// r_main.c
#include "quakedef.h"
+#include "cl_dyntexture.h"
#include "r_shadow.h"
#include "polygon.h"
#include "image.h"
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
-cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+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"};
+cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
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)"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+
+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)"};
+cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
+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"};
+cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
+cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
+
+extern qboolean v_flipped_state;
typedef struct r_glsl_bloomshader_s
{
}
r_bloomstate;
+typedef struct r_waterstate_waterplane_s
+{
+ rtexture_t *texture_refraction;
+ rtexture_t *texture_reflection;
+ mplane_t plane;
+ int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
+ qboolean pvsvalid;
+}
+r_waterstate_waterplane_t;
+
+#define MAX_WATERPLANES 16
+
+static struct r_waterstate_s
+{
+ qboolean enabled;
+
+ qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+
+ int waterwidth, waterheight;
+ int texturewidth, textureheight;
+
+ int maxwaterplanes; // same as MAX_WATERPLANES
+ int numwaterplanes;
+ r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
+
+ float screenscale[2];
+ float screencenter[2];
+}
+r_waterstate;
+
// shadow volume bsp struct with automatically growing nodes buffer
svbsp_t r_svbsp;
rtexture_t *r_texture_blanknormalmap;
rtexture_t *r_texture_white;
+rtexture_t *r_texture_grey128;
rtexture_t *r_texture_black;
rtexture_t *r_texture_notexture;
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_fogattenuation;
//rtexture_t *r_texture_fogintensity;
-// information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
-// currently selected permutation
-r_glsl_permutation_t *r_glsl_permutation;
-
char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
Cvar_Set("gl_fogblue", "0.3");
}
r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 1000000000;
}
-float FogPoint_World(const vec3_t p)
+float FogForDistance(vec_t dist)
{
- int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+ unsigned int fogmasktableindex = (unsigned int)(bound(0, dist - r_refdef.fog_start, r_refdef.fog_end - r_refdef.fog_start) * r_refdef.fogmasktabledistmultiplier);
return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
}
+float FogPoint_World(const vec3_t p)
+{
+ return FogForDistance(VectorDistance((p), r_view.origin));
+}
+
float FogPoint_Model(const vec3_t p)
{
- int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
- return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+ return FogForDistance(VectorDistance((p), rsurface.modelorg));
}
static void R_BuildBlankTextures(void)
{
unsigned char data[4];
- data[0] = 128; // normal X
+ data[2] = 128; // normal X
data[1] = 128; // normal Y
- data[2] = 255; // normal Z
+ data[0] = 255; // normal Z
data[3] = 128; // height
- r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
data[0] = 255;
data[1] = 255;
data[2] = 255;
data[3] = 255;
- r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
+ data[0] = 128;
+ data[1] = 128;
+ data[2] = 128;
+ data[3] = 255;
+ r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
data[0] = 0;
data[1] = 0;
data[2] = 0;
data[3] = 255;
- r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
}
static void R_BuildNoTexture(void)
}
}
}
- r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+ r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
}
static void R_BuildWhiteCube(void)
{
unsigned char data[6*1*1*4];
- data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
- data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
- data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
- data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
- data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
- data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
- r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+ memset(data, 255, sizeof(data));
+ r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
}
static void R_BuildNormalizationCube(void)
break;
}
intensity = 127.0f / sqrt(DotProduct(v, v));
- data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
+ data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
- data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
+ data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
data[side][y][x][3] = 255;
}
}
}
- r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+ r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
}
static void R_BuildFogTexture(void)
{
int x, b;
-#define FOGWIDTH 64
+#define FOGWIDTH 256
unsigned char data1[FOGWIDTH][4];
//unsigned char data2[FOGWIDTH][4];
for (x = 0;x < FOGWIDTH;x++)
//data2[x][2] = 255 - b;
//data2[x][3] = 255;
}
- r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
- //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+ r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+ //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
}
static const char *builtinshaderstring =
"// common definitions between vertex shader and fragment shader:\n"
"\n"
"#ifdef __GLSL_CG_DATA_TYPES\n"
-"#define myhalf half\n"
-"#define myhvec2 hvec2\n"
-"#define myhvec3 hvec3\n"
-"#define myhvec4 hvec4\n"
+"# define myhalf half\n"
+"# define myhvec2 hvec2\n"
+"# define myhvec3 hvec3\n"
+"# define myhvec4 hvec4\n"
"#else\n"
-"#define myhalf float\n"
-"#define myhvec2 vec2\n"
-"#define myhvec3 vec3\n"
-"#define myhvec4 vec4\n"
+"# define myhalf float\n"
+"# define myhvec2 vec2\n"
+"# define myhvec3 vec3\n"
+"# define myhvec4 vec4\n"
"#endif\n"
"\n"
"varying vec2 TexCoord;\n"
"varying vec2 TexCoordLightmap;\n"
"\n"
+"//#ifdef MODE_LIGHTSOURCE\n"
"varying vec3 CubeVector;\n"
+"//#endif\n"
+"\n"
+"//#ifdef MODE_LIGHTSOURCE\n"
"varying vec3 LightVector;\n"
+"//#else\n"
+"//# ifdef MODE_LIGHTDIRECTION\n"
+"//varying vec3 LightVector;\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
"varying vec3 EyeVector;\n"
-"#ifdef USEFOG\n"
+"//#ifdef USEFOG\n"
"varying vec3 EyeVectorModelSpace;\n"
-"#endif\n"
+"//#endif\n"
"\n"
"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
"\n"
+"//#ifdef MODE_WATER\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"//#else\n"
+"//# ifdef MODE_REFRACTION\n"
+"//varying vec4 ModelViewProjectionPosition;\n"
+"//# else\n"
+"//# ifdef USEREFLECTION\n"
+"//varying vec4 ModelViewProjectionPosition;\n"
+"//# endif\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
+"\n"
"\n"
"\n"
"\n"
" gl_FrontColor = gl_Color;\n"
" // copy the surface texcoord\n"
" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"#ifndef MODE_LIGHTSOURCE\n"
+"# ifndef MODE_LIGHTDIRECTION\n"
" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"# endif\n"
"#endif\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
