
6623 r_refdef.fog_green = 0;
6624 r_refdef.fog_blue = 0;
6625 r_refdef.fog_alpha = 0;
6626 r_refdef.fog_start = 0;
6627 r_refdef.fog_end = 0;
6628 r_refdef.fog_height = 1<<30;
6629 r_refdef.fog_fadedepth = 128;
6634 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6635 r_refdef.fog_start = max(0, r_refdef.fog_start);
6636 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6638 if (r_refdef.fog_density && r_drawfog.integer)
6640 r_refdef.fogenabled = true;
6641 // this is the point where the fog reaches 0.9986 alpha, which we
6642 // consider a good enough cutoff point for the texture
6643 // (0.9986 * 256 == 255.6)
6644 if (r_fog_exp2.integer)
6645 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6647 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6648 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6649 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6650 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6651 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6652 R_BuildFogHeightTexture();
6653 // fog color was already set
6654 // update the fog texture
6655 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)
6656 R_BuildFogTexture();
6657 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6658 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6661 r_refdef.fogenabled = false;
6664 if (r_refdef.fog_density)
6666 r_refdef.fogcolor[0] = r_refdef.fog_red;
6667 r_refdef.fogcolor[1] = r_refdef.fog_green;
6668 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6670 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6671 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6672 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6673 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6677 VectorCopy(r_refdef.fogcolor, fogvec);
6678 // color.rgb *= ContrastBoost * SceneBrightness;
6679 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6680 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6681 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6682 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6687 void R_UpdateVariables(void)
6691 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6693 r_refdef.farclip = r_farclip_base.value;
6694 if (r_refdef.scene.worldmodel)
6695 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6696 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6698 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6699 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6700 r_refdef.polygonfactor = 0;
6701 r_refdef.polygonoffset = 0;
6702 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6703 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6705 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6706 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6707 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6708 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6709 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6710 if (FAKELIGHT_ENABLED)
6712 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6714 if (r_showsurfaces.integer)
6716 r_refdef.scene.rtworld = false;
6717 r_refdef.scene.rtworldshadows = false;
6718 r_refdef.scene.rtdlight = false;
6719 r_refdef.scene.rtdlightshadows = false;
6720 r_refdef.lightmapintensity = 0;
6723 switch(vid.renderpath)
6725 case RENDERPATH_GL20:
6726 case RENDERPATH_D3D9:
6727 case RENDERPATH_D3D10:
6728 case RENDERPATH_D3D11:
6729 case RENDERPATH_SOFT:
6730 case RENDERPATH_GLES2:
6731 if(v_glslgamma.integer && !vid_gammatables_trivial)
6733 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6735 // build GLSL gamma texture
6736 #define RAMPWIDTH 256
6737 unsigned short ramp[RAMPWIDTH * 3];
6738 unsigned char rampbgr[RAMPWIDTH][4];
6741 r_texture_gammaramps_serial = vid_gammatables_serial;
6743 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6744 for(i = 0; i < RAMPWIDTH; ++i)
6746 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6747 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6748 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6751 if (r_texture_gammaramps)
6753 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6757 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6763 // remove GLSL gamma texture
6766 case RENDERPATH_GL11:
6767 case RENDERPATH_GL13:
6768 case RENDERPATH_GLES1:
6773 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6774 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6780 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6781 if( scenetype != r_currentscenetype ) {
6782 // store the old scenetype
6783 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6784 r_currentscenetype = scenetype;
6785 // move in the new scene
6786 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6795 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6797 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6798 if( scenetype == r_currentscenetype ) {
6799 return &r_refdef.scene;
6801 return &r_scenes_store[ scenetype ];
6805 int R_SortEntities_Compare(const void *ap, const void *bp)
6807 const entity_render_t *a = *(const entity_render_t **)ap;
6808 const entity_render_t *b = *(const entity_render_t **)bp;
6811 if(a->model < b->model)
6813 if(a->model > b->model)
6817 // TODO possibly calculate the REAL skinnum here first using
6819 if(a->skinnum < b->skinnum)
6821 if(a->skinnum > b->skinnum)
6824 // everything we compared is equal
6827 void R_SortEntities(void)
6829 // below or equal 2 ents, sorting never gains anything
6830 if(r_refdef.scene.numentities <= 2)
6833 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6841 int dpsoftrast_test;
6842 extern void R_Shadow_UpdateBounceGridTexture(void);
6843 extern cvar_t r_shadow_bouncegrid;
6844 void R_RenderView(void)
6846 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6848 dpsoftrast_test = r_test.integer;
6850 if (r_timereport_active)
6851 R_TimeReport("start");
6852 r_textureframe++; // used only by R_GetCurrentTexture
6853 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6855 if(R_CompileShader_CheckStaticParms())
6858 if (!r_drawentities.integer)
6859 r_refdef.scene.numentities = 0;
6860 else if (r_sortentities.integer)
6863 R_AnimCache_ClearCache();
6864 R_FrameData_NewFrame();
6866 /* adjust for stereo display */
6867 if(R_Stereo_Active())
6869 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);
6870 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6873 if (r_refdef.view.isoverlay)
6875 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6876 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6877 R_TimeReport("depthclear");
6879 r_refdef.view.showdebug = false;
6881 r_waterstate.enabled = false;
6882 r_waterstate.numwaterplanes = 0;
6886 r_refdef.view.matrix = originalmatrix;
6892 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6894 r_refdef.view.matrix = originalmatrix;
6895 return; //Host_Error ("R_RenderView: NULL worldmodel");
6898 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6900 R_RenderView_UpdateViewVectors();
6902 R_Shadow_UpdateWorldLightSelection();
6904 R_Bloom_StartFrame();
6905 R_Water_StartFrame();
6908 if (r_timereport_active)
6909 R_TimeReport("viewsetup");
6911 R_ResetViewRendering3D();
6913 if (r_refdef.view.clear || r_refdef.fogenabled)
6915 R_ClearScreen(r_refdef.fogenabled);
6916 if (r_timereport_active)
6917 R_TimeReport("viewclear");
6919 r_refdef.view.clear = true;
6921 // this produces a bloom texture to be used in R_BlendView() later
6922 if (r_bloomstate.hdr)
6924 R_HDR_RenderBloomTexture();
6925 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6926 r_textureframe++; // used only by R_GetCurrentTexture
6929 r_refdef.view.showdebug = true;
6932 if (r_timereport_active)
6933 R_TimeReport("visibility");
6935 R_Shadow_UpdateBounceGridTexture();
6936 if (r_timereport_active && r_shadow_bouncegrid.integer)
6937 R_TimeReport("bouncegrid");
6939 r_waterstate.numwaterplanes = 0;
6940 if (r_waterstate.enabled)
6941 R_RenderWaterPlanes();
6944 r_waterstate.numwaterplanes = 0;
6947 if (r_timereport_active)
6948 R_TimeReport("blendview");
6950 GL_Scissor(0, 0, vid.width, vid.height);
6951 GL_ScissorTest(false);
6953 r_refdef.view.matrix = originalmatrix;
6958 void R_RenderWaterPlanes(void)
6960 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6962 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6963 if (r_timereport_active)
6964 R_TimeReport("waterworld");
6967 // don't let sound skip if going slow
6968 if (r_refdef.scene.extraupdate)
6971 R_DrawModelsAddWaterPlanes();
6972 if (r_timereport_active)
6973 R_TimeReport("watermodels");
6975 if (r_waterstate.numwaterplanes)
6977 R_Water_ProcessPlanes();
6978 if (r_timereport_active)
6979 R_TimeReport("waterscenes");
6983 extern void R_DrawLightningBeams (void);
6984 extern void VM_CL_AddPolygonsToMeshQueue (void);
6985 extern void R_DrawPortals (void);
6986 extern cvar_t cl_locs_show;
6987 static void R_DrawLocs(void);
6988 static void R_DrawEntityBBoxes(void);
6989 static void R_DrawModelDecals(void);
6990 extern void R_DrawModelShadows(void);
6991 extern void R_DrawModelShadowMaps(void);
6992 extern cvar_t cl_decals_newsystem;
6993 extern qboolean r_shadow_usingdeferredprepass;
6994 void R_RenderScene(void)
6996 qboolean shadowmapping = false;
6998 if (r_timereport_active)
6999 R_TimeReport("beginscene");
7001 r_refdef.stats.renders++;
7005 // don't let sound skip if going slow
7006 if (r_refdef.scene.extraupdate)
7009 R_MeshQueue_BeginScene();
7013 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);
7015 if (r_timereport_active)
7016 R_TimeReport("skystartframe");
7018 if (cl.csqc_vidvars.drawworld)
7020 // don't let sound skip if going slow
7021 if (r_refdef.scene.extraupdate)
7024 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7026 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7027 if (r_timereport_active)
7028 R_TimeReport("worldsky");
7031 if (R_DrawBrushModelsSky() && r_timereport_active)
7032 R_TimeReport("bmodelsky");
7034 if (skyrendermasked && skyrenderlater)
7036 // we have to force off the water clipping plane while rendering sky
7040 if (r_timereport_active)
7041 R_TimeReport("sky");
7045 R_AnimCache_CacheVisibleEntities();
7046 if (r_timereport_active)
7047 R_TimeReport("animation");
7049 R_Shadow_PrepareLights();
7050 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7051 R_Shadow_PrepareModelShadows();
7052 if (r_timereport_active)
7053 R_TimeReport("preparelights");
7055 if (R_Shadow_ShadowMappingEnabled())
7056 shadowmapping = true;
7058 if (r_shadow_usingdeferredprepass)
7059 R_Shadow_DrawPrepass();
7061 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7063 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7064 if (r_timereport_active)
7065 R_TimeReport("worlddepth");
7067 if (r_depthfirst.integer >= 2)
7069 R_DrawModelsDepth();
7070 if (r_timereport_active)
7071 R_TimeReport("modeldepth");
7074 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7076 R_DrawModelShadowMaps();
7077 R_ResetViewRendering3D();
7078 // don't let sound skip if going slow
7079 if (r_refdef.scene.extraupdate)
7083 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7085 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7086 if (r_timereport_active)
7087 R_TimeReport("world");
7090 // don't let sound skip if going slow
7091 if (r_refdef.scene.extraupdate)
7095 if (r_timereport_active)
7096 R_TimeReport("models");
7098 // don't let sound skip if going slow
7099 if (r_refdef.scene.extraupdate)
7102 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7104 R_DrawModelShadows();
7105 R_ResetViewRendering3D();
7106 // don't let sound skip if going slow
7107 if (r_refdef.scene.extraupdate)
7111 if (!r_shadow_usingdeferredprepass)
7113 R_Shadow_DrawLights();
7114 if (r_timereport_active)
7115 R_TimeReport("rtlights");
7118 // don't let sound skip if going slow
7119 if (r_refdef.scene.extraupdate)
7122 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7124 R_DrawModelShadows();
7125 R_ResetViewRendering3D();
7126 // don't let sound skip if going slow
7127 if (r_refdef.scene.extraupdate)
7131 if (cl.csqc_vidvars.drawworld)
7133 if (cl_decals_newsystem.integer)
7135 R_DrawModelDecals();
7136 if (r_timereport_active)
7137 R_TimeReport("modeldecals");
7142 if (r_timereport_active)
7143 R_TimeReport("decals");
7147 if (r_timereport_active)
7148 R_TimeReport("particles");
7151 if (r_timereport_active)
7152 R_TimeReport("explosions");
7154 R_DrawLightningBeams();
7155 if (r_timereport_active)
7156 R_TimeReport("lightning");
7159 VM_CL_AddPolygonsToMeshQueue();
7161 if (r_refdef.view.showdebug)
7163 if (cl_locs_show.integer)
7166 if (r_timereport_active)
7167 R_TimeReport("showlocs");
7170 if (r_drawportals.integer)
7173 if (r_timereport_active)
7174 R_TimeReport("portals");
7177 if (r_showbboxes.value > 0)
7179 R_DrawEntityBBoxes();
7180 if (r_timereport_active)
7181 R_TimeReport("bboxes");
7185 if (r_transparent.integer)
7187 R_MeshQueue_RenderTransparent();
7188 if (r_timereport_active)
7189 R_TimeReport("drawtrans");
7192 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))
7194 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7195 if (r_timereport_active)
7196 R_TimeReport("worlddebug");
7197 R_DrawModelsDebug();
7198 if (r_timereport_active)
7199 R_TimeReport("modeldebug");
7202 if (cl.csqc_vidvars.drawworld)
7204 R_Shadow_DrawCoronas();
7205 if (r_timereport_active)
7206 R_TimeReport("coronas");
7211 GL_DepthTest(false);
7212 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7213 GL_Color(1, 1, 1, 1);
7214 qglBegin(GL_POLYGON);
7215 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7216 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7217 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7218 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7220 qglBegin(GL_POLYGON);
7221 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7222 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7223 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7224 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7226 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7230 // don't let sound skip if going slow
7231 if (r_refdef.scene.extraupdate)
7234 R_ResetViewRendering2D();
7237 static const unsigned short bboxelements[36] =
7247 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7250 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7252 RSurf_ActiveWorldEntity();
7254 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7255 GL_DepthMask(false);
7256 GL_DepthRange(0, 1);
7257 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7258 // R_Mesh_ResetTextureState();
7260 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7261 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7262 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7263 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7264 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7265 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7266 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7267 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7268 R_FillColors(color4f, 8, cr, cg, cb, ca);
7269 if (r_refdef.fogenabled)
7271 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7273 f1 = RSurf_FogVertex(v);
7275 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7276 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7277 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7280 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7281 R_Mesh_ResetTextureState();
7282 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7283 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7286 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7290 prvm_edict_t *edict;
7291 prvm_prog_t *prog_save = prog;
7293 // this function draws bounding boxes of server entities
7297 GL_CullFace(GL_NONE);
7298 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7302 for (i = 0;i < numsurfaces;i++)
7304 edict = PRVM_EDICT_NUM(surfacelist[i]);
7305 switch ((int)PRVM_serveredictfloat(edict, solid))
7307 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7308 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7309 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7310 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7311 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7312 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7314 color[3] *= r_showbboxes.value;
7315 color[3] = bound(0, color[3], 1);
7316 GL_DepthTest(!r_showdisabledepthtest.integer);
7317 GL_CullFace(r_refdef.view.cullface_front);
7318 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7324 static void R_DrawEntityBBoxes(void)
7327 prvm_edict_t *edict;
7329 prvm_prog_t *prog_save = prog;
7331 // this function draws bounding boxes of server entities
7337 for (i = 0;i < prog->num_edicts;i++)
7339 edict = PRVM_EDICT_NUM(i);
7340 if (edict->priv.server->free)
7342 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7343 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7345 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7347 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7348 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7354 static const int nomodelelement3i[24] =
7366 static const unsigned short nomodelelement3s[24] =
7378 static const float nomodelvertex3f[6*3] =
7388 static const float nomodelcolor4f[6*4] =
7390 0.0f, 0.0f, 0.5f, 1.0f,
7391 0.0f, 0.0f, 0.5f, 1.0f,
7392 0.0f, 0.5f, 0.0f, 1.0f,
7393 0.0f, 0.5f, 0.0f, 1.0f,
7394 0.5f, 0.0f, 0.0f, 1.0f,
7395 0.5f, 0.0f, 0.0f, 1.0f
7398 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7404 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);
7406 // this is only called once per entity so numsurfaces is always 1, and
7407 // surfacelist is always {0}, so this code does not handle batches
7409 if (rsurface.ent_flags & RENDER_ADDITIVE)
7411 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7412 GL_DepthMask(false);
7414 else if (rsurface.colormod[3] < 1)
7416 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7417 GL_DepthMask(false);
7421 GL_BlendFunc(GL_ONE, GL_ZERO);
7424 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7425 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7426 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7427 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7428 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7429 for (i = 0, c = color4f;i < 6;i++, c += 4)
7431 c[0] *= rsurface.colormod[0];
7432 c[1] *= rsurface.colormod[1];
7433 c[2] *= rsurface.colormod[2];
7434 c[3] *= rsurface.colormod[3];
7436 if (r_refdef.fogenabled)
7438 for (i = 0, c = color4f;i < 6;i++, c += 4)
7440 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7442 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7443 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7444 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7447 // R_Mesh_ResetTextureState();
7448 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7449 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7450 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7453 void R_DrawNoModel(entity_render_t *ent)