" VectorR = gl_MultiTexCoord3.xyz;\n"
"#endif\n"
"\n"
-" // transform vertex to camera space, using ftransform to match non-VS\n"
+"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
+"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
+"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"//#endif\n"
+"\n"
+"// transform vertex to camera space, using ftransform to match non-VS\n"
" // rendering\n"
" gl_Position = ftransform();\n"
+"\n"
+"#ifdef MODE_WATER\n"
+" ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"#ifdef MODE_REFRACTION\n"
+" ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
+" ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
"}\n"
"\n"
"#endif // VERTEX_SHADER\n"
"// fragment shader specific:\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
-"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
+"// 13 textures, we can only use up to 16 on DX9-class hardware\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Color;\n"
"uniform sampler2D Texture_Gloss;\n"
"uniform sampler2D Texture_Lightmap;\n"
"uniform sampler2D Texture_Deluxemap;\n"
"uniform sampler2D Texture_Glow;\n"
+"uniform sampler2D Texture_Reflection;\n"
+"uniform sampler2D Texture_Refraction;\n"
"\n"
"uniform myhvec3 LightColor;\n"
"uniform myhvec3 AmbientColor;\n"
"uniform myhvec3 Color_Shirt;\n"
"uniform myhvec3 FogColor;\n"
"\n"
+"//#ifdef MODE_WATER\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform myhvec4 RefractColor;\n"
+"uniform myhvec4 ReflectColor;\n"
+"uniform myhalf ReflectFactor;\n"
+"uniform myhalf ReflectOffset;\n"
+"//#else\n"
+"//# ifdef MODE_REFRACTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec4 RefractColor;\n"
+"//# ifdef USEREFLECTION\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//# endif\n"
+"//# else\n"
+"//# ifdef USEREFLECTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//# endif\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
"uniform myhalf GlowScale;\n"
"uniform myhalf SceneBrightness;\n"
+"#ifdef USECONTRASTBOOST\n"
+"uniform myhalf ContrastBoostCoeff;\n"
+"#endif\n"
"\n"
"uniform float OffsetMapping_Scale;\n"
"uniform float OffsetMapping_Bias;\n"
"uniform float FogRangeRecip;\n"
+"uniform float FogStart;\n"
+"uniform float FogLength;\n"
"\n"
"uniform myhalf AmbientScale;\n"
"uniform myhalf DiffuseScale;\n"
" return TexCoord;\n"
"#endif\n"
"}\n"
+"#endif // USEOFFSETMAPPING\n"
+"\n"
+"#ifdef MODE_WATER\n"
+"\n"
+"// water pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // apply offsetmapping\n"
+" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
+" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
+"}\n"
+"\n"
+"#else // MODE_WATER\n"
+"#ifdef MODE_REFRACTION\n"
+"\n"
+"// refraction pass\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+" // apply offsetmapping\n"
+" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
"#endif\n"
"\n"
+" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
+" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
+" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
+"}\n"
+"\n"
+"#else // MODE_REFRACTION\n"
"void main(void)\n"
"{\n"
"#ifdef USEOFFSETMAPPING\n"
" // compute color intensity for the two textures (colormap and glossmap)\n"
" // scale by light color and attenuation as efficiently as possible\n"
" // (do as much scalar math as possible rather than vector math)\n"
-"#ifdef USESPECULAR\n"
+"# ifdef USESPECULAR\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
"\n"
" // calculate directional shading\n"
" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
-"#else\n"
-"#ifdef USEDIFFUSE\n"
+"# else\n"
+"# ifdef USEDIFFUSE\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
"\n"
" // calculate directional shading\n"
" color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
-"#else\n"
+"# else\n"
" // calculate directionless shading\n"
" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#endif\n"
-"#endif\n"
+"# endif\n"
+"# endif\n"
"\n"
-"#ifdef USECUBEFILTER\n"
+"# ifdef USECUBEFILTER\n"
" // apply light cubemap filter\n"
" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
-"#endif\n"
+"# endif\n"
+" color *= myhvec4(gl_Color);\n"
+"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"\n"
"\n"
-"#elif defined(MODE_LIGHTDIRECTION)\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
" // directional model lighting\n"
-"\n"
+"# ifdef USESPECULAR\n"
" // get the surface normal and light normal\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 diffusenormal = myhvec3(LightVector);\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\n"
" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#endif\n"
+"# else\n"
+"# ifdef USEDIFFUSE\n"
+" // get the surface normal and light normal\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+" myhvec3 diffusenormal = myhvec3(LightVector);\n"
"\n"
+" // calculate directional shading\n"
+" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+"# else\n"
+" color.rgb *= AmbientColor;\n"
+"# endif\n"
+"# endif\n"
+"\n"
+" color *= myhvec4(gl_Color);\n"
+"#endif // MODE_LIGHTDIRECTION\n"
"\n"
"\n"
"\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
"\n"
" // get the surface normal and light normal\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
-"#else\n"
+" // calculate directional shading\n"
+" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"# ifdef USESPECULAR\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# endif\n"
+"\n"
+" // apply lightmap color\n"
+" color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
+" color.a *= myhalf(gl_Color.a);\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
+"\n"
+" // get the surface normal and light normal\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"\n"
" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
-"#endif\n"
" // calculate directional shading\n"
" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
-"#ifdef USESPECULAR\n"
+"# ifdef USESPECULAR\n"
" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#endif\n"
+"# endif\n"
"\n"
" // apply lightmap color\n"
-" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
+" color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
+" color.a *= myhalf(gl_Color.a);\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
"\n"
"\n"
-"#else // MODE none (lightmap)\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTMAP\n"
" // apply lightmap color\n"
-" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
-"#endif // MODE\n"
+" color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
+"#endif // MODE_LIGHTMAP\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
"\n"
-" color *= myhvec4(gl_Color);\n"
"\n"
"#ifdef USEGLOW\n"
" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
"#endif\n"
"\n"
-"#ifdef USEFOG\n"
-" // apply fog\n"
-" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"#ifndef MODE_LIGHTSOURCE\n"
+"# ifdef USEREFLECTION\n"
+" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#ifdef USECONTRASTBOOST\n"
+" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
"#endif\n"
"\n"
" color.rgb *= SceneBrightness;\n"
"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(max(0.0, min(length(EyeVectorModelSpace) - FogStart, FogLength))*FogRangeRecip, 0.0))));\n"
+//" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
+"#endif\n"
+"\n"
" gl_FragColor = vec4(color);\n"
"}\n"
+"#endif // MODE_REFRACTION\n"
+"#endif // MODE_WATER\n"
"\n"
"#endif // FRAGMENT_SHADER\n"
;
+#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
+#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
+#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
+#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
+#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
+#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
+#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
+#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
+#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
+
// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
-const char *permutationinfo[][2] =
+const char *shaderpermutationinfo[][2] =
{
- {"#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"#define USEGLOW\n", " glow"},
- {"#define USEFOG\n", " fog"},
{"#define USECOLORMAPPING\n", " colormapping"},
+ {"#define USECONTRASTBOOST\n", " contrastboost"},
+ {"#define USEFOG\n", " fog"},
+ {"#define USECUBEFILTER\n", " cubefilter"},
+ {"#define USEGLOW\n", " glow"},
{"#define USEDIFFUSE\n", " diffuse"},
{"#define USESPECULAR\n", " specular"},
- {"#define USECUBEFILTER\n", " cubefilter"},
+ {"#define USEREFLECTION\n", " reflection"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
{NULL, NULL}
};
-void R_GLSL_CompilePermutation(const char *filename, int permutation)
+// this enum is multiplied by SHADERPERMUTATION_MODEBASE
+typedef enum shadermode_e
+{
+ SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
+ SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
+ SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
+ SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
+ SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
+ SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
+ SHADERMODE_COUNT
+}
+shadermode_t;
+
+// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
+const char *shadermodeinfo[][2] =
+{
+ {"#define MODE_LIGHTMAP\n", " lightmap"},
+ {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"#define MODE_REFRACTION\n", " refraction"},
+ {"#define MODE_WATER\n", " water"},
+ {NULL, NULL}
+};
+
+#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
+
+typedef struct r_glsl_permutation_s
+{
+ // indicates if we have tried compiling this permutation already
+ qboolean compiled;
+ // 0 if compilation failed
+ int program;
+ // locations of detected uniforms in program object, or -1 if not found
+ int loc_Texture_Normal;
+ int loc_Texture_Color;
+ int loc_Texture_Gloss;
+ int loc_Texture_Cube;
+ int loc_Texture_Attenuation;
+ int loc_Texture_FogMask;
+ int loc_Texture_Pants;
+ int loc_Texture_Shirt;
+ int loc_Texture_Lightmap;
+ int loc_Texture_Deluxemap;
+ int loc_Texture_Glow;
+ int loc_Texture_Refraction;
+ int loc_Texture_Reflection;
+ int loc_FogColor;
+ int loc_LightPosition;
+ int loc_EyePosition;
+ int loc_LightColor;
+ int loc_Color_Pants;
+ int loc_Color_Shirt;
+ int loc_FogRangeRecip;
+ int loc_FogStart;
+ int loc_FogLength;
+ int loc_AmbientScale;
+ int loc_DiffuseScale;
+ int loc_SpecularScale;
+ int loc_SpecularPower;
+ int loc_GlowScale;
+ int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
+ int loc_OffsetMapping_Scale;
+ int loc_AmbientColor;
+ int loc_DiffuseColor;
+ int loc_SpecularColor;
+ int loc_LightDir;
+ int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+ int loc_DistortScaleRefractReflect;
+ int loc_ScreenScaleRefractReflect;
+ int loc_ScreenCenterRefractReflect;
+ int loc_RefractColor;
+ int loc_ReflectColor;
+ int loc_ReflectFactor;
+ int loc_ReflectOffset;
+}
+r_glsl_permutation_t;
+
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
+// these are additional flags used only by R_GLSL_CompilePermutation
+#define SHADERTYPE_USES_VERTEXSHADER (1<<0)
+#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
+#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
+
+static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
{
int i;
qboolean shaderfound;
- r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
+ r_glsl_permutation_t *p = r_glsl_permutations + permutation;
int vertstrings_count;
int geomstrings_count;
int fragstrings_count;
geomstrings_count = 1;
fragstrings_count = 1;
permutationname[0] = 0;
- for (i = 0;permutationinfo[i][0];i++)
+ i = permutation / SHADERPERMUTATION_MODEBASE;
+ vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
+ geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
+ fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
+ strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
+ for (i = 0;shaderpermutationinfo[i][0];i++)
{
if (permutation & (1<<i))
{
- vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
- geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
- fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
- strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
+ vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
+ geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
+ fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
+ strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
}
else
{
shaderfound = false;
if (shaderstring)
{
- Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
+ Con_DPrint("from disk... ");
vertstrings_list[vertstrings_count++] = shaderstring;
geomstrings_list[geomstrings_count++] = shaderstring;
fragstrings_list[fragstrings_count++] = shaderstring;
}
else if (!strcmp(filename, "glsl/default.glsl"))
{
- Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
vertstrings_list[vertstrings_count++] = builtinshaderstring;
geomstrings_list[geomstrings_count++] = builtinshaderstring;
fragstrings_list[fragstrings_count++] = builtinshaderstring;
shaderfound = true;
}
// clear any lists that are not needed by this shader
- if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+ if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
vertstrings_count = 0;
- if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+ if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
geomstrings_count = 0;
- if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+ if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
fragstrings_count = 0;
// compile the shader program
if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
+ p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+ p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+ p->loc_FogStart = qglGetUniformLocationARB(p->program, "FogStart");
+ p->loc_FogLength = qglGetUniformLocationARB(p->program, "FogLength");
p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