7456 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7457 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7458 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7460 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7463 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7465 vec3_t right1, right2, diff, normal;
7467 VectorSubtract (org2, org1, normal);
7469 // calculate 'right' vector for start
7470 VectorSubtract (r_refdef.view.origin, org1, diff);
7471 CrossProduct (normal, diff, right1);
7472 VectorNormalize (right1);
7474 // calculate 'right' vector for end
7475 VectorSubtract (r_refdef.view.origin, org2, diff);
7476 CrossProduct (normal, diff, right2);
7477 VectorNormalize (right2);
7479 vert[ 0] = org1[0] + width * right1[0];
7480 vert[ 1] = org1[1] + width * right1[1];
7481 vert[ 2] = org1[2] + width * right1[2];
7482 vert[ 3] = org1[0] - width * right1[0];
7483 vert[ 4] = org1[1] - width * right1[1];
7484 vert[ 5] = org1[2] - width * right1[2];
7485 vert[ 6] = org2[0] - width * right2[0];
7486 vert[ 7] = org2[1] - width * right2[1];
7487 vert[ 8] = org2[2] - width * right2[2];
7488 vert[ 9] = org2[0] + width * right2[0];
7489 vert[10] = org2[1] + width * right2[1];
7490 vert[11] = org2[2] + width * right2[2];
7493 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)
7495 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7496 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7497 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7498 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7499 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7500 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7501 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7502 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7503 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7504 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7505 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7506 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7509 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7514 VectorSet(v, x, y, z);
7515 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7516 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7518 if (i == mesh->numvertices)
7520 if (mesh->numvertices < mesh->maxvertices)
7522 VectorCopy(v, vertex3f);
7523 mesh->numvertices++;
7525 return mesh->numvertices;
7531 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7535 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7536 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7537 e = mesh->element3i + mesh->numtriangles * 3;
7538 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7540 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7541 if (mesh->numtriangles < mesh->maxtriangles)
7546 mesh->numtriangles++;
7548 element[1] = element[2];
7552 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7556 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7557 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7558 e = mesh->element3i + mesh->numtriangles * 3;
7559 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7561 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7562 if (mesh->numtriangles < mesh->maxtriangles)
7567 mesh->numtriangles++;
7569 element[1] = element[2];
7573 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7574 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7576 int planenum, planenum2;
7579 mplane_t *plane, *plane2;
7581 double temppoints[2][256*3];
7582 // figure out how large a bounding box we need to properly compute this brush
7584 for (w = 0;w < numplanes;w++)
7585 maxdist = max(maxdist, fabs(planes[w].dist));
7586 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7587 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7588 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7592 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7593 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7595 if (planenum2 == planenum)
7597 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);
7600 if (tempnumpoints < 3)
7602 // generate elements forming a triangle fan for this polygon
7603 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7607 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7609 texturelayer_t *layer;
7610 layer = t->currentlayers + t->currentnumlayers++;
7612 layer->depthmask = depthmask;
7613 layer->blendfunc1 = blendfunc1;
7614 layer->blendfunc2 = blendfunc2;
7615 layer->texture = texture;
7616 layer->texmatrix = *matrix;
7617 layer->color[0] = r;
7618 layer->color[1] = g;
7619 layer->color[2] = b;
7620 layer->color[3] = a;
7623 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7625 if(parms[0] == 0 && parms[1] == 0)
7627 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7628 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7633 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7636 index = parms[2] + rsurface.shadertime * parms[3];
7637 index -= floor(index);
7638 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7641 case Q3WAVEFUNC_NONE:
7642 case Q3WAVEFUNC_NOISE:
7643 case Q3WAVEFUNC_COUNT:
7646 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7647 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7648 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7649 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7650 case Q3WAVEFUNC_TRIANGLE:
7652 f = index - floor(index);
7665 f = parms[0] + parms[1] * f;
7666 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7667 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7671 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7677 matrix4x4_t matrix, temp;
7678 switch(tcmod->tcmod)
7682 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7683 matrix = r_waterscrollmatrix;
7685 matrix = identitymatrix;
7687 case Q3TCMOD_ENTITYTRANSLATE:
7688 // this is used in Q3 to allow the gamecode to control texcoord
7689 // scrolling on the entity, which is not supported in darkplaces yet.
7690 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7692 case Q3TCMOD_ROTATE:
7693 f = tcmod->parms[0] * rsurface.shadertime;
7694 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7695 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7696 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7699 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7701 case Q3TCMOD_SCROLL:
7702 // extra care is needed because of precision breakdown with large values of time
7703 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7704 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7705 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7707 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7708 w = (int) tcmod->parms[0];
7709 h = (int) tcmod->parms[1];
7710 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7712 idx = (int) floor(f * w * h);
7713 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7715 case Q3TCMOD_STRETCH:
7716 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7717 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7719 case Q3TCMOD_TRANSFORM:
7720 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7721 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7722 VectorSet(tcmat + 6, 0 , 0 , 1);
7723 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7724 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7726 case Q3TCMOD_TURBULENT:
7727 // this is handled in the RSurf_PrepareVertices function
7728 matrix = identitymatrix;
7732 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7735 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7737 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7738 char name[MAX_QPATH];
7739 skinframe_t *skinframe;
7740 unsigned char pixels[296*194];
7741 strlcpy(cache->name, skinname, sizeof(cache->name));
7742 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7743 if (developer_loading.integer)
7744 Con_Printf("loading %s\n", name);
7745 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7746 if (!skinframe || !skinframe->base)
7749 fs_offset_t filesize;
7751 f = FS_LoadFile(name, tempmempool, true, &filesize);
7754 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7755 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7759 cache->skinframe = skinframe;
7762 texture_t *R_GetCurrentTexture(texture_t *t)
7765 const entity_render_t *ent = rsurface.entity;
7766 dp_model_t *model = ent->model;
7767 q3shaderinfo_layer_tcmod_t *tcmod;
7769 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7770 return t->currentframe;
7771 t->update_lastrenderframe = r_textureframe;
7772 t->update_lastrenderentity = (void *)ent;
7774 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7775 t->camera_entity = ent->entitynumber;
7777 t->camera_entity = 0;
7779 // switch to an alternate material if this is a q1bsp animated material
7781 texture_t *texture = t;
7782 int s = rsurface.ent_skinnum;
7783 if ((unsigned int)s >= (unsigned int)model->numskins)
7785 if (model->skinscenes)
7787 if (model->skinscenes[s].framecount > 1)
7788 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7790 s = model->skinscenes[s].firstframe;
7793 t = t + s * model->num_surfaces;
7796 // use an alternate animation if the entity's frame is not 0,
7797 // and only if the texture has an alternate animation
7798 if (rsurface.ent_alttextures && t->anim_total[1])
7799 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7801 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7803 texture->currentframe = t;
7806 // update currentskinframe to be a qw skin or animation frame
7807 if (rsurface.ent_qwskin >= 0)
7809 i = rsurface.ent_qwskin;
7810 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7812 r_qwskincache_size = cl.maxclients;
7814 Mem_Free(r_qwskincache);
7815 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7817 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7818 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7819 t->currentskinframe = r_qwskincache[i].skinframe;
7820 if (t->currentskinframe == NULL)
7821 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7823 else if (t->numskinframes >= 2)
7824 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7825 if (t->backgroundnumskinframes >= 2)
7826 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7828 t->currentmaterialflags = t->basematerialflags;
7829 t->currentalpha = rsurface.colormod[3];
7830 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7831 t->currentalpha *= r_wateralpha.value;
7832 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7833 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7834 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7835 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7836 if (!(rsurface.ent_flags & RENDER_LIGHT))
7837 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7838 else if (FAKELIGHT_ENABLED)
7840 // no modellight if using fakelight for the map
7842 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7844 // pick a model lighting mode
7845 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7846 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7848 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7850 if (rsurface.ent_flags & RENDER_ADDITIVE)
7851 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7852 else if (t->currentalpha < 1)
7853 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7854 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7855 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7856 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7857 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7858 if (t->backgroundnumskinframes)
7859 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7860 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7862 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7863 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7866 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7867 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7869 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7870 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7872 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7873 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7875 // there is no tcmod
7876 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7878 t->currenttexmatrix = r_waterscrollmatrix;
7879 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7881 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7883 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7884 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7887 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7888 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7889 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7890 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7892 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7893 if (t->currentskinframe->qpixels)
7894 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7895 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7896 if (!t->basetexture)
7897 t->basetexture = r_texture_notexture;
7898 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7899 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7900 t->nmaptexture = t->currentskinframe->nmap;
7901 if (!t->nmaptexture)
7902 t->nmaptexture = r_texture_blanknormalmap;
7903 t->glosstexture = r_texture_black;
7904 t->glowtexture = t->currentskinframe->glow;
7905 t->fogtexture = t->currentskinframe->fog;
7906 t->reflectmasktexture = t->currentskinframe->reflect;
7907 if (t->backgroundnumskinframes)
7909 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7910 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7911 t->backgroundglosstexture = r_texture_black;
7912 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7913 if (!t->backgroundnmaptexture)
7914 t->backgroundnmaptexture = r_texture_blanknormalmap;
7918 t->backgroundbasetexture = r_texture_white;
7919 t->backgroundnmaptexture = r_texture_blanknormalmap;
7920 t->backgroundglosstexture = r_texture_black;
7921 t->backgroundglowtexture = NULL;
7923 t->specularpower = r_shadow_glossexponent.value;
7924 // TODO: store reference values for these in the texture?
7925 t->specularscale = 0;
7926 if (r_shadow_gloss.integer > 0)
7928 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7930 if (r_shadow_glossintensity.value > 0)
7932 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7933 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7934 t->specularscale = r_shadow_glossintensity.value;
7937 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7939 t->glosstexture = r_texture_white;
7940 t->backgroundglosstexture = r_texture_white;
7941 t->specularscale = r_shadow_gloss2intensity.value;
7942 t->specularpower = r_shadow_gloss2exponent.value;
7945 t->specularscale *= t->specularscalemod;
7946 t->specularpower *= t->specularpowermod;
7947 t->rtlightambient = 0;
7949 // lightmaps mode looks bad with dlights using actual texturing, so turn
7950 // off the colormap and glossmap, but leave the normalmap on as it still
7951 // accurately represents the shading involved
7952 if (gl_lightmaps.integer)
7954 t->basetexture = r_texture_grey128;
7955 t->pantstexture = r_texture_black;
7956 t->shirttexture = r_texture_black;
7957 t->nmaptexture = r_texture_blanknormalmap;
7958 t->glosstexture = r_texture_black;
7959 t->glowtexture = NULL;
7960 t->fogtexture = NULL;
7961 t->reflectmasktexture = NULL;
7962 t->backgroundbasetexture = NULL;
7963 t->backgroundnmaptexture = r_texture_blanknormalmap;
7964 t->backgroundglosstexture = r_texture_black;
7965 t->backgroundglowtexture = NULL;
7966 t->specularscale = 0;
7967 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7970 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7971 VectorClear(t->dlightcolor);
7972 t->currentnumlayers = 0;
7973 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7975 int blendfunc1, blendfunc2;
7977 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7979 blendfunc1 = GL_SRC_ALPHA;
7980 blendfunc2 = GL_ONE;
7982 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7984 blendfunc1 = GL_SRC_ALPHA;
7985 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7987 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7989 blendfunc1 = t->customblendfunc[0];
7990 blendfunc2 = t->customblendfunc[1];
7994 blendfunc1 = GL_ONE;
7995 blendfunc2 = GL_ZERO;
7997 // don't colormod evilblend textures
7998 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7999 VectorSet(t->lightmapcolor, 1, 1, 1);
8000 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8001 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8003 // fullbright is not affected by r_refdef.lightmapintensity
8004 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8005 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8006 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8007 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8008 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8012 vec3_t ambientcolor;
8014 // set the color tint used for lights affecting this surface
8015 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8017 // q3bsp has no lightmap updates, so the lightstylevalue that
8018 // would normally be baked into the lightmap must be
8019 // applied to the color
8020 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8021 if (model->type == mod_brushq3)
8022 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8023 colorscale *= r_refdef.lightmapintensity;
8024 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8025 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8026 // basic lit geometry
8027 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8028 // add pants/shirt if needed
8029 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8030 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8031 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8032 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8033 // now add ambient passes if needed
8034 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8036 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8037 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8038 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8039 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8040 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8043 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8044 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8045 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8047 // if this is opaque use alpha blend which will darken the earlier
8050 // if this is an alpha blended material, all the earlier passes
8051 // were darkened by fog already, so we only need to add the fog
8052 // color ontop through the fog mask texture
8054 // if this is an additive blended material, all the earlier passes
8055 // were darkened by fog already, and we should not add fog color
8056 // (because the background was not darkened, there is no fog color
8057 // that was lost behind it).