+ p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
+ p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
+ p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+ p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
+ p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
+ p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
+ p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
+ p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
+ if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
+ if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
CHECKGLERROR
qglUseProgramObjectARB(0);CHECKGLERROR
+ if (developer.integer)
+ Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
}
else
- Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+ {
+ if (developer.integer)
+ Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
+ else
+ Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename);
+ }
if (shaderstring)
Mem_Free(shaderstring);
}
void R_GLSL_Restart_f(void)
{
int i;
- for (i = 0;i < SHADERPERMUTATION_MAX;i++)
+ for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
if (r_glsl_permutations[i].program)
GL_Backend_FreeProgram(r_glsl_permutations[i].program);
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
+void R_GLSL_DumpShader_f(void)
+{
+ int i;
+
+ qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
+ if(!file)
+ {
+ Con_Printf("failed to write to glsl/default.glsl\n");
+ return;
+ }
+
+ FS_Print(file, "// The engine may define the following macros:\n");
+ FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
+ for (i = 0;shadermodeinfo[i][0];i++)
+ FS_Printf(file, "// %s", shadermodeinfo[i][0]);
+ for (i = 0;shaderpermutationinfo[i][0];i++)
+ FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
+ FS_Print(file, "\n");
+ FS_Print(file, builtinshaderstring);
+ FS_Close(file);
+
+ Con_Printf("glsl/default.glsl written\n");
+}
+
extern rtexture_t *r_shadow_attenuationgradienttexture;
extern rtexture_t *r_shadow_attenuation2dtexture;
extern rtexture_t *r_shadow_attenuation3dtexture;
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
{
// select a permutation of the lighting shader appropriate to this
// combination of texture, entity, light source, and fogging, only use the
// fragment shader on features that are not being used
const char *shaderfilename = NULL;
unsigned int permutation = 0;
+ unsigned int shadertype = 0;
+ shadermode_t mode = 0;
r_glsl_permutation = NULL;
+ shaderfilename = "glsl/default.glsl";
+ shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
// TODO: implement geometry-shader based shadow volumes someday
- if (r_shadow_rtlight)
+ if (r_glsl_offsetmapping.integer)
+ {
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ if (r_glsl_offsetmapping_reliefmapping.integer)
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ }
+ if (rsurfacepass == RSURFPASS_BACKGROUND)
+ {
+ // distorted background
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ mode = SHADERMODE_WATER;
+ else
+ mode = SHADERMODE_REFRACTION;
+ }
+ else if (rsurfacepass == RSURFPASS_RTLIGHT)
{
// light source
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ mode = SHADERMODE_LIGHTSOURCE;
+ if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
permutation |= SHADERPERMUTATION_CUBEFILTER;
if (diffusescale > 0)
permutation |= SHADERPERMUTATION_DIFFUSE;
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_glsl_offsetmapping.integer)
- {
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- }
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
- else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
- // bright unshaded geometry
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (rsurface_texture->currentskinframe->glow)
+ // unshaded geometry (fullbright or ambient model lighting)
+ mode = SHADERMODE_LIGHTMAP;
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if (r_glsl_offsetmapping.integer)
{
if (r_glsl_offsetmapping_reliefmapping.integer)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
- else if (modellighting)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
{
// directional model lighting
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
- if (rsurface_texture->currentskinframe->glow)
+ mode = SHADERMODE_LIGHTDIRECTION;
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
+ permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_glsl_offsetmapping.integer)
- {
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- }
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+ {
+ // ambient model lighting
+ mode = SHADERMODE_LIGHTDIRECTION;
+ if (rsurface.texture->currentskinframe->glow)
+ permutation |= SHADERPERMUTATION_GLOW;
+ if (r_refdef.fogenabled)
+ permutation |= SHADERPERMUTATION_FOG;
+ if (rsurface.texture->colormapping)
+ permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
else
{
// lightmapped wall
- shaderfilename = "glsl/default.glsl";
- permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
{
// deluxemapping (light direction texture)
- if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+ if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
else
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
}
else if (r_glsl_deluxemapping.integer >= 2)
{
// fake deluxemapping (uniform light direction in tangentspace)
- permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
}
else
{
// ordinary lightmapping
- permutation |= 0;
+ mode = SHADERMODE_LIGHTMAP;
}
- if (rsurface_texture->currentskinframe->glow)
+ if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
- if (rsurface_texture->colormapping)
+ if (rsurface.texture->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
- if (r_glsl_offsetmapping.integer)
- {
- permutation |= SHADERPERMUTATION_OFFSETMAPPING;
- if (r_glsl_offsetmapping_reliefmapping.integer)
- permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
- }
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+ permutation |= mode * SHADERPERMUTATION_MODEBASE;
+ if (!r_glsl_permutations[permutation].program)
{
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
- R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+ if (!r_glsl_permutations[permutation].compiled)
+ R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
+ if (!r_glsl_permutations[permutation].program)
{
// remove features until we find a valid permutation
unsigned int i;
- for (i = SHADERPERMUTATION_MASK;;i>>=1)
+ for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
{
if (!i)
- return 0; // utterly failed
+ {
+ Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
+ Cvar_SetValueQuick(&r_glsl, 0);
+ return 0; // no bit left to clear
+ }
// reduce i more quickly whenever it would not remove any bits
- if (permutation < i)
+ if (!(permutation & i))
continue;
- permutation &= i;
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
- R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
+ permutation &= ~i;
+ if (!r_glsl_permutations[permutation].compiled)
+ R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
+ if (r_glsl_permutations[permutation].program)
break;
}
}
}
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
+ r_glsl_permutation = r_glsl_permutations + permutation;
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
- R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
- if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+ if (mode == SHADERMODE_LIGHTSOURCE)
{
- if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
- if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
if (permutation & SHADERPERMUTATION_DIFFUSE)
{
if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
}
}
- else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+ else if (mode == SHADERMODE_LIGHTDIRECTION)
{
if (r_glsl_permutation->loc_AmbientColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
if (r_glsl_permutation->loc_LightDir >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
}
else
{
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
}
- if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
- if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
- if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
- //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
- if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
- if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
- if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
- if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
- //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
- if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
+ if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
+ {
+ // The formula used is actually:
+ // color.rgb *= SceneBrightness;
+ // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+ // I simplify that to
+ // color.rgb *= [[SceneBrightness * ContrastBoost]];
+ // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
+ // and Black:
+ // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
+ // and do [[calculations]] here in the engine
+ qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
+ if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
+ }
+ else
+ if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
if (r_glsl_permutation->loc_FogColor >= 0)
{
// additive passes are only darkened by fog, not tinted
- if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
+ if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
- if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
+ if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
if (r_glsl_permutation->loc_Color_Pants >= 0)
{
- if (rsurface_texture->currentskinframe->pants)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
+ if (rsurface.texture->currentskinframe->pants)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
}
if (r_glsl_permutation->loc_Color_Shirt >= 0)
{
- if (rsurface_texture->currentskinframe->shirt)
- qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
+ if (rsurface.texture->currentskinframe->shirt)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
else
qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
}
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
+ if (r_glsl_permutation->loc_FogStart >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogStart, r_refdef.fog_start);
+ if (r_glsl_permutation->loc_FogLength >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogLength, r_refdef.fog_end - r_refdef.fog_start);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+ if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(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);
+ if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+ if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
+ if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
+ if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+ if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
CHECKGLERROR
return permutation;
}
-void R_SwitchSurfaceShader(int permutation)
-{
- if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
- {
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
- CHECKGLERROR
- qglUseProgramObjectARB(r_glsl_permutation->program);
- CHECKGLERROR
- }
-}
-
#define SKINFRAME_HASH 1024
struct
{
if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
{
- if (s->base == r_texture_notexture) s->base = NULL;
- if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
- if (s->merged == s->base) s->merged = NULL;
- if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
- if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
- if (s->base ) R_FreeTexture(s->base );s->base = NULL;
- if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
- if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
- if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
- if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
- if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
- if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
+ if (s->merged == s->base)
+ s->merged = NULL;
+ // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
+ R_PurgeTexture(s->stain );s->stain = NULL;
+ R_PurgeTexture(s->merged);s->merged = NULL;
+ R_PurgeTexture(s->base );s->base = NULL;
+ R_PurgeTexture(s->pants );s->pants = NULL;
+ R_PurgeTexture(s->shirt );s->shirt = NULL;
+ R_PurgeTexture(s->nmap );s->nmap = NULL;
+ R_PurgeTexture(s->gloss );s->gloss = NULL;
+ R_PurgeTexture(s->glow );s->glow = NULL;
+ R_PurgeTexture(s->fog );s->fog = NULL;
s->loadsequence = 0;
}
}
}
}
+skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
+ skinframe_t *item;
+ char basename[MAX_QPATH];
+
+ Image_StripImageExtension(name, basename, sizeof(basename));
+
+ if( last == NULL ) {
+ int hashindex;
+ hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+ item = r_skinframe.hash[hashindex];
+ } else {
+ item = last->next;
+ }
+
+ // linearly search through the hash bucket
+ for( ; item ; item = item->next ) {
+ if( !strcmp( item->basename, basename ) ) {
+ return item;
+ }
+ }
+ return NULL;
+}
+
skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
{
skinframe_t *item;
int hashindex;
char basename[MAX_QPATH];
-
+
Image_StripImageExtension(name, basename, sizeof(basename));
hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
for (item = r_skinframe.hash[hashindex];item;item = item->next)
if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
break;
- if (!item)
- {
- if (!add)
+
+ if (!item) {
+ rtexture_t *dyntexture;
+ // check whether its a dynamic texture
+ dyntexture = CL_GetDynTexture( basename );
+ if (!add && !dyntexture)
return NULL;
item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
memset(item, 0, sizeof(*item));
strlcpy(item->basename, basename, sizeof(item->basename));
+ item->base = dyntexture; // either NULL or dyntexture handle
item->textureflags = textureflags;
item->comparewidth = comparewidth;
item->compareheight = compareheight;
item->comparecrc = comparecrc;