8058 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8062 return t->currentframe;
8065 rsurfacestate_t rsurface;
8067 void RSurf_ActiveWorldEntity(void)
8069 dp_model_t *model = r_refdef.scene.worldmodel;
8070 //if (rsurface.entity == r_refdef.scene.worldentity)
8072 rsurface.entity = r_refdef.scene.worldentity;
8073 rsurface.skeleton = NULL;
8074 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8075 rsurface.ent_skinnum = 0;
8076 rsurface.ent_qwskin = -1;
8077 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8078 rsurface.shadertime = r_refdef.scene.time;
8079 rsurface.matrix = identitymatrix;
8080 rsurface.inversematrix = identitymatrix;
8081 rsurface.matrixscale = 1;
8082 rsurface.inversematrixscale = 1;
8083 R_EntityMatrix(&identitymatrix);
8084 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8085 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8086 rsurface.fograngerecip = r_refdef.fograngerecip;
8087 rsurface.fogheightfade = r_refdef.fogheightfade;
8088 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8089 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8090 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8091 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8092 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8093 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8094 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8095 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8096 rsurface.colormod[3] = 1;
8097 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8098 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8099 rsurface.frameblend[0].lerp = 1;
8100 rsurface.ent_alttextures = false;
8101 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8102 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8103 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8104 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8105 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8106 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8107 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8108 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8109 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8110 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8111 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8112 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8113 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8114 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8115 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8116 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8117 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8118 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8119 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8120 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8121 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8122 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8123 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8124 rsurface.modelelement3i = model->surfmesh.data_element3i;
8125 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8126 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8127 rsurface.modelelement3s = model->surfmesh.data_element3s;
8128 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8129 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8130 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8131 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8132 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8133 rsurface.modelsurfaces = model->data_surfaces;
8134 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8135 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8136 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8137 rsurface.modelgeneratedvertex = false;
8138 rsurface.batchgeneratedvertex = false;
8139 rsurface.batchfirstvertex = 0;
8140 rsurface.batchnumvertices = 0;
8141 rsurface.batchfirsttriangle = 0;
8142 rsurface.batchnumtriangles = 0;
8143 rsurface.batchvertex3f = NULL;
8144 rsurface.batchvertex3f_vertexbuffer = NULL;
8145 rsurface.batchvertex3f_bufferoffset = 0;
8146 rsurface.batchsvector3f = NULL;
8147 rsurface.batchsvector3f_vertexbuffer = NULL;
8148 rsurface.batchsvector3f_bufferoffset = 0;
8149 rsurface.batchtvector3f = NULL;
8150 rsurface.batchtvector3f_vertexbuffer = NULL;
8151 rsurface.batchtvector3f_bufferoffset = 0;
8152 rsurface.batchnormal3f = NULL;
8153 rsurface.batchnormal3f_vertexbuffer = NULL;
8154 rsurface.batchnormal3f_bufferoffset = 0;
8155 rsurface.batchlightmapcolor4f = NULL;
8156 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8157 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8158 rsurface.batchtexcoordtexture2f = NULL;
8159 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8160 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8161 rsurface.batchtexcoordlightmap2f = NULL;
8162 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8163 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8164 rsurface.batchvertexmesh = NULL;
8165 rsurface.batchvertexmeshbuffer = NULL;
8166 rsurface.batchvertex3fbuffer = NULL;
8167 rsurface.batchelement3i = NULL;
8168 rsurface.batchelement3i_indexbuffer = NULL;
8169 rsurface.batchelement3i_bufferoffset = 0;
8170 rsurface.batchelement3s = NULL;
8171 rsurface.batchelement3s_indexbuffer = NULL;
8172 rsurface.batchelement3s_bufferoffset = 0;
8173 rsurface.passcolor4f = NULL;
8174 rsurface.passcolor4f_vertexbuffer = NULL;
8175 rsurface.passcolor4f_bufferoffset = 0;
8178 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8180 dp_model_t *model = ent->model;
8181 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8183 rsurface.entity = (entity_render_t *)ent;
8184 rsurface.skeleton = ent->skeleton;
8185 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8186 rsurface.ent_skinnum = ent->skinnum;
8187 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;
8188 rsurface.ent_flags = ent->flags;
8189 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8190 rsurface.matrix = ent->matrix;
8191 rsurface.inversematrix = ent->inversematrix;
8192 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8193 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8194 R_EntityMatrix(&rsurface.matrix);
8195 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8196 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8197 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8198 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8199 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8200 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8201 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8202 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8203 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8204 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8205 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8206 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8207 rsurface.colormod[3] = ent->alpha;
8208 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8209 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8210 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8211 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8212 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8213 if (ent->model->brush.submodel && !prepass)
8215 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8216 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8218 if (model->surfmesh.isanimated && model->AnimateVertices)
8220 if (ent->animcache_vertex3f)
8222 rsurface.modelvertex3f = ent->animcache_vertex3f;
8223 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8224 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8225 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8226 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8227 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8228 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8230 else if (wanttangents)
8232 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8233 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8235 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8236 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8237 rsurface.modelvertexmesh = NULL;
8238 rsurface.modelvertexmeshbuffer = NULL;
8239 rsurface.modelvertex3fbuffer = NULL;
8241 else if (wantnormals)
8243 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8244 rsurface.modelsvector3f = NULL;
8245 rsurface.modeltvector3f = NULL;
8246 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8247 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8248 rsurface.modelvertexmesh = NULL;
8249 rsurface.modelvertexmeshbuffer = NULL;
8250 rsurface.modelvertex3fbuffer = NULL;
8254 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8255 rsurface.modelsvector3f = NULL;
8256 rsurface.modeltvector3f = NULL;
8257 rsurface.modelnormal3f = NULL;
8258 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8259 rsurface.modelvertexmesh = NULL;
8260 rsurface.modelvertexmeshbuffer = NULL;
8261 rsurface.modelvertex3fbuffer = NULL;
8263 rsurface.modelvertex3f_vertexbuffer = 0;
8264 rsurface.modelvertex3f_bufferoffset = 0;
8265 rsurface.modelsvector3f_vertexbuffer = 0;
8266 rsurface.modelsvector3f_bufferoffset = 0;
8267 rsurface.modeltvector3f_vertexbuffer = 0;
8268 rsurface.modeltvector3f_bufferoffset = 0;
8269 rsurface.modelnormal3f_vertexbuffer = 0;
8270 rsurface.modelnormal3f_bufferoffset = 0;
8271 rsurface.modelgeneratedvertex = true;
8275 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8276 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8277 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8278 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8279 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8280 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8281 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8282 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8283 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8284 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8285 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8286 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8287 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8288 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8289 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8290 rsurface.modelgeneratedvertex = false;
8292 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8293 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8294 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8295 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8296 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8297 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8298 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8299 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8300 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8301 rsurface.modelelement3i = model->surfmesh.data_element3i;
8302 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8303 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8304 rsurface.modelelement3s = model->surfmesh.data_element3s;
8305 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8306 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8307 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8308 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8309 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8310 rsurface.modelsurfaces = model->data_surfaces;
8311 rsurface.batchgeneratedvertex = false;
8312 rsurface.batchfirstvertex = 0;
8313 rsurface.batchnumvertices = 0;
8314 rsurface.batchfirsttriangle = 0;
8315 rsurface.batchnumtriangles = 0;
8316 rsurface.batchvertex3f = NULL;
8317 rsurface.batchvertex3f_vertexbuffer = NULL;
8318 rsurface.batchvertex3f_bufferoffset = 0;
8319 rsurface.batchsvector3f = NULL;
8320 rsurface.batchsvector3f_vertexbuffer = NULL;
8321 rsurface.batchsvector3f_bufferoffset = 0;
8322 rsurface.batchtvector3f = NULL;
8323 rsurface.batchtvector3f_vertexbuffer = NULL;
8324 rsurface.batchtvector3f_bufferoffset = 0;
8325 rsurface.batchnormal3f = NULL;
8326 rsurface.batchnormal3f_vertexbuffer = NULL;
8327 rsurface.batchnormal3f_bufferoffset = 0;
8328 rsurface.batchlightmapcolor4f = NULL;
8329 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8330 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8331 rsurface.batchtexcoordtexture2f = NULL;
8332 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8333 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8334 rsurface.batchtexcoordlightmap2f = NULL;
8335 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8336 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8337 rsurface.batchvertexmesh = NULL;
8338 rsurface.batchvertexmeshbuffer = NULL;
8339 rsurface.batchvertex3fbuffer = NULL;
8340 rsurface.batchelement3i = NULL;
8341 rsurface.batchelement3i_indexbuffer = NULL;
8342 rsurface.batchelement3i_bufferoffset = 0;
8343 rsurface.batchelement3s = NULL;
8344 rsurface.batchelement3s_indexbuffer = NULL;
8345 rsurface.batchelement3s_bufferoffset = 0;
8346 rsurface.passcolor4f = NULL;
8347 rsurface.passcolor4f_vertexbuffer = NULL;
8348 rsurface.passcolor4f_bufferoffset = 0;
8351 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8353 rsurface.entity = r_refdef.scene.worldentity;
8354 rsurface.skeleton = NULL;
8355 rsurface.ent_skinnum = 0;
8356 rsurface.ent_qwskin = -1;
8357 rsurface.ent_flags = entflags;
8358 rsurface.shadertime = r_refdef.scene.time - shadertime;
8359 rsurface.modelnumvertices = numvertices;
8360 rsurface.modelnumtriangles = numtriangles;
8361 rsurface.matrix = *matrix;
8362 rsurface.inversematrix = *inversematrix;
8363 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8364 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8365 R_EntityMatrix(&rsurface.matrix);
8366 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8367 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8368 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8369 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8370 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8371 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8372 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8373 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8374 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8375 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8376 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8377 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8378 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8379 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8380 rsurface.frameblend[0].lerp = 1;
8381 rsurface.ent_alttextures = false;
8382 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8383 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8386 rsurface.modelvertex3f = (float *)vertex3f;
8387 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8388 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8389 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8391 else if (wantnormals)
8393 rsurface.modelvertex3f = (float *)vertex3f;
8394 rsurface.modelsvector3f = NULL;
8395 rsurface.modeltvector3f = NULL;
8396 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8400 rsurface.modelvertex3f = (float *)vertex3f;
8401 rsurface.modelsvector3f = NULL;
8402 rsurface.modeltvector3f = NULL;
8403 rsurface.modelnormal3f = NULL;
8405 rsurface.modelvertexmesh = NULL;
8406 rsurface.modelvertexmeshbuffer = NULL;
8407 rsurface.modelvertex3fbuffer = NULL;
8408 rsurface.modelvertex3f_vertexbuffer = 0;
8409 rsurface.modelvertex3f_bufferoffset = 0;
8410 rsurface.modelsvector3f_vertexbuffer = 0;
8411 rsurface.modelsvector3f_bufferoffset = 0;
8412 rsurface.modeltvector3f_vertexbuffer = 0;
8413 rsurface.modeltvector3f_bufferoffset = 0;
8414 rsurface.modelnormal3f_vertexbuffer = 0;
8415 rsurface.modelnormal3f_bufferoffset = 0;
8416 rsurface.modelgeneratedvertex = true;
8417 rsurface.modellightmapcolor4f = (float *)color4f;
8418 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8419 rsurface.modellightmapcolor4f_bufferoffset = 0;
8420 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8421 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8422 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8423 rsurface.modeltexcoordlightmap2f = NULL;
8424 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8425 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8426 rsurface.modelelement3i = (int *)element3i;
8427 rsurface.modelelement3i_indexbuffer = NULL;
8428 rsurface.modelelement3i_bufferoffset = 0;
8429 rsurface.modelelement3s = (unsigned short *)element3s;
8430 rsurface.modelelement3s_indexbuffer = NULL;
8431 rsurface.modelelement3s_bufferoffset = 0;
8432 rsurface.modellightmapoffsets = NULL;
8433 rsurface.modelsurfaces = NULL;
8434 rsurface.batchgeneratedvertex = false;
8435 rsurface.batchfirstvertex = 0;
8436 rsurface.batchnumvertices = 0;
8437 rsurface.batchfirsttriangle = 0;
8438 rsurface.batchnumtriangles = 0;
8439 rsurface.batchvertex3f = NULL;
8440 rsurface.batchvertex3f_vertexbuffer = NULL;
8441 rsurface.batchvertex3f_bufferoffset = 0;
8442 rsurface.batchsvector3f = NULL;
8443 rsurface.batchsvector3f_vertexbuffer = NULL;
8444 rsurface.batchsvector3f_bufferoffset = 0;
8445 rsurface.batchtvector3f = NULL;
8446 rsurface.batchtvector3f_vertexbuffer = NULL;
8447 rsurface.batchtvector3f_bufferoffset = 0;
8448 rsurface.batchnormal3f = NULL;
8449 rsurface.batchnormal3f_vertexbuffer = NULL;
8450 rsurface.batchnormal3f_bufferoffset = 0;
8451 rsurface.batchlightmapcolor4f = NULL;
8452 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8453 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8454 rsurface.batchtexcoordtexture2f = NULL;
8455 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8456 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8457 rsurface.batchtexcoordlightmap2f = NULL;
8458 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8459 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8460 rsurface.batchvertexmesh = NULL;
8461 rsurface.batchvertexmeshbuffer = NULL;
8462 rsurface.batchvertex3fbuffer = NULL;
8463 rsurface.batchelement3i = NULL;
8464 rsurface.batchelement3i_indexbuffer = NULL;
8465 rsurface.batchelement3i_bufferoffset = 0;
8466 rsurface.batchelement3s = NULL;
8467 rsurface.batchelement3s_indexbuffer = NULL;
8468 rsurface.batchelement3s_bufferoffset = 0;
8469 rsurface.passcolor4f = NULL;
8470 rsurface.passcolor4f_vertexbuffer = NULL;
8471 rsurface.passcolor4f_bufferoffset = 0;
8473 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8475 if ((wantnormals || wanttangents) && !normal3f)
8477 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8478 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8480 if (wanttangents && !svector3f)
8482 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8483 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8484 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8489 float RSurf_FogPoint(const float *v)
8491 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8492 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8493 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8494 float FogHeightFade = r_refdef.fogheightfade;
8496 unsigned int fogmasktableindex;
8497 if (r_refdef.fogplaneviewabove)
8498 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8500 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8501 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8502 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8505 float RSurf_FogVertex(const float *v)
8507 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8508 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8509 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8510 float FogHeightFade = rsurface.fogheightfade;
8512 unsigned int fogmasktableindex;
8513 if (r_refdef.fogplaneviewabove)
8514 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8516 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8517 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8518 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8521 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8524 for (i = 0;i < numelements;i++)
8525 outelement3i[i] = inelement3i[i] + adjust;
8528 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8529 extern cvar_t gl_vbo;
8530 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8538 int surfacefirsttriangle;
8539 int surfacenumtriangles;
8540 int surfacefirstvertex;
8541 int surfaceendvertex;
8542 int surfacenumvertices;
8543 int batchnumvertices;
8544 int batchnumtriangles;
8548 qboolean dynamicvertex;
8552 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8554 q3shaderinfo_deform_t *deform;
8555 const msurface_t *surface, *firstsurface;
8556 r_vertexmesh_t *vertexmesh;
8557 if (!texturenumsurfaces)
8559 // find vertex range of this surface batch
8561 firstsurface = texturesurfacelist[0];
8562 firsttriangle = firstsurface->num_firsttriangle;
8563 batchnumvertices = 0;
8564 batchnumtriangles = 0;
8565 firstvertex = endvertex = firstsurface->num_firstvertex;
8566 for (i = 0;i < texturenumsurfaces;i++)
8568 surface = texturesurfacelist[i];
8569 if (surface != firstsurface + i)
8571 surfacefirstvertex = surface->num_firstvertex;
8572 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8573 surfacenumvertices = surface->num_vertices;
8574 surfacenumtriangles = surface->num_triangles;
8575 if (firstvertex > surfacefirstvertex)
8576 firstvertex = surfacefirstvertex;
8577 if (endvertex < surfaceendvertex)
8578 endvertex = surfaceendvertex;
8579 batchnumvertices += surfacenumvertices;
8580 batchnumtriangles += surfacenumtriangles;
8583 // we now know the vertex range used, and if there are any gaps in it
8584 rsurface.batchfirstvertex = firstvertex;
8585 rsurface.batchnumvertices = endvertex - firstvertex;
8586 rsurface.batchfirsttriangle = firsttriangle;
8587 rsurface.batchnumtriangles = batchnumtriangles;
8589 // this variable holds flags for which properties have been updated that
8590 // may require regenerating vertexmesh array...