- item->next = r_skinframe.hash[hashindex];
+ item->next = r_skinframe.hash[hashindex];
r_skinframe.hash[hashindex] = item;
}
+ else if( item->base == NULL )
+ {
+ rtexture_t *dyntexture;
+ // check whether its a dynamic texture
+ // 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]
+ dyntexture = CL_GetDynTexture( basename );
+ item->base = dyntexture; // either NULL or dyntexture handle
+ }
+
R_SkinFrame_MarkUsed(item);
return item;
}
if (skinframe && skinframe->base)
return skinframe;
- basepixels = loadimagepixels(name, complain, 0, 0);
+ basepixels = loadimagepixelsbgra(name, complain, true);
if (basepixels == NULL)
return NULL;
basepixels_width = image_width;
basepixels_height = image_height;
- skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
if (textureflags & TEXF_ALPHA)
{
pixels[j+2] = 255;
pixels[j+3] = basepixels[j+3];
}
- skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
}
}
// _norm is the name used by tenebrae and has been adopted as standard
if (loadnormalmap)
{
- if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+ if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
{
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
pixels = NULL;
}
- else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
- Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
Mem_Free(bumppixels);
}
else if (r_shadow_bumpscale_basetexture.value > 0)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
- Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+ Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
}
}
// _luma is supported for tenebrae compatibility
// (I think it's a very stupid name, but oh well)
// _glow is the preferred name
- if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
if (basepixels)
Mem_Free(basepixels);
return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
}
-skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+// this is only used by .spr32 sprites, HL .spr files, HL .bsp files
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
{
int i;
unsigned char *temp1, *temp2;
return NULL;
// if already loaded just return it, otherwise make a new skinframe
- skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
if (skinframe && skinframe->base)
return skinframe;
if (!skindata)
return NULL;
- if (bitsperpixel == 32)
+ if (r_shadow_bumpscale_basetexture.value > 0)
{
- if (r_shadow_bumpscale_basetexture.value > 0)
- {
- temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
- Mem_Free(temp1);
- }
- skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
- if (textureflags & TEXF_ALPHA)
- {
- for (i = 3;i < width * height * 4;i += 4)
- if (skindata[i] < 255)
- break;
- if (i < width * height * 4)
- {
- unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
- memcpy(fogpixels, skindata, width * height * 4);
- for (i = 0;i < width * height * 4;i += 4)
- fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
- skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
- Mem_Free(fogpixels);
- }
- }
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
}
- else if (bitsperpixel == 8)
+ skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
{
- if (r_shadow_bumpscale_basetexture.value > 0)
- {
- temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- if (bitsperpixel == 32)
- Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- else
- {
- // use either a custom palette or the quake palette
- Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
- Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- }
- skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
- Mem_Free(temp1);
- }
- // use either a custom palette, or the quake palette
- skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
- if (!palette && loadglowtexture)
- skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
- if (!palette && loadpantsandshirt)
- {
- skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
- skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
- }
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
- if (textureflags & TEXF_ALPHA)
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
{
- // if not using a custom alphapalette, use the quake one
- if (!alphapalette)
- alphapalette = palette_alpha;
- for (i = 0;i < width * height;i++)
- if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
- break;
- if (i < width * height)
- skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
+ unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
+ Mem_Free(fogpixels);
}
}
return skinframe;
}
-skinframe_t *R_SkinFrame_LoadMissing(void)
+skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
{
+ int i;
+ unsigned char *temp1, *temp2;
skinframe_t *skinframe;
if (cls.state == ca_dedicated)
return NULL;
- skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+ // if already loaded just return it, otherwise make a new skinframe
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
skinframe->stain = NULL;
skinframe->merged = NULL;
skinframe->base = r_texture_notexture;
skinframe->glow = NULL;
skinframe->fog = NULL;
- return skinframe;
-}
+ // if no data was provided, then clearly the caller wanted to get a blank skinframe
+ if (!skindata)
+ return NULL;
-void gl_main_start(void)
-{
- int x;
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ // use either a custom palette or the quake palette
+ Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
+ Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
+ if (loadglowtexture)
+ skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
+ if (loadpantsandshirt)
+ {
+ skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
+ skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
+ }
+
+ return skinframe;
+}
+
+skinframe_t *R_SkinFrame_LoadMissing(void)
+{
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+ skinframe->stain = NULL;
+ skinframe->merged = NULL;
+ skinframe->base = r_texture_notexture;
+ skinframe->pants = NULL;
+ skinframe->shirt = NULL;
+ skinframe->nmap = r_texture_blanknormalmap;
+ skinframe->gloss = NULL;
+ skinframe->glow = NULL;
+ skinframe->fog = NULL;
+
+ return skinframe;
+}
+
+void gl_main_start(void)
+{
+ int x;
double r, alpha;
- r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
+ r = -16.0 / (1.0 * FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
for (x = 0;x < FOGMASKTABLEWIDTH;x++)
{
- alpha = 1 - exp(r / ((double)x*(double)x));
+ alpha = exp(r * ((double)x*(double)x));
if (x == FOGMASKTABLEWIDTH - 1)
alpha = 0;
r_refdef.fogmasktable[x] = bound(0, alpha, 1);
}
R_BuildFogTexture();
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
memset(&r_svbsp, 0, sizeof (r_svbsp));
}
R_FreeTexturePool(&r_main_texturepool);
r_texture_blanknormalmap = NULL;
r_texture_white = NULL;
+ r_texture_grey128 = NULL;
r_texture_black = NULL;
r_texture_whitecube = NULL;
r_texture_normalizationcube = NULL;
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
R_GLSL_Restart_f();
}