8593 // check if any dynamic vertex processing must occur
8594 dynamicvertex = false;
8596 // if there is a chance of animated vertex colors, it's a dynamic batch
8597 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8599 dynamicvertex = true;
8600 batchneed |= BATCHNEED_NOGAPS;
8601 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8604 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8606 switch (deform->deform)
8609 case Q3DEFORM_PROJECTIONSHADOW:
8610 case Q3DEFORM_TEXT0:
8611 case Q3DEFORM_TEXT1:
8612 case Q3DEFORM_TEXT2:
8613 case Q3DEFORM_TEXT3:
8614 case Q3DEFORM_TEXT4:
8615 case Q3DEFORM_TEXT5:
8616 case Q3DEFORM_TEXT6:
8617 case Q3DEFORM_TEXT7:
8620 case Q3DEFORM_AUTOSPRITE:
8621 dynamicvertex = true;
8622 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8623 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8625 case Q3DEFORM_AUTOSPRITE2:
8626 dynamicvertex = true;
8627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8628 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630 case Q3DEFORM_NORMAL:
8631 dynamicvertex = true;
8632 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8633 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8636 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8637 break; // if wavefunc is a nop, ignore this transform
8638 dynamicvertex = true;
8639 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8640 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8642 case Q3DEFORM_BULGE:
8643 dynamicvertex = true;
8644 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8645 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8648 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8649 break; // if wavefunc is a nop, ignore this transform
8650 dynamicvertex = true;
8651 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8652 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8656 switch(rsurface.texture->tcgen.tcgen)
8659 case Q3TCGEN_TEXTURE:
8661 case Q3TCGEN_LIGHTMAP:
8662 dynamicvertex = true;
8663 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8664 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8666 case Q3TCGEN_VECTOR:
8667 dynamicvertex = true;
8668 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8669 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8671 case Q3TCGEN_ENVIRONMENT:
8672 dynamicvertex = true;
8673 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8674 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8677 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8679 dynamicvertex = true;
8680 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8681 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8684 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8686 dynamicvertex = true;
8687 batchneed |= BATCHNEED_NOGAPS;
8688 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8691 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8693 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8694 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8695 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8696 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8697 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8698 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8699 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8702 // when the model data has no vertex buffer (dynamic mesh), we need to
8704 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8705 batchneed |= BATCHNEED_NOGAPS;
8707 // if needsupdate, we have to do a dynamic vertex batch for sure
8708 if (needsupdate & batchneed)
8709 dynamicvertex = true;
8711 // see if we need to build vertexmesh from arrays
8712 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8713 dynamicvertex = true;
8715 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8716 // also some drivers strongly dislike firstvertex
8717 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8718 dynamicvertex = true;
8720 rsurface.batchvertex3f = rsurface.modelvertex3f;
8721 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8722 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8723 rsurface.batchsvector3f = rsurface.modelsvector3f;
8724 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8725 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8726 rsurface.batchtvector3f = rsurface.modeltvector3f;
8727 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8728 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8729 rsurface.batchnormal3f = rsurface.modelnormal3f;
8730 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8731 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8732 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8733 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8734 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8735 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8736 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8737 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8738 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8739 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8740 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8741 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8742 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8743 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8744 rsurface.batchelement3i = rsurface.modelelement3i;
8745 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8746 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8747 rsurface.batchelement3s = rsurface.modelelement3s;
8748 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8749 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8751 // if any dynamic vertex processing has to occur in software, we copy the
8752 // entire surface list together before processing to rebase the vertices
8753 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8755 // if any gaps exist and we do not have a static vertex buffer, we have to
8756 // copy the surface list together to avoid wasting upload bandwidth on the
8757 // vertices in the gaps.
8759 // if gaps exist and we have a static vertex buffer, we still have to
8760 // combine the index buffer ranges into one dynamic index buffer.
8762 // in all cases we end up with data that can be drawn in one call.
8766 // static vertex data, just set pointers...
8767 rsurface.batchgeneratedvertex = false;
8768 // if there are gaps, we want to build a combined index buffer,
8769 // otherwise use the original static buffer with an appropriate offset
8772 // build a new triangle elements array for this batch
8773 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8774 rsurface.batchfirsttriangle = 0;
8776 for (i = 0;i < texturenumsurfaces;i++)
8778 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8779 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8780 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8781 numtriangles += surfacenumtriangles;
8783 rsurface.batchelement3i_indexbuffer = NULL;
8784 rsurface.batchelement3i_bufferoffset = 0;
8785 rsurface.batchelement3s = NULL;
8786 rsurface.batchelement3s_indexbuffer = NULL;
8787 rsurface.batchelement3s_bufferoffset = 0;
8788 if (endvertex <= 65536)
8790 // make a 16bit (unsigned short) index array if possible
8791 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8792 for (i = 0;i < numtriangles*3;i++)
8793 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8799 // something needs software processing, do it for real...
8800 // we only directly handle separate array data in this case and then
8801 // generate interleaved data if needed...
8802 rsurface.batchgeneratedvertex = true;
8804 // now copy the vertex data into a combined array and make an index array
8805 // (this is what Quake3 does all the time)
8806 //if (gaps || rsurface.batchfirstvertex)
8808 rsurface.batchvertex3fbuffer = NULL;
8809 rsurface.batchvertexmesh = NULL;
8810 rsurface.batchvertexmeshbuffer = NULL;
8811 rsurface.batchvertex3f = NULL;
8812 rsurface.batchvertex3f_vertexbuffer = NULL;
8813 rsurface.batchvertex3f_bufferoffset = 0;
8814 rsurface.batchsvector3f = NULL;
8815 rsurface.batchsvector3f_vertexbuffer = NULL;
8816 rsurface.batchsvector3f_bufferoffset = 0;
8817 rsurface.batchtvector3f = NULL;
8818 rsurface.batchtvector3f_vertexbuffer = NULL;
8819 rsurface.batchtvector3f_bufferoffset = 0;
8820 rsurface.batchnormal3f = NULL;
8821 rsurface.batchnormal3f_vertexbuffer = NULL;
8822 rsurface.batchnormal3f_bufferoffset = 0;
8823 rsurface.batchlightmapcolor4f = NULL;
8824 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8825 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8826 rsurface.batchtexcoordtexture2f = NULL;
8827 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8828 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8829 rsurface.batchtexcoordlightmap2f = NULL;
8830 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8831 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8832 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8833 rsurface.batchelement3i_indexbuffer = NULL;
8834 rsurface.batchelement3i_bufferoffset = 0;
8835 rsurface.batchelement3s = NULL;
8836 rsurface.batchelement3s_indexbuffer = NULL;
8837 rsurface.batchelement3s_bufferoffset = 0;
8838 // we'll only be setting up certain arrays as needed
8839 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8840 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8841 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8842 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8843 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8844 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8845 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8847 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8848 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8850 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8851 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8852 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8853 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8854 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8855 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8858 for (i = 0;i < texturenumsurfaces;i++)
8860 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8861 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8862 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8863 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8864 // copy only the data requested
8865 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8866 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8867 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8869 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8871 if (rsurface.batchvertex3f)
8872 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8874 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8876 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8878 if (rsurface.modelnormal3f)
8879 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8881 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8883 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8885 if (rsurface.modelsvector3f)
8887 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8888 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8892 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8893 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8896 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8898 if (rsurface.modellightmapcolor4f)
8899 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8901 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8903 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8905 if (rsurface.modeltexcoordtexture2f)
8906 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8908 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8910 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8912 if (rsurface.modeltexcoordlightmap2f)
8913 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8915 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8918 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8919 numvertices += surfacenumvertices;
8920 numtriangles += surfacenumtriangles;
8923 // generate a 16bit index array as well if possible
8924 // (in general, dynamic batches fit)
8925 if (numvertices <= 65536)
8927 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8928 for (i = 0;i < numtriangles*3;i++)
8929 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8932 // since we've copied everything, the batch now starts at 0
8933 rsurface.batchfirstvertex = 0;
8934 rsurface.batchnumvertices = batchnumvertices;
8935 rsurface.batchfirsttriangle = 0;
8936 rsurface.batchnumtriangles = batchnumtriangles;
8939 // q1bsp surfaces rendered in vertex color mode have to have colors
8940 // calculated based on lightstyles
8941 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8943 // generate color arrays for the surfaces in this list
8948 const unsigned char *lm;
8949 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8950 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8951 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8953 for (i = 0;i < texturenumsurfaces;i++)
8955 surface = texturesurfacelist[i];
8956 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8957 surfacenumvertices = surface->num_vertices;
8958 if (surface->lightmapinfo->samples)
8960 for (j = 0;j < surfacenumvertices;j++)
8962 lm = surface->lightmapinfo->samples + offsets[j];
8963 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8964 VectorScale(lm, scale, c);
8965 if (surface->lightmapinfo->styles[1] != 255)
8967 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8969 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8970 VectorMA(c, scale, lm, c);
8971 if (surface->lightmapinfo->styles[2] != 255)
8974 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8975 VectorMA(c, scale, lm, c);
8976 if (surface->lightmapinfo->styles[3] != 255)
8979 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8980 VectorMA(c, scale, lm, c);
8987 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);
8993 for (j = 0;j < surfacenumvertices;j++)
8995 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9002 // if vertices are deformed (sprite flares and things in maps, possibly
9003 // water waves, bulges and other deformations), modify the copied vertices
9005 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9007 switch (deform->deform)
9010 case Q3DEFORM_PROJECTIONSHADOW:
9011 case Q3DEFORM_TEXT0:
9012 case Q3DEFORM_TEXT1:
9013 case Q3DEFORM_TEXT2:
9014 case Q3DEFORM_TEXT3:
9015 case Q3DEFORM_TEXT4:
9016 case Q3DEFORM_TEXT5:
9017 case Q3DEFORM_TEXT6:
9018 case Q3DEFORM_TEXT7:
9021 case Q3DEFORM_AUTOSPRITE:
9022 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9023 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9024 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9025 VectorNormalize(newforward);
9026 VectorNormalize(newright);
9027 VectorNormalize(newup);
9028 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9029 // rsurface.batchvertex3f_vertexbuffer = NULL;
9030 // rsurface.batchvertex3f_bufferoffset = 0;
9031 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9032 // rsurface.batchsvector3f_vertexbuffer = NULL;
9033 // rsurface.batchsvector3f_bufferoffset = 0;
9034 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9035 // rsurface.batchtvector3f_vertexbuffer = NULL;
9036 // rsurface.batchtvector3f_bufferoffset = 0;
9037 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9038 // rsurface.batchnormal3f_vertexbuffer = NULL;
9039 // rsurface.batchnormal3f_bufferoffset = 0;
9040 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9041 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9042 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9043 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9044 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);
9045 // a single autosprite surface can contain multiple sprites...
9046 for (j = 0;j < batchnumvertices - 3;j += 4)
9048 VectorClear(center);
9049 for (i = 0;i < 4;i++)
9050 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9051 VectorScale(center, 0.25f, center);
9052 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9053 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9054 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9055 for (i = 0;i < 4;i++)
9057 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9058 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9061 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9062 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9063 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);
9065 case Q3DEFORM_AUTOSPRITE2:
9066 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9067 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9068 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9069 VectorNormalize(newforward);
9070 VectorNormalize(newright);
9071 VectorNormalize(newup);
9072 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9073 // rsurface.batchvertex3f_vertexbuffer = NULL;
9074 // rsurface.batchvertex3f_bufferoffset = 0;
9076 const float *v1, *v2;
9086 memset(shortest, 0, sizeof(shortest));
9087 // a single autosprite surface can contain multiple sprites...
9088 for (j = 0;j < batchnumvertices - 3;j += 4)
9090 VectorClear(center);
9091 for (i = 0;i < 4;i++)
9092 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9093 VectorScale(center, 0.25f, center);
9094 // find the two shortest edges, then use them to define the
9095 // axis vectors for rotating around the central axis
9096 for (i = 0;i < 6;i++)
9098 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9099 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9100 l = VectorDistance2(v1, v2);
9101 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9103 l += (1.0f / 1024.0f);
9104 if (shortest[0].length2 > l || i == 0)
9106 shortest[1] = shortest[0];
9107 shortest[0].length2 = l;
9108 shortest[0].v1 = v1;
9109 shortest[0].v2 = v2;
9111 else if (shortest[1].length2 > l || i == 1)
9113 shortest[1].length2 = l;
9114 shortest[1].v1 = v1;
9115 shortest[1].v2 = v2;
9118 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9119 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9120 // this calculates the right vector from the shortest edge
9121 // and the up vector from the edge midpoints
9122 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9123 VectorNormalize(right);
9124 VectorSubtract(end, start, up);
9125 VectorNormalize(up);
9126 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9127 VectorSubtract(rsurface.localvieworigin, center, forward);
9128 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9129 VectorNegate(forward, forward);
9130 VectorReflect(forward, 0, up, forward);
9131 VectorNormalize(forward);
9132 CrossProduct(up, forward, newright);
9133 VectorNormalize(newright);
9134 // rotate the quad around the up axis vector, this is made
9135 // especially easy by the fact we know the quad is flat,
9136 // so we only have to subtract the center position and
9137 // measure distance along the right vector, and then
9138 // multiply that by the newright vector and add back the
9140 // we also need to subtract the old position to undo the
9141 // displacement from the center, which we do with a
9142 // DotProduct, the subtraction/addition of center is also
9143 // optimized into DotProducts here
9144 l = DotProduct(right, center);
9145 for (i = 0;i < 4;i++)
9147 v1 = rsurface.batchvertex3f + 3*(j+i);
9148 f = DotProduct(right, v1) - l;
9149 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9153 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9155 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9156 // rsurface.batchnormal3f_vertexbuffer = NULL;
9157 // rsurface.batchnormal3f_bufferoffset = 0;
9158 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9160 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9162 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9163 // rsurface.batchsvector3f_vertexbuffer = NULL;
9164 // rsurface.batchsvector3f_bufferoffset = 0;
9165 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9166 // rsurface.batchtvector3f_vertexbuffer = NULL;
9167 // rsurface.batchtvector3f_bufferoffset = 0;
9168 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);
9171 case Q3DEFORM_NORMAL:
9172 // deform the normals to make reflections wavey
9173 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9174 rsurface.batchnormal3f_vertexbuffer = NULL;
9175 rsurface.batchnormal3f_bufferoffset = 0;
9176 for (j = 0;j < batchnumvertices;j++)
9179 float *normal = rsurface.batchnormal3f + 3*j;
9180 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9181 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9182 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9183 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9184 VectorNormalize(normal);
9186 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9188 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9189 // rsurface.batchsvector3f_vertexbuffer = NULL;
9190 // rsurface.batchsvector3f_bufferoffset = 0;
9191 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9192 // rsurface.batchtvector3f_vertexbuffer = NULL;
9193 // rsurface.batchtvector3f_bufferoffset = 0;
9194 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);
9198 // deform vertex array to make wavey water and flags and such
9199 waveparms[0] = deform->waveparms[0];
9200 waveparms[1] = deform->waveparms[1];
9201 waveparms[2] = deform->waveparms[2];
9202 waveparms[3] = deform->waveparms[3];
9203 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9204 break; // if wavefunc is a nop, don't make a dynamic vertex array
9205 // this is how a divisor of vertex influence on deformation
9206 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9207 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9208 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9209 // rsurface.batchvertex3f_vertexbuffer = NULL;
9210 // rsurface.batchvertex3f_bufferoffset = 0;
9211 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9212 // rsurface.batchnormal3f_vertexbuffer = NULL;
9213 // rsurface.batchnormal3f_bufferoffset = 0;
9214 for (j = 0;j < batchnumvertices;j++)
9216 // if the wavefunc depends on time, evaluate it per-vertex
9219 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9220 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9222 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9224 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9225 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9226 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9228 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9229 // rsurface.batchsvector3f_vertexbuffer = NULL;
9230 // rsurface.batchsvector3f_bufferoffset = 0;
9231 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9232 // rsurface.batchtvector3f_vertexbuffer = NULL;
9233 // rsurface.batchtvector3f_bufferoffset = 0;
9234 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);
9237 case Q3DEFORM_BULGE:
9238 // deform vertex array to make the surface have moving bulges
9239 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9240 // rsurface.batchvertex3f_vertexbuffer = NULL;
9241 // rsurface.batchvertex3f_bufferoffset = 0;
9242 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9243 // rsurface.batchnormal3f_vertexbuffer = NULL;
9244 // rsurface.batchnormal3f_bufferoffset = 0;
9245 for (j = 0;j < batchnumvertices;j++)
9247 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9248 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9250 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9251 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9252 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9254 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9255 // rsurface.batchsvector3f_vertexbuffer = NULL;
9256 // rsurface.batchsvector3f_bufferoffset = 0;
9257 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9258 // rsurface.batchtvector3f_vertexbuffer = NULL;
9259 // rsurface.batchtvector3f_bufferoffset = 0;
9260 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);
9264 // deform vertex array
9265 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9266 break; // if wavefunc is a nop, don't make a dynamic vertex array
9267 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9268 VectorScale(deform->parms, scale, waveparms);
9269 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9270 // rsurface.batchvertex3f_vertexbuffer = NULL;
9271 // rsurface.batchvertex3f_bufferoffset = 0;
9272 for (j = 0;j < batchnumvertices;j++)
9273 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9278 // generate texcoords based on the chosen texcoord source
9279 switch(rsurface.texture->tcgen.tcgen)
9282 case Q3TCGEN_TEXTURE:
9284 case Q3TCGEN_LIGHTMAP:
9285 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9286 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9287 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9288 if (rsurface.batchtexcoordlightmap2f)
9289 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9291 case Q3TCGEN_VECTOR:
9292 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9293 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9294 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9295 for (j = 0;j < batchnumvertices;j++)
9297 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9298 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9301 case Q3TCGEN_ENVIRONMENT:
9302 // make environment reflections using a spheremap
9303 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9304 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9305 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9306 for (j = 0;j < batchnumvertices;j++)
9308 // identical to Q3A's method, but executed in worldspace so
9309 // carried models can be shiny too
9311 float viewer[3], d, reflected[3], worldreflected[3];
9313 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9314 // VectorNormalize(viewer);
9316 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9318 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9319 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9320 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9321 // note: this is proportinal to viewer, so we can normalize later
9323 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9324 VectorNormalize(worldreflected);
9326 // note: this sphere map only uses world x and z!
9327 // so positive and negative y will LOOK THE SAME.
9328 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9329 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9333 // the only tcmod that needs software vertex processing is turbulent, so
9334 // check for it here and apply the changes if needed
9335 // and we only support that as the first one
9336 // (handling a mixture of turbulent and other tcmods would be problematic
9337 // without punting it entirely to a software path)
9338 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9340 amplitude = rsurface.texture->tcmods[0].parms[1];
9341 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9342 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9343 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9344 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9345 for (j = 0;j < batchnumvertices;j++)
9347 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);
9348 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9352 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9354 // convert the modified arrays to vertex structs
9355 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9356 // rsurface.batchvertexmeshbuffer = NULL;
9357 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9358 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9359 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9360 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9361 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9362 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9363 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9365 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9367 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9368 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9371 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9372 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9373 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9374 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9375 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9376 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9377 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9378 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9379 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9383 void RSurf_DrawBatch(void)
9385 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9386 // through the pipeline, killing it earlier in the pipeline would have
9387 // per-surface overhead rather than per-batch overhead, so it's best to
9388 // reject it here, before it hits glDraw.
9389 if (rsurface.batchnumtriangles == 0)
9392 // batch debugging code
9393 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9399 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9400 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9403 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9405 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9407 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9408 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9415 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);
9418 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9420 // pick the closest matching water plane
9421 int planeindex, vertexindex, bestplaneindex = -1;
9425 r_waterstate_waterplane_t *p;
9426 qboolean prepared = false;
9428 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9430 if(p->camera_entity != rsurface.texture->camera_entity)
9435 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9437 if(rsurface.batchnumvertices == 0)
9440 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9442 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9443 d += fabs(PlaneDiff(vert, &p->plane));
9445 if (bestd > d || bestplaneindex < 0)
9448 bestplaneindex = planeindex;
9451 return bestplaneindex;
9452 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9453 // this situation though, as it might be better to render single larger
9454 // batches with useless stuff (backface culled for example) than to
9455 // render multiple smaller batches
9458 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9461 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9462 rsurface.passcolor4f_vertexbuffer = 0;
9463 rsurface.passcolor4f_bufferoffset = 0;
9464 for (i = 0;i < rsurface.batchnumvertices;i++)
9465 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9468 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9475 if (rsurface.passcolor4f)
9477 // generate color arrays
9478 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9479 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9480 rsurface.passcolor4f_vertexbuffer = 0;
9481 rsurface.passcolor4f_bufferoffset = 0;
9482 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9484 f = RSurf_FogVertex(v);
9493 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9494 rsurface.passcolor4f_vertexbuffer = 0;
9495 rsurface.passcolor4f_bufferoffset = 0;
9496 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9498 f = RSurf_FogVertex(v);
9507 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9514 if (!rsurface.passcolor4f)
9516 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9517 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9518 rsurface.passcolor4f_vertexbuffer = 0;
9519 rsurface.passcolor4f_bufferoffset = 0;
9520 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9522 f = RSurf_FogVertex(v);
9523 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9524 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9525 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9530 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9535 if (!rsurface.passcolor4f)
9537 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9538 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9539 rsurface.passcolor4f_vertexbuffer = 0;
9540 rsurface.passcolor4f_bufferoffset = 0;
9541 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9550 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9555 if (!rsurface.passcolor4f)
9557 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9558 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9559 rsurface.passcolor4f_vertexbuffer = 0;
9560 rsurface.passcolor4f_bufferoffset = 0;
9561 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9563 c2[0] = c[0] + r_refdef.scene.ambient;
9564 c2[1] = c[1] + r_refdef.scene.ambient;
9565 c2[2] = c[2] + r_refdef.scene.ambient;
9570 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9573 rsurface.passcolor4f = NULL;
9574 rsurface.passcolor4f_vertexbuffer = 0;
9575 rsurface.passcolor4f_bufferoffset = 0;
9576 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9577 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9578 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9579 GL_Color(r, g, b, a);
9580 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9584 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9586 // TODO: optimize applyfog && applycolor case
9587 // just apply fog if necessary, and tint the fog color array if necessary
9588 rsurface.passcolor4f = NULL;
9589 rsurface.passcolor4f_vertexbuffer = 0;
9590 rsurface.passcolor4f_bufferoffset = 0;
9591 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9592 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9593 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9594 GL_Color(r, g, b, a);
9598 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9601 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9602 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9603 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9604 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9605 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9606 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9607 GL_Color(r, g, b, a);
9611 static void RSurf_DrawBatch_GL11_ClampColor(void)
9616 if (!rsurface.passcolor4f)
9618 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9620 c2[0] = bound(0.0f, c1[0], 1.0f);
9621 c2[1] = bound(0.0f, c1[1], 1.0f);
9622 c2[2] = bound(0.0f, c1[2], 1.0f);
9623 c2[3] = bound(0.0f, c1[3], 1.0f);
9627 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9637 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9638 rsurface.passcolor4f_vertexbuffer = 0;
9639 rsurface.passcolor4f_bufferoffset = 0;
9640 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9642 f = -DotProduct(r_refdef.view.forward, n);
9644 f = f * 0.85 + 0.15; // work around so stuff won't get black
9645 f *= r_refdef.lightmapintensity;
9646 Vector4Set(c, f, f, f, 1);
9650 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9652 RSurf_DrawBatch_GL11_ApplyFakeLight();
9653 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9654 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9655 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9656 GL_Color(r, g, b, a);
9660 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9668 vec3_t ambientcolor;
9669 vec3_t diffusecolor;
9673 VectorCopy(rsurface.modellight_lightdir, lightdir);
9674 f = 0.5f * r_refdef.lightmapintensity;
9675 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9676 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9677 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9678 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9679 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9680 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9682 if (VectorLength2(diffusecolor) > 0)
9684 // q3-style directional shading
9685 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9686 rsurface.passcolor4f_vertexbuffer = 0;
9687 rsurface.passcolor4f_bufferoffset = 0;
9688 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9690 if ((f = DotProduct(n, lightdir)) > 0)
9691 VectorMA(ambientcolor, f, diffusecolor, c);
9693 VectorCopy(ambientcolor, c);
9700 *applycolor = false;
9704 *r = ambientcolor[0];
9705 *g = ambientcolor[1];
9706 *b = ambientcolor[2];
9707 rsurface.passcolor4f = NULL;
9708 rsurface.passcolor4f_vertexbuffer = 0;
9709 rsurface.passcolor4f_bufferoffset = 0;
9713 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9715 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9716 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9717 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9718 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9719 GL_Color(r, g, b, a);
9723 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9731 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9732 rsurface.passcolor4f_vertexbuffer = 0;
9733 rsurface.passcolor4f_bufferoffset = 0;
9735 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9737 f = 1 - RSurf_FogVertex(v);
9745 void RSurf_SetupDepthAndCulling(void)
9747 // submodels are biased to avoid z-fighting with world surfaces that they
9748 // may be exactly overlapping (avoids z-fighting artifacts on certain
9749 // doors and things in Quake maps)
9750 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9751 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9752 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9753 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9756 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9758 // transparent sky would be ridiculous
9759 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9761 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9762 skyrenderlater = true;
9763 RSurf_SetupDepthAndCulling();
9765 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9766 // skymasking on them, and Quake3 never did sky masking (unlike
9767 // software Quake and software Quake2), so disable the sky masking
9768 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9769 // and skymasking also looks very bad when noclipping outside the
9770 // level, so don't use it then either.
9771 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9773 R_Mesh_ResetTextureState();
9774 if (skyrendermasked)
9776 R_SetupShader_DepthOrShadow(false);
9777 // depth-only (masking)
9778 GL_ColorMask(0,0,0,0);
9779 // just to make sure that braindead drivers don't draw
9780 // anything despite that colormask...