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+ Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
// FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable(&r_shadows);
Cvar_RegisterVariable(&r_shadows_throwdistance);
Cvar_RegisterVariable(&r_q1bsp_skymasking);
+ Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
+ Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
Cvar_RegisterVariable(&r_textureunits);
Cvar_RegisterVariable(&r_glsl);
Cvar_RegisterVariable(&r_glsl_offsetmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
Cvar_RegisterVariable(&r_glsl_deluxemapping);
+ Cvar_RegisterVariable(&r_water);
+ Cvar_RegisterVariable(&r_water_resolutionmultiplier);
+ Cvar_RegisterVariable(&r_water_clippingplanebias);
+ Cvar_RegisterVariable(&r_water_refractdistort);
+ Cvar_RegisterVariable(&r_water_reflectdistort);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_lerplightstyles);
Cvar_RegisterVariable(&r_waterscroll);
Cvar_RegisterVariable(&r_bloom);
Cvar_RegisterVariable(&r_bloom_colorscale);
Cvar_RegisterVariable(&r_bloom_colorsubtract);
Cvar_RegisterVariable(&r_hdr);
Cvar_RegisterVariable(&r_hdr_scenebrightness);
+ Cvar_RegisterVariable(&r_glsl_contrastboost);
Cvar_RegisterVariable(&r_hdr_glowintensity);
Cvar_RegisterVariable(&r_hdr_range);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+ Cvar_RegisterVariable(&r_track_sprites);
+ Cvar_RegisterVariable(&r_track_sprites_flags);
+ Cvar_RegisterVariable(&r_track_sprites_scalew);
+ Cvar_RegisterVariable(&r_track_sprites_scaleh);
}
extern void R_Textures_Init(void);
extern void R_Shadow_Init(void);
extern void R_Sky_Init(void);
extern void GL_Surf_Init(void);
-extern void R_Light_Init(void);
extern void R_Particles_Init(void);
extern void R_Explosion_Init(void);
extern void gl_backend_init(void);
R_Sky_Init();
GL_Surf_Init();
Sbar_Init();
- R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
R_LightningBeams_Init();
{
int i;
mplane_t *p;
- for (i = 0;i < 4;i++)
+ for (i = 0;i < r_view.numfrustumplanes;i++)
{
+ // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
+ if (i == 4)
+ continue;
p = r_view.frustum + i;
switch(p->signbits)
{
if (!r_drawentities.integer)
return;
- renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+ renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
{
// worldmodel can check visibility
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ r_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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+
}
if(r_cullentities_trace.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+ r_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));
}
}
return sky;
}
-void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels(void)
+static void R_DrawNoModel(entity_render_t *ent);
+static void R_DrawModels(void)
{
int i;
entity_render_t *ent;
}
}
-void R_DrawModelsDepth(void)
+static void R_DrawModelsDepth(void)
{
int i;
entity_render_t *ent;
if (!r_viewcache.entityvisible[i])
continue;
ent = r_refdef.entities[i];
- r_refdef.stats.entities++;
if (ent->model && ent->model->DrawDepth != NULL)
ent->model->DrawDepth(ent);
}
}
+static void R_DrawModelsDebug(void)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ if (!r_viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.entities[i];
+ if (ent->model && ent->model->DrawDebug != NULL)
+ ent->model->DrawDebug(ent);
+ }
+}
+
+static void R_DrawModelsAddWaterPlanes(void)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ if (!r_viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.entities[i];
+ if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
+ ent->model->DrawAddWaterPlanes(ent);
+ }
+}
+
static void R_View_SetFrustum(void)
{
+ int i;
double slopex, slopey;
// break apart the view matrix into vectors for various purposes
r_view.frustum[5].dist = m[15] + m[14];
#endif
+ if (r_view.useperspective)
+ {
+ slopex = 1.0 / r_view.frustum_x;
+ slopey = 1.0 / r_view.frustum_y;
+ VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+ VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
+ VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
+ VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
+ VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+ // Leaving those out was a mistake, those were in the old code, and they
+ // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
+ // I couldn't reproduce it after adding those normalizations. --blub
+ VectorNormalize(r_view.frustum[0].normal);
+ VectorNormalize(r_view.frustum[1].normal);
+ VectorNormalize(r_view.frustum[2].normal);
+ VectorNormalize(r_view.frustum[3].normal);
+
+ // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+ VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
+ r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
+ r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
+ r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
+ r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
+ r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ }
+ else
+ {
+ VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
+ VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
+ VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
+ VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
+ VectorCopy(r_view.forward, r_view.frustum[4].normal);
+ r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
+ r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
+ r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
+ r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
+ r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+ }
+ r_view.numfrustumplanes = 5;
+ if (r_view.useclipplane)
+ {
+ r_view.numfrustumplanes = 6;
+ r_view.frustum[5] = r_view.clipplane;
+ }
- slopex = 1.0 / r_view.frustum_x;
- slopey = 1.0 / r_view.frustum_y;
- VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
- VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
- VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
- VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
- VectorCopy(r_view.forward, r_view.frustum[4].normal);
- VectorNormalize(r_view.frustum[0].normal);
- VectorNormalize(r_view.frustum[1].normal);
- VectorNormalize(r_view.frustum[2].normal);
- VectorNormalize(r_view.frustum[3].normal);
- r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
- r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
- r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
- r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
- r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
- PlaneClassify(&r_view.frustum[0]);
- PlaneClassify(&r_view.frustum[1]);
- PlaneClassify(&r_view.frustum[2]);
- PlaneClassify(&r_view.frustum[3]);
- PlaneClassify(&r_view.frustum[4]);
-
- // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
- VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+ for (i = 0;i < r_view.numfrustumplanes;i++)
+ PlaneClassify(r_view.frustum + i);
// LordHavoc: note to all quake engine coders, Quake had a special case