9781 GL_BlendFunc(GL_ZERO, GL_ONE);
9782 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9783 if (rsurface.batchvertex3fbuffer)
9784 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9786 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9790 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9792 GL_BlendFunc(GL_ONE, GL_ZERO);
9793 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9794 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9795 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9798 if (skyrendermasked)
9799 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9801 R_Mesh_ResetTextureState();
9802 GL_Color(1, 1, 1, 1);
9805 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9806 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9807 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9809 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9813 // render screenspace normalmap to texture
9815 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9819 // bind lightmap texture
9821 // water/refraction/reflection/camera surfaces have to be handled specially
9822 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9824 int start, end, startplaneindex;
9825 for (start = 0;start < texturenumsurfaces;start = end)
9827 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9828 if(startplaneindex < 0)
9830 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9831 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9835 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9837 // now that we have a batch using the same planeindex, render it
9838 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9840 // render water or distortion background
9842 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9844 // blend surface on top
9845 GL_DepthMask(false);
9846 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9849 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9851 // render surface with reflection texture as input
9852 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9853 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9860 // render surface batch normally
9861 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9862 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9866 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9868 // OpenGL 1.3 path - anything not completely ancient
9869 qboolean applycolor;
9872 const texturelayer_t *layer;
9873 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9874 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9876 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9879 int layertexrgbscale;
9880 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9882 if (layerindex == 0)
9886 GL_AlphaTest(false);
9887 GL_DepthFunc(GL_EQUAL);
9890 GL_DepthMask(layer->depthmask && writedepth);
9891 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9892 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9894 layertexrgbscale = 4;
9895 VectorScale(layer->color, 0.25f, layercolor);
9897 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9899 layertexrgbscale = 2;
9900 VectorScale(layer->color, 0.5f, layercolor);
9904 layertexrgbscale = 1;
9905 VectorScale(layer->color, 1.0f, layercolor);
9907 layercolor[3] = layer->color[3];
9908 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9909 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9910 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9911 switch (layer->type)
9913 case TEXTURELAYERTYPE_LITTEXTURE:
9914 // single-pass lightmapped texture with 2x rgbscale
9915 R_Mesh_TexBind(0, r_texture_white);
9916 R_Mesh_TexMatrix(0, NULL);
9917 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9918 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9919 R_Mesh_TexBind(1, layer->texture);
9920 R_Mesh_TexMatrix(1, &layer->texmatrix);
9921 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9922 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9924 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9925 else if (FAKELIGHT_ENABLED)
9926 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9927 else if (rsurface.uselightmaptexture)
9928 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9930 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9932 case TEXTURELAYERTYPE_TEXTURE:
9933 // singletexture unlit texture with transparency support
9934 R_Mesh_TexBind(0, layer->texture);
9935 R_Mesh_TexMatrix(0, &layer->texmatrix);
9936 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9937 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9938 R_Mesh_TexBind(1, 0);
9939 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9940 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9942 case TEXTURELAYERTYPE_FOG:
9943 // singletexture fogging
9946 R_Mesh_TexBind(0, layer->texture);
9947 R_Mesh_TexMatrix(0, &layer->texmatrix);
9948 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9949 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9953 R_Mesh_TexBind(0, 0);
9954 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9956 R_Mesh_TexBind(1, 0);
9957 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9958 // generate a color array for the fog pass
9959 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9960 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9964 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9967 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9969 GL_DepthFunc(GL_LEQUAL);
9970 GL_AlphaTest(false);
9974 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9976 // OpenGL 1.1 - crusty old voodoo path
9979 const texturelayer_t *layer;
9980 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9981 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9983 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9985 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9987 if (layerindex == 0)
9991 GL_AlphaTest(false);
9992 GL_DepthFunc(GL_EQUAL);
9995 GL_DepthMask(layer->depthmask && writedepth);
9996 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9997 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9998 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9999 switch (layer->type)
10001 case TEXTURELAYERTYPE_LITTEXTURE:
10002 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10004 // two-pass lit texture with 2x rgbscale
10005 // first the lightmap pass
10006 R_Mesh_TexBind(0, r_texture_white);
10007 R_Mesh_TexMatrix(0, NULL);
10008 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10009 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10010 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10011 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10012 else if (FAKELIGHT_ENABLED)
10013 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10014 else if (rsurface.uselightmaptexture)
10015 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10017 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10018 // then apply the texture to it
10019 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10020 R_Mesh_TexBind(0, layer->texture);
10021 R_Mesh_TexMatrix(0, &layer->texmatrix);
10022 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10023 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10024 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10028 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10029 R_Mesh_TexBind(0, layer->texture);
10030 R_Mesh_TexMatrix(0, &layer->texmatrix);
10031 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10032 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10033 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10034 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10036 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10039 case TEXTURELAYERTYPE_TEXTURE:
10040 // singletexture unlit texture with transparency support
10041 R_Mesh_TexBind(0, layer->texture);
10042 R_Mesh_TexMatrix(0, &layer->texmatrix);
10043 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10044 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10045 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10047 case TEXTURELAYERTYPE_FOG:
10048 // singletexture fogging
10049 if (layer->texture)
10051 R_Mesh_TexBind(0, layer->texture);
10052 R_Mesh_TexMatrix(0, &layer->texmatrix);
10053 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10054 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10058 R_Mesh_TexBind(0, 0);
10059 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10061 // generate a color array for the fog pass
10062 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10063 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10067 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10072 GL_DepthFunc(GL_LEQUAL);
10073 GL_AlphaTest(false);
10077 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10081 r_vertexgeneric_t *batchvertex;
10084 // R_Mesh_ResetTextureState();
10085 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10087 if(rsurface.texture && rsurface.texture->currentskinframe)
10089 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10090 c[3] *= rsurface.texture->currentalpha;
10100 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10102 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10103 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10104 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10107 // brighten it up (as texture value 127 means "unlit")
10108 c[0] *= 2 * r_refdef.view.colorscale;
10109 c[1] *= 2 * r_refdef.view.colorscale;
10110 c[2] *= 2 * r_refdef.view.colorscale;
10112 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10113 c[3] *= r_wateralpha.value;
10115 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10117 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10118 GL_DepthMask(false);
10120 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10122 GL_BlendFunc(GL_ONE, GL_ONE);
10123 GL_DepthMask(false);
10125 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10127 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10128 GL_DepthMask(false);
10130 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10132 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10133 GL_DepthMask(false);
10137 GL_BlendFunc(GL_ONE, GL_ZERO);
10138 GL_DepthMask(writedepth);
10141 if (r_showsurfaces.integer == 3)
10143 rsurface.passcolor4f = NULL;
10145 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10147 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10149 rsurface.passcolor4f = NULL;
10150 rsurface.passcolor4f_vertexbuffer = 0;
10151 rsurface.passcolor4f_bufferoffset = 0;
10153 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10155 qboolean applycolor = true;
10158 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10160 r_refdef.lightmapintensity = 1;
10161 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10162 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10164 else if (FAKELIGHT_ENABLED)
10166 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10168 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10169 RSurf_DrawBatch_GL11_ApplyFakeLight();
10170 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10174 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10176 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10177 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10178 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10181 if(!rsurface.passcolor4f)
10182 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10184 RSurf_DrawBatch_GL11_ApplyAmbient();
10185 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10186 if(r_refdef.fogenabled)
10187 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10188 RSurf_DrawBatch_GL11_ClampColor();
10190 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10191 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10194 else if (!r_refdef.view.showdebug)
10196 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10197 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10198 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10200 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10201 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10203 R_Mesh_PrepareVertices_Generic_Unlock();
10206 else if (r_showsurfaces.integer == 4)
10208 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10209 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10210 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10212 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10213 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10214 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10216 R_Mesh_PrepareVertices_Generic_Unlock();
10219 else if (r_showsurfaces.integer == 2)
10222 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10223 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10224 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10226 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10227 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10228 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10229 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10230 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10231 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10232 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10234 R_Mesh_PrepareVertices_Generic_Unlock();
10235 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10239 int texturesurfaceindex;
10241 const msurface_t *surface;
10242 float surfacecolor4f[4];
10243 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10244 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10246 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10248 surface = texturesurfacelist[texturesurfaceindex];
10249 k = (int)(((size_t)surface) / sizeof(msurface_t));
10250 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10251 for (j = 0;j < surface->num_vertices;j++)
10253 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10254 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10258 R_Mesh_PrepareVertices_Generic_Unlock();
10263 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10266 RSurf_SetupDepthAndCulling();
10267 if (r_showsurfaces.integer)
10269 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10272 switch (vid.renderpath)
10274 case RENDERPATH_GL20:
10275 case RENDERPATH_D3D9:
10276 case RENDERPATH_D3D10:
10277 case RENDERPATH_D3D11:
10278 case RENDERPATH_SOFT:
10279 case RENDERPATH_GLES2:
10280 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10282 case RENDERPATH_GL13:
10283 case RENDERPATH_GLES1:
10284 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10286 case RENDERPATH_GL11:
10287 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10293 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10296 RSurf_SetupDepthAndCulling();
10297 if (r_showsurfaces.integer)
10299 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10302 switch (vid.renderpath)
10304 case RENDERPATH_GL20:
10305 case RENDERPATH_D3D9:
10306 case RENDERPATH_D3D10:
10307 case RENDERPATH_D3D11:
10308 case RENDERPATH_SOFT:
10309 case RENDERPATH_GLES2:
10310 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10312 case RENDERPATH_GL13:
10313 case RENDERPATH_GLES1:
10314 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10316 case RENDERPATH_GL11:
10317 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10323 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10326 int texturenumsurfaces, endsurface;
10327 texture_t *texture;
10328 const msurface_t *surface;
10329 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10331 // if the model is static it doesn't matter what value we give for
10332 // wantnormals and wanttangents, so this logic uses only rules applicable
10333 // to a model, knowing that they are meaningless otherwise
10334 if (ent == r_refdef.scene.worldentity)
10335 RSurf_ActiveWorldEntity();
10336 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10337 RSurf_ActiveModelEntity(ent, false, false, false);
10340 switch (vid.renderpath)
10342 case RENDERPATH_GL20:
10343 case RENDERPATH_D3D9:
10344 case RENDERPATH_D3D10:
10345 case RENDERPATH_D3D11:
10346 case RENDERPATH_SOFT:
10347 case RENDERPATH_GLES2:
10348 RSurf_ActiveModelEntity(ent, true, true, false);
10350 case RENDERPATH_GL11:
10351 case RENDERPATH_GL13:
10352 case RENDERPATH_GLES1:
10353 RSurf_ActiveModelEntity(ent, true, false, false);
10358 if (r_transparentdepthmasking.integer)
10360 qboolean setup = false;
10361 for (i = 0;i < numsurfaces;i = j)
10364 surface = rsurface.modelsurfaces + surfacelist[i];
10365 texture = surface->texture;
10366 rsurface.texture = R_GetCurrentTexture(texture);
10367 rsurface.lightmaptexture = NULL;
10368 rsurface.deluxemaptexture = NULL;
10369 rsurface.uselightmaptexture = false;
10370 // scan ahead until we find a different texture
10371 endsurface = min(i + 1024, numsurfaces);
10372 texturenumsurfaces = 0;
10373 texturesurfacelist[texturenumsurfaces++] = surface;
10374 for (;j < endsurface;j++)
10376 surface = rsurface.modelsurfaces + surfacelist[j];
10377 if (texture != surface->texture)
10379 texturesurfacelist[texturenumsurfaces++] = surface;
10381 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10383 // render the range of surfaces as depth
10387 GL_ColorMask(0,0,0,0);
10389 GL_DepthTest(true);
10390 GL_BlendFunc(GL_ONE, GL_ZERO);
10391 GL_DepthMask(true);
10392 // R_Mesh_ResetTextureState();
10393 R_SetupShader_DepthOrShadow(false);
10395 RSurf_SetupDepthAndCulling();
10396 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10397 if (rsurface.batchvertex3fbuffer)
10398 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10400 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10404 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10407 for (i = 0;i < numsurfaces;i = j)
10410 surface = rsurface.modelsurfaces + surfacelist[i];
10411 texture = surface->texture;
10412 rsurface.texture = R_GetCurrentTexture(texture);
10413 // scan ahead until we find a different texture
10414 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10415 texturenumsurfaces = 0;
10416 texturesurfacelist[texturenumsurfaces++] = surface;
10417 if(FAKELIGHT_ENABLED)
10419 rsurface.lightmaptexture = NULL;
10420 rsurface.deluxemaptexture = NULL;
10421 rsurface.uselightmaptexture = false;
10422 for (;j < endsurface;j++)
10424 surface = rsurface.modelsurfaces + surfacelist[j];
10425 if (texture != surface->texture)
10427 texturesurfacelist[texturenumsurfaces++] = surface;
10432 rsurface.lightmaptexture = surface->lightmaptexture;
10433 rsurface.deluxemaptexture = surface->deluxemaptexture;
10434 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10435 for (;j < endsurface;j++)
10437 surface = rsurface.modelsurfaces + surfacelist[j];
10438 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10440 texturesurfacelist[texturenumsurfaces++] = surface;
10443 // render the range of surfaces
10444 if (ent == r_refdef.scene.worldentity)
10445 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10447 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10449 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10452 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10454 // transparent surfaces get pushed off into the transparent queue
10455 int surfacelistindex;
10456 const msurface_t *surface;
10457 vec3_t tempcenter, center;
10458 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10460 surface = texturesurfacelist[surfacelistindex];
10461 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10462 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10463 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10464 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10465 if (queueentity->transparent_offset) // transparent offset
10467 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10468 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10469 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10471 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10475 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10477 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10479 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10481 RSurf_SetupDepthAndCulling();
10482 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10483 if (rsurface.batchvertex3fbuffer)
10484 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10486 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10490 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10492 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10495 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10498 if (!rsurface.texture->currentnumlayers)
10500 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10501 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10503 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10505 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10506 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10507 else if (!rsurface.texture->currentnumlayers)
10509 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10511 // in the deferred case, transparent surfaces were queued during prepass
10512 if (!r_shadow_usingdeferredprepass)
10513 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10517 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10518 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10523 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10526 texture_t *texture;
10527 R_FrameData_SetMark();
10528 // break the surface list down into batches by texture and use of lightmapping
10529 for (i = 0;i < numsurfaces;i = j)
10532 // texture is the base texture pointer, rsurface.texture is the
10533 // current frame/skin the texture is directing us to use (for example
10534 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10535 // use skin 1 instead)
10536 texture = surfacelist[i]->texture;
10537 rsurface.texture = R_GetCurrentTexture(texture);
10538 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10540 // if this texture is not the kind we want, skip ahead to the next one
10541 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10545 if(FAKELIGHT_ENABLED || depthonly || prepass)
10547 rsurface.lightmaptexture = NULL;
10548 rsurface.deluxemaptexture = NULL;
10549 rsurface.uselightmaptexture = false;
10550 // simply scan ahead until we find a different texture or lightmap state
10551 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10556 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10557 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10558 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10559 // simply scan ahead until we find a different texture or lightmap state
10560 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10563 // render the range of surfaces
10564 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10566 R_FrameData_ReturnToMark();
10569 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10573 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10576 if (!rsurface.texture->currentnumlayers)
10578 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10579 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10581 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10583 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10584 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10585 else if (!rsurface.texture->currentnumlayers)
10587 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10589 // in the deferred case, transparent surfaces were queued during prepass
10590 if (!r_shadow_usingdeferredprepass)
10591 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10595 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10596 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10601 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10604 texture_t *texture;
10605 R_FrameData_SetMark();
10606 // break the surface list down into batches by texture and use of lightmapping
10607 for (i = 0;i < numsurfaces;i = j)
10610 // texture is the base texture pointer, rsurface.texture is the
10611 // current frame/skin the texture is directing us to use (for example
10612 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10613 // use skin 1 instead)
10614 texture = surfacelist[i]->texture;
10615 rsurface.texture = R_GetCurrentTexture(texture);
10616 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10618 // if this texture is not the kind we want, skip ahead to the next one
10619 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10623 if(FAKELIGHT_ENABLED || depthonly || prepass)
10625 rsurface.lightmaptexture = NULL;
10626 rsurface.deluxemaptexture = NULL;
10627 rsurface.uselightmaptexture = false;
10628 // simply scan ahead until we find a different texture or lightmap state
10629 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10634 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10635 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10636 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10637 // simply scan ahead until we find a different texture or lightmap state
10638 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10641 // render the range of surfaces
10642 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10644 R_FrameData_ReturnToMark();
10647 float locboxvertex3f[6*4*3] =
10649 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10650 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10651 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10652 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10653 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10654 1,0,0, 0,0,0, 0,1,0, 1,1,0
10657 unsigned short locboxelements[6*2*3] =
10662 12,13,14, 12,14,15,
10663 16,17,18, 16,18,19,
10667 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10670 cl_locnode_t *loc = (cl_locnode_t *)ent;
10672 float vertex3f[6*4*3];
10674 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10675 GL_DepthMask(false);
10676 GL_DepthRange(0, 1);
10677 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10678 GL_DepthTest(true);
10679 GL_CullFace(GL_NONE);
10680 R_EntityMatrix(&identitymatrix);
10682 // R_Mesh_ResetTextureState();
10684 i = surfacelist[0];
10685 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10686 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10687 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10688 surfacelist[0] < 0 ? 0.5f : 0.125f);
10690 if (VectorCompare(loc->mins, loc->maxs))
10692 VectorSet(size, 2, 2, 2);
10693 VectorMA(loc->mins, -0.5f, size, mins);
10697 VectorCopy(loc->mins, mins);
10698 VectorSubtract(loc->maxs, loc->mins, size);
10701 for (i = 0;i < 6*4*3;)
10702 for (j = 0;j < 3;j++, i++)
10703 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10705 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10706 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10707 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10710 void R_DrawLocs(void)
10713 cl_locnode_t *loc, *nearestloc;
10715 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10716 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10718 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10719 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10723 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10725 if (decalsystem->decals)
10726 Mem_Free(decalsystem->decals);
10727 memset(decalsystem, 0, sizeof(*decalsystem));
10730 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10733 tridecal_t *decals;
10736 // expand or initialize the system
10737 if (decalsystem->maxdecals <= decalsystem->numdecals)
10739 decalsystem_t old = *decalsystem;
10740 qboolean useshortelements;
10741 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10742 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10743 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)));
10744 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10745 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10746 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10747 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10748 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10749 if (decalsystem->numdecals)
10750 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10752 Mem_Free(old.decals);
10753 for (i = 0;i < decalsystem->maxdecals*3;i++)
10754 decalsystem->element3i[i] = i;
10755 if (useshortelements)
10756 for (i = 0;i < decalsystem->maxdecals*3;i++)
10757 decalsystem->element3s[i] = i;
10760 // grab a decal and search for another free slot for the next one
10761 decals = decalsystem->decals;
10762 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10763 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10765 decalsystem->freedecal = i;
10766 if (decalsystem->numdecals <= i)
10767 decalsystem->numdecals = i + 1;
10769 // initialize the decal
10771 decal->triangleindex = triangleindex;
10772 decal->surfaceindex = surfaceindex;
10773 decal->decalsequence = decalsequence;
10774 decal->color4f[0][0] = c0[0];
10775 decal->color4f[0][1] = c0[1];
10776 decal->color4f[0][2] = c0[2];
10777 decal->color4f[0][3] = 1;
10778 decal->color4f[1][0] = c1[0];
10779 decal->color4f[1][1] = c1[1];
10780 decal->color4f[1][2] = c1[2];
10781 decal->color4f[1][3] = 1;
10782 decal->color4f[2][0] = c2[0];
10783 decal->color4f[2][1] = c2[1];
10784 decal->color4f[2][2] = c2[2];
10785 decal->color4f[2][3] = 1;
10786 decal->vertex3f[0][0] = v0[0];
10787 decal->vertex3f[0][1] = v0[1];
10788 decal->vertex3f[0][2] = v0[2];
10789 decal->vertex3f[1][0] = v1[0];
10790 decal->vertex3f[1][1] = v1[1];
10791 decal->vertex3f[1][2] = v1[2];
10792 decal->vertex3f[2][0] = v2[0];
10793 decal->vertex3f[2][1] = v2[1];
10794 decal->vertex3f[2][2] = v2[2];
10795 decal->texcoord2f[0][0] = t0[0];
10796 decal->texcoord2f[0][1] = t0[1];
10797 decal->texcoord2f[1][0] = t1[0];
10798 decal->texcoord2f[1][1] = t1[1];
10799 decal->texcoord2f[2][0] = t2[0];
10800 decal->texcoord2f[2][1] = t2[1];
10801 TriangleNormal(v0, v1, v2, decal->plane);
10802 VectorNormalize(decal->plane);
10803 decal->plane[3] = DotProduct(v0, decal->plane);
10806 extern cvar_t cl_decals_bias;
10807 extern cvar_t cl_decals_models;
10808 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10809 // baseparms, parms, temps
10810 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10815 const float *vertex3f;
10816 const float *normal3f;
10818 float points[2][9][3];
10825 e = rsurface.modelelement3i + 3*triangleindex;
10827 vertex3f = rsurface.modelvertex3f;
10828 normal3f = rsurface.modelnormal3f;
10832 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10834 index = 3*e[cornerindex];
10835 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10840 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10842 index = 3*e[cornerindex];
10843 VectorCopy(vertex3f + index, v[cornerindex]);
10848 //TriangleNormal(v[0], v[1], v[2], normal);
10849 //if (DotProduct(normal, localnormal) < 0.0f)
10851 // clip by each of the box planes formed from the projection matrix
10852 // if anything survives, we emit the decal
10853 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]);
10856 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]);
10859 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]);
10862 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]);
10865 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]);
10868 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]);
10871 // some part of the triangle survived, so we have to accept it...
10874 // dynamic always uses the original triangle
10876 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10878 index = 3*e[cornerindex];
10879 VectorCopy(vertex3f + index, v[cornerindex]);
10882 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10884 // convert vertex positions to texcoords
10885 Matrix4x4_Transform(projection, v[cornerindex], temp);
10886 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10887 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10888 // calculate distance fade from the projection origin
10889 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10890 f = bound(0.0f, f, 1.0f);
10891 c[cornerindex][0] = r * f;
10892 c[cornerindex][1] = g * f;
10893 c[cornerindex][2] = b * f;
10894 c[cornerindex][3] = 1.0f;
10895 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10898 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);
10900 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10901 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);
10903 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10905 matrix4x4_t projection;
10906 decalsystem_t *decalsystem;
10909 const msurface_t *surface;
10910 const msurface_t *surfaces;
10911 const int *surfacelist;
10912 const texture_t *texture;
10914 int numsurfacelist;
10915 int surfacelistindex;
10918 float localorigin[3];
10919 float localnormal[3];
10920 float localmins[3];
10921 float localmaxs[3];
10924 float planes[6][4];
10927 int bih_triangles_count;
10928 int bih_triangles[256];
10929 int bih_surfaces[256];
10931 decalsystem = &ent->decalsystem;
10932 model = ent->model;
10933 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10935 R_DecalSystem_Reset(&ent->decalsystem);
10939 if (!model->brush.data_leafs && !cl_decals_models.integer)
10941 if (decalsystem->model)
10942 R_DecalSystem_Reset(decalsystem);
10946 if (decalsystem->model != model)
10947 R_DecalSystem_Reset(decalsystem);
10948 decalsystem->model = model;
10950 RSurf_ActiveModelEntity(ent, true, false, false);
10952 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10953 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10954 VectorNormalize(localnormal);
10955 localsize = worldsize*rsurface.inversematrixscale;
10956 localmins[0] = localorigin[0] - localsize;
10957 localmins[1] = localorigin[1] - localsize;
10958 localmins[2] = localorigin[2] - localsize;
10959 localmaxs[0] = localorigin[0] + localsize;
10960 localmaxs[1] = localorigin[1] + localsize;
10961 localmaxs[2] = localorigin[2] + localsize;
10963 //VectorCopy(localnormal, planes[4]);
10964 //VectorVectors(planes[4], planes[2], planes[0]);
10965 AnglesFromVectors(angles, localnormal, NULL, false);
10966 AngleVectors(angles, planes[0], planes[2], planes[4]);
10967 VectorNegate(planes[0], planes[1]);
10968 VectorNegate(planes[2], planes[3]);
10969 VectorNegate(planes[4], planes[5]);
10970 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10971 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10972 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10973 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10974 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10975 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10980 matrix4x4_t forwardprojection;
10981 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10982 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10987 float projectionvector[4][3];
10988 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10989 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10990 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10991 projectionvector[0][0] = planes[0][0] * ilocalsize;
10992 projectionvector[0][1] = planes[1][0] * ilocalsize;
10993 projectionvector[0][2] = planes[2][0] * ilocalsize;
10994 projectionvector[1][0] = planes[0][1] * ilocalsize;
10995 projectionvector[1][1] = planes[1][1] * ilocalsize;
10996 projectionvector[1][2] = planes[2][1] * ilocalsize;
10997 projectionvector[2][0] = planes[0][2] * ilocalsize;
10998 projectionvector[2][1] = planes[1][2] * ilocalsize;
10999 projectionvector[2][2] = planes[2][2] * ilocalsize;
11000 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11001 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11002 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11003 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11007 dynamic = model->surfmesh.isanimated;
11008 numsurfacelist = model->nummodelsurfaces;
11009 surfacelist = model->sortedmodelsurfaces;
11010 surfaces = model->data_surfaces;
11013 bih_triangles_count = -1;
11016 if(model->render_bih.numleafs)
11017 bih = &model->render_bih;
11018 else if(model->collision_bih.numleafs)
11019 bih = &model->collision_bih;
11022 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11023 if(bih_triangles_count == 0)
11025 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11027 if(bih_triangles_count > 0)
11029 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11031 surfaceindex = bih_surfaces[triangleindex];
11032 surface = surfaces + surfaceindex;
11033 texture = surface->texture;
11034 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11036 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11038 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11043 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11045 surfaceindex = surfacelist[surfacelistindex];
11046 surface = surfaces + surfaceindex;
11047 // check cull box first because it rejects more than any other check
11048 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11050 // skip transparent surfaces
11051 texture = surface->texture;
11052 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11054 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11056 numtriangles = surface->num_triangles;
11057 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11058 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11063 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11064 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11066 int renderentityindex;
11067 float worldmins[3];
11068 float worldmaxs[3];
11069 entity_render_t *ent;
11071 if (!cl_decals_newsystem.integer)
11074 worldmins[0] = worldorigin[0] - worldsize;
11075 worldmins[1] = worldorigin[1] - worldsize;
11076 worldmins[2] = worldorigin[2] - worldsize;
11077 worldmaxs[0] = worldorigin[0] + worldsize;
11078 worldmaxs[1] = worldorigin[1] + worldsize;
11079 worldmaxs[2] = worldorigin[2] + worldsize;
11081 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11083 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11085 ent = r_refdef.scene.entities[renderentityindex];
11086 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11089 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11093 typedef struct r_decalsystem_splatqueue_s
11095 vec3_t worldorigin;
11096 vec3_t worldnormal;
11102 r_decalsystem_splatqueue_t;
11104 int r_decalsystem_numqueued = 0;
11105 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11107 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)
11109 r_decalsystem_splatqueue_t *queue;
11111 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11114 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11115 VectorCopy(worldorigin, queue->worldorigin);
11116 VectorCopy(worldnormal, queue->worldnormal);
11117 Vector4Set(queue->color, r, g, b, a);
11118 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11119 queue->worldsize = worldsize;
11120 queue->decalsequence = cl.decalsequence++;
11123 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11126 r_decalsystem_splatqueue_t *queue;
11128 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11129 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);
11130 r_decalsystem_numqueued = 0;
11133 extern cvar_t cl_decals_max;
11134 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11137 decalsystem_t *decalsystem = &ent->decalsystem;
11144 if (!decalsystem->numdecals)
11147 if (r_showsurfaces.integer)
11150 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11152 R_DecalSystem_Reset(decalsystem);
11156 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11157 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11159 if (decalsystem->lastupdatetime)
11160 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11163 decalsystem->lastupdatetime = r_refdef.scene.time;
11164 decal = decalsystem->decals;
11165 numdecals = decalsystem->numdecals;
11167 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11169 if (decal->color4f[0][3])
11171 decal->lived += frametime;
11172 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11174 memset(decal, 0, sizeof(*decal));
11175 if (decalsystem->freedecal > i)
11176 decalsystem->freedecal = i;
11180 decal = decalsystem->decals;
11181 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11184 // collapse the array by shuffling the tail decals into the gaps
11187 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11188 decalsystem->freedecal++;
11189 if (decalsystem->freedecal == numdecals)
11191 decal[decalsystem->freedecal] = decal[--numdecals];
11194 decalsystem->numdecals = numdecals;
11196 if (numdecals <= 0)
11198 // if there are no decals left, reset decalsystem
11199 R_DecalSystem_Reset(decalsystem);
11203 extern skinframe_t *decalskinframe;
11204 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11207 decalsystem_t *decalsystem = &ent->decalsystem;
11216 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11219 numdecals = decalsystem->numdecals;
11223 if (r_showsurfaces.integer)
11226 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11228 R_DecalSystem_Reset(decalsystem);
11232 // if the model is static it doesn't matter what value we give for
11233 // wantnormals and wanttangents, so this logic uses only rules applicable
11234 // to a model, knowing that they are meaningless otherwise
11235 if (ent == r_refdef.scene.worldentity)
11236 RSurf_ActiveWorldEntity();
11238 RSurf_ActiveModelEntity(ent, false, false, false);
11240 decalsystem->lastupdatetime = r_refdef.scene.time;
11241 decal = decalsystem->decals;
11243 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11245 // update vertex positions for animated models
11246 v3f = decalsystem->vertex3f;
11247 c4f = decalsystem->color4f;
11248 t2f = decalsystem->texcoord2f;
11249 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11251 if (!decal->color4f[0][3])
11254 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11258 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11261 // update color values for fading decals
11262 if (decal->lived >= cl_decals_time.value)
11263 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11267 c4f[ 0] = decal->color4f[0][0] * alpha;
11268 c4f[ 1] = decal->color4f[0][1] * alpha;
11269 c4f[ 2] = decal->color4f[0][2] * alpha;
11271 c4f[ 4] = decal->color4f[1][0] * alpha;
11272 c4f[ 5] = decal->color4f[1][1] * alpha;
11273 c4f[ 6] = decal->color4f[1][2] * alpha;
11275 c4f[ 8] = decal->color4f[2][0] * alpha;
11276 c4f[ 9] = decal->color4f[2][1] * alpha;
11277 c4f[10] = decal->color4f[2][2] * alpha;
11280 t2f[0] = decal->texcoord2f[0][0];
11281 t2f[1] = decal->texcoord2f[0][1];
11282 t2f[2] = decal->texcoord2f[1][0];
11283 t2f[3] = decal->texcoord2f[1][1];
11284 t2f[4] = decal->texcoord2f[2][0];
11285 t2f[5] = decal->texcoord2f[2][1];
11287 // update vertex positions for animated models
11288 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11290 e = rsurface.modelelement3i + 3*decal->triangleindex;
11291 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11292 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11293 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11297 VectorCopy(decal->vertex3f[0], v3f);
11298 VectorCopy(decal->vertex3f[1], v3f + 3);
11299 VectorCopy(decal->vertex3f[2], v3f + 6);
11302 if (r_refdef.fogenabled)
11304 alpha = RSurf_FogVertex(v3f);
11305 VectorScale(c4f, alpha, c4f);
11306 alpha = RSurf_FogVertex(v3f + 3);
11307 VectorScale(c4f + 4, alpha, c4f + 4);
11308 alpha = RSurf_FogVertex(v3f + 6);
11309 VectorScale(c4f + 8, alpha, c4f + 8);
11320 r_refdef.stats.drawndecals += numtris;
11322 // now render the decals all at once
11323 // (this assumes they all use one particle font texture!)
11324 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);
11325 // R_Mesh_ResetTextureState();
11326 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11327 GL_DepthMask(false);
11328 GL_DepthRange(0, 1);
11329 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11330 GL_DepthTest(true);
11331 GL_CullFace(GL_NONE);
11332 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11333 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11334 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11338 static void R_DrawModelDecals(void)
11342 // fade faster when there are too many decals
11343 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11344 for (i = 0;i < r_refdef.scene.numentities;i++)
11345 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11347 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11348 for (i = 0;i < r_refdef.scene.numentities;i++)
11349 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11350 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11352 R_DecalSystem_ApplySplatEntitiesQueue();
11354 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11355 for (i = 0;i < r_refdef.scene.numentities;i++)
11356 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11358 r_refdef.stats.totaldecals += numdecals;
11360 if (r_showsurfaces.integer)
11363 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11365 for (i = 0;i < r_refdef.scene.numentities;i++)
11367 if (!r_refdef.viewcache.entityvisible[i])
11369 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11370 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11374 extern cvar_t mod_collision_bih;
11375 void R_DrawDebugModel(void)
11377 entity_render_t *ent = rsurface.entity;
11378 int i, j, k, l, flagsmask;
11379 const msurface_t *surface;
11380 dp_model_t *model = ent->model;
11383 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11386 if (r_showoverdraw.value > 0)
11388 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11389 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11390 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11391 GL_DepthTest(false);
11392 GL_DepthMask(false);
11393 GL_DepthRange(0, 1);
11394 GL_BlendFunc(GL_ONE, GL_ONE);
11395 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11397 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11399 rsurface.texture = R_GetCurrentTexture(surface->texture);
11400 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11402 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11403 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11404 if (!rsurface.texture->currentlayers->depthmask)
11405 GL_Color(c, 0, 0, 1.0f);
11406 else if (ent == r_refdef.scene.worldentity)
11407 GL_Color(c, c, c, 1.0f);
11409 GL_Color(0, c, 0, 1.0f);
11410 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11414 rsurface.texture = NULL;
11417 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11419 // R_Mesh_ResetTextureState();
11420 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11421 GL_DepthRange(0, 1);
11422 GL_DepthTest(!r_showdisabledepthtest.integer);
11423 GL_DepthMask(false);
11424 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11426 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11430 qboolean cullbox = ent == r_refdef.scene.worldentity;
11431 const q3mbrush_t *brush;
11432 const bih_t *bih = &model->collision_bih;
11433 const bih_leaf_t *bihleaf;
11434 float vertex3f[3][3];
11435 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11437 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11439 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11441 switch (bihleaf->type)
11444 brush = model->brush.data_brushes + bihleaf->itemindex;
11445 if (brush->colbrushf && brush->colbrushf->numtriangles)
11447 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11448 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11449 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11452 case BIH_COLLISIONTRIANGLE:
11453 triangleindex = bihleaf->itemindex;
11454 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11455 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11456 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11457 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);
11458 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11459 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11461 case BIH_RENDERTRIANGLE:
11462 triangleindex = bihleaf->itemindex;
11463 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11464 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11465 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11466 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);
11467 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11468 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11474 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11477 if (r_showtris.integer && qglPolygonMode)
11479 if (r_showdisabledepthtest.integer)
11481 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11482 GL_DepthMask(false);
11486 GL_BlendFunc(GL_ONE, GL_ZERO);
11487 GL_DepthMask(true);
11489 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11490 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11492 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11494 rsurface.texture = R_GetCurrentTexture(surface->texture);
11495 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11497 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11498 if (!rsurface.texture->currentlayers->depthmask)
11499 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11500 else if (ent == r_refdef.scene.worldentity)
11501 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11503 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11504 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11508 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11509 rsurface.texture = NULL;
11512 if (r_shownormals.value != 0 && qglBegin)
11514 if (r_showdisabledepthtest.integer)
11516 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11517 GL_DepthMask(false);
11521 GL_BlendFunc(GL_ONE, GL_ZERO);
11522 GL_DepthMask(true);
11524 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11526 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11528 rsurface.texture = R_GetCurrentTexture(surface->texture);
11529 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11531 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11532 qglBegin(GL_LINES);
11533 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11535 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11537 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11538 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11539 qglVertex3f(v[0], v[1], v[2]);
11540 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11541 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11542 qglVertex3f(v[0], v[1], v[2]);
11545 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11547 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11549 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11550 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11551 qglVertex3f(v[0], v[1], v[2]);
11552 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11553 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11554 qglVertex3f(v[0], v[1], v[2]);
11557 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11559 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11561 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11562 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11563 qglVertex3f(v[0], v[1], v[2]);
11564 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11565 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11566 qglVertex3f(v[0], v[1], v[2]);
11569 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11571 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11573 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11574 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11575 qglVertex3f(v[0], v[1], v[2]);
11576 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11577 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11578 qglVertex3f(v[0], v[1], v[2]);
11585 rsurface.texture = NULL;
11590 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11591 int r_maxsurfacelist = 0;
11592 const msurface_t **r_surfacelist = NULL;
11593 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11595 int i, j, endj, flagsmask;
11596 dp_model_t *model = r_refdef.scene.worldmodel;
11597 msurface_t *surfaces;
11598 unsigned char *update;
11599 int numsurfacelist = 0;
11603 if (r_maxsurfacelist < model->num_surfaces)
11605 r_maxsurfacelist = model->num_surfaces;
11607 Mem_Free((msurface_t**)r_surfacelist);
11608 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11611 RSurf_ActiveWorldEntity();
11613 surfaces = model->data_surfaces;
11614 update = model->brushq1.lightmapupdateflags;
11616 // update light styles on this submodel
11617 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11619 model_brush_lightstyleinfo_t *style;
11620 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11622 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11624 int *list = style->surfacelist;
11625 style->value = r_refdef.scene.lightstylevalue[style->style];
11626 for (j = 0;j < style->numsurfaces;j++)
11627 update[list[j]] = true;
11632 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11636 R_DrawDebugModel();
11637 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11641 rsurface.lightmaptexture = NULL;
11642 rsurface.deluxemaptexture = NULL;
11643 rsurface.uselightmaptexture = false;
11644 rsurface.texture = NULL;
11645 rsurface.rtlight = NULL;
11646 numsurfacelist = 0;
11647 // add visible surfaces to draw list
11648 for (i = 0;i < model->nummodelsurfaces;i++)
11650 j = model->sortedmodelsurfaces[i];
11651 if (r_refdef.viewcache.world_surfacevisible[j])
11652 r_surfacelist[numsurfacelist++] = surfaces + j;
11654 // update lightmaps if needed
11655 if (model->brushq1.firstrender)
11657 model->brushq1.firstrender = false;
11658 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11660 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11664 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11665 if (r_refdef.viewcache.world_surfacevisible[j])
11667 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11669 // don't do anything if there were no surfaces
11670 if (!numsurfacelist)
11672 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11675 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11677 // add to stats if desired
11678 if (r_speeds.integer && !skysurfaces && !depthonly)
11680 r_refdef.stats.world_surfaces += numsurfacelist;
11681 for (j = 0;j < numsurfacelist;j++)
11682 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11685 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11688 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11690 int i, j, endj, flagsmask;
11691 dp_model_t *model = ent->model;
11692 msurface_t *surfaces;
11693 unsigned char *update;
11694 int numsurfacelist = 0;
11698 if (r_maxsurfacelist < model->num_surfaces)
11700 r_maxsurfacelist = model->num_surfaces;
11702 Mem_Free((msurface_t **)r_surfacelist);
11703 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11706 // if the model is static it doesn't matter what value we give for
11707 // wantnormals and wanttangents, so this logic uses only rules applicable
11708 // to a model, knowing that they are meaningless otherwise
11709 if (ent == r_refdef.scene.worldentity)
11710 RSurf_ActiveWorldEntity();
11711 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11712 RSurf_ActiveModelEntity(ent, false, false, false);
11714 RSurf_ActiveModelEntity(ent, true, true, true);
11715 else if (depthonly)
11717 switch (vid.renderpath)
11719 case RENDERPATH_GL20:
11720 case RENDERPATH_D3D9:
11721 case RENDERPATH_D3D10:
11722 case RENDERPATH_D3D11:
11723 case RENDERPATH_SOFT:
11724 case RENDERPATH_GLES2:
11725 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11727 case RENDERPATH_GL11:
11728 case RENDERPATH_GL13:
11729 case RENDERPATH_GLES1:
11730 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11736 switch (vid.renderpath)
11738 case RENDERPATH_GL20:
11739 case RENDERPATH_D3D9:
11740 case RENDERPATH_D3D10:
11741 case RENDERPATH_D3D11:
11742 case RENDERPATH_SOFT:
11743 case RENDERPATH_GLES2:
11744 RSurf_ActiveModelEntity(ent, true, true, false);
11746 case RENDERPATH_GL11:
11747 case RENDERPATH_GL13:
11748 case RENDERPATH_GLES1:
11749 RSurf_ActiveModelEntity(ent, true, false, false);
11754 surfaces = model->data_surfaces;
11755 update = model->brushq1.lightmapupdateflags;
11757 // update light styles
11758 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11760 model_brush_lightstyleinfo_t *style;
11761 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11763 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11765 int *list = style->surfacelist;
11766 style->value = r_refdef.scene.lightstylevalue[style->style];
11767 for (j = 0;j < style->numsurfaces;j++)
11768 update[list[j]] = true;
11773 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11777 R_DrawDebugModel();
11778 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11782 rsurface.lightmaptexture = NULL;
11783 rsurface.deluxemaptexture = NULL;
11784 rsurface.uselightmaptexture = false;
11785 rsurface.texture = NULL;
11786 rsurface.rtlight = NULL;
11787 numsurfacelist = 0;
11788 // add visible surfaces to draw list
11789 for (i = 0;i < model->nummodelsurfaces;i++)
11790 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11791 // don't do anything if there were no surfaces
11792 if (!numsurfacelist)
11794 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11797 // update lightmaps if needed
11801 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11806 R_BuildLightMap(ent, surfaces + j);
11811 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11813 R_BuildLightMap(ent, surfaces + j);
11814 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11816 // add to stats if desired
11817 if (r_speeds.integer && !skysurfaces && !depthonly)
11819 r_refdef.stats.entities_surfaces += numsurfacelist;
11820 for (j = 0;j < numsurfacelist;j++)
11821 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11824 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11827 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11829 static texture_t texture;
11830 static msurface_t surface;
11831 const msurface_t *surfacelist = &surface;
11833 // fake enough texture and surface state to render this geometry
11835 texture.update_lastrenderframe = -1; // regenerate this texture
11836 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11837 texture.currentskinframe = skinframe;
11838 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11839 texture.offsetmapping = OFFSETMAPPING_OFF;
11840 texture.offsetscale = 1;
11841 texture.specularscalemod = 1;
11842 texture.specularpowermod = 1;
11844 surface.texture = &texture;
11845 surface.num_triangles = numtriangles;
11846 surface.num_firsttriangle = firsttriangle;
11847 surface.num_vertices = numvertices;
11848 surface.num_firstvertex = firstvertex;
11851 rsurface.texture = R_GetCurrentTexture(surface.texture);
11852 rsurface.lightmaptexture = NULL;
11853 rsurface.deluxemaptexture = NULL;
11854 rsurface.uselightmaptexture = false;
11855 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11858 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11860 static msurface_t surface;
11861 const msurface_t *surfacelist = &surface;
11863 // fake enough texture and surface state to render this geometry
11864 surface.texture = texture;
11865 surface.num_triangles = numtriangles;
11866 surface.num_firsttriangle = firsttriangle;
11867 surface.num_vertices = numvertices;
11868 surface.num_firstvertex = firstvertex;
11871 rsurface.texture = R_GetCurrentTexture(surface.texture);
11872 rsurface.lightmaptexture = NULL;
11873 rsurface.deluxemaptexture = NULL;
11874 rsurface.uselightmaptexture = false;
11875 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);