// for 90 degrees which assumed a square view (wrong), so I removed it,
void R_View_Update(void)
{
R_View_SetFrustum();
- R_View_WorldVisibility();
+ R_View_WorldVisibility(r_view.useclipplane);
R_View_UpdateEntityVisible();
}
-void R_SetupView(const matrix4x4_t *matrix)
+void R_SetupView(void)
{
- if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+ if (!r_view.useperspective)
+ GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+ else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
else
GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
- GL_SetupView_Orientation_FromEntity(matrix);
+ GL_SetupView_Orientation_FromEntity(&r_view.matrix);
+
+ if (r_view.useclipplane)
+ {
+ // LordHavoc: couldn't figure out how to make this approach the
+ vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
+ vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
+ if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
+ dist = r_view.clipplane.dist;
+ GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
+ }
}
void R_ResetViewRendering2D(void)
GL_DepthTest(false);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(0, 0);
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
// GL is weird because it's bottom to top, r_view.y is top to bottom
qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
- R_SetupView(&r_view.matrix);
+ R_SetupView();
GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
GL_DepthTest(true);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
qglDisable(GL_STENCIL_TEST);CHECKGLERROR
qglStencilMask(~0);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
}
/*
"#endif // FRAGMENT_SHADER\n"
*/
-void R_RenderScene(void);
+void R_RenderScene(qboolean addwaterplanes);
+
+static void R_Water_StartFrame(void)
+{
+ int i;
+ int waterwidth, waterheight, texturewidth, textureheight;
+ r_waterstate_waterplane_t *p;
+
+ // set waterwidth and waterheight to the water resolution that will be
+ // used (often less than the screen resolution for faster rendering)
+ waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
+ waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
+
+ // calculate desired texture sizes
+ // can't use water if the card does not support the texture size
+ if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+ texturewidth = textureheight = waterwidth = waterheight = 0;
+ else if (gl_support_arb_texture_non_power_of_two)
+ {
+ texturewidth = waterwidth;
+ textureheight = waterheight;
+ }
+ else
+ {
+ for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
+ for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
+ }
+
+ // allocate textures as needed
+ if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+ {
+ r_waterstate.maxwaterplanes = MAX_WATERPLANES;
+ for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
+ {
+ if (p->texture_refraction)
+ R_FreeTexture(p->texture_refraction);
+ p->texture_refraction = NULL;
+ if (p->texture_reflection)
+ R_FreeTexture(p->texture_reflection);
+ p->texture_reflection = NULL;
+ }
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
+ r_waterstate.waterwidth = waterwidth;
+ r_waterstate.waterheight = waterheight;
+ r_waterstate.texturewidth = texturewidth;
+ r_waterstate.textureheight = textureheight;
+ }
+
+ if (r_waterstate.waterwidth)
+ {
+ r_waterstate.enabled = true;
+
+ // set up variables that will be used in shader setup
+ r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+ r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
+ r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+ r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
+ }
+
+ r_waterstate.maxwaterplanes = MAX_WATERPLANES;
+ r_waterstate.numwaterplanes = 0;
+}
+
+static void R_Water_AddWaterPlane(msurface_t *surface)
+{
+ int triangleindex, planeindex;
+ const int *e;
+ vec3_t vert[3];
+ vec3_t normal;
+ vec3_t center;
+ r_waterstate_waterplane_t *p;
+ // just use the first triangle with a valid normal for any decisions
+ VectorClear(normal);
+ for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
+ TriangleNormal(vert[0], vert[1], vert[2], normal);
+ if (VectorLength2(normal) >= 0.001)
+ break;
+ }
+
+ // find a matching plane if there is one
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
+ break;
+ if (planeindex >= r_waterstate.maxwaterplanes)
+ return; // nothing we can do, out of planes
+
+ // if this triangle does not fit any known plane rendered this frame, add one
+ if (planeindex >= r_waterstate.numwaterplanes)
+ {
+ // store the new plane
+ r_waterstate.numwaterplanes++;
+ VectorCopy(normal, p->plane.normal);
+ VectorNormalize(p->plane.normal);
+ p->plane.dist = DotProduct(vert[0], p->plane.normal);
+ PlaneClassify(&p->plane);
+ // flip the plane if it does not face the viewer
+ if (PlaneDiff(r_view.origin, &p->plane) < 0)
+ {
+ VectorNegate(p->plane.normal, p->plane.normal);
+ p->plane.dist *= -1;
+ PlaneClassify(&p->plane);
+ }
+ // clear materialflags and pvs
+ p->materialflags = 0;
+ p->pvsvalid = false;
+ }
+ // merge this surface's materialflags into the waterplane
+ p->materialflags |= surface->texture->currentframe->currentmaterialflags;
+ // merge this surface's PVS into the waterplane
+ VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
+ && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
+ {
+ r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
+ p->pvsvalid = true;
+ }
+}
+
+static void R_Water_ProcessPlanes(void)
+{
+ r_view_t originalview;
+ int planeindex;
+ r_waterstate_waterplane_t *p;
+
+ originalview = r_view;
+
+ // make sure enough textures are allocated
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+ {
+ if (!p->texture_refraction)
+ p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!p->texture_refraction)
+ goto error;
+ }
+
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+ {
+ if (!p->texture_reflection)
+ p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!p->texture_reflection)
+ goto error;
+ }
+ }
+
+ // render views
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
+ r_view.showdebug = false;
+ r_view.width = r_waterstate.waterwidth;
+ r_view.height = r_waterstate.waterheight;
+ r_view.useclipplane = true;
+ r_waterstate.renderingscene = true;
+
+ // render the normal view scene and copy into texture
+ // (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)
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+ {
+ r_view.clipplane = p->plane;
+ VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
+ r_view.clipplane.dist = -r_view.clipplane.dist;
+ PlaneClassify(&r_view.clipplane);
+
+ R_RenderScene(false);
+
+ // copy view into the screen texture
+ R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ }
+
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+ {
+ // render reflected scene and copy into texture
+ Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
+ r_view.clipplane = p->plane;
+ // reverse the cullface settings for this render
+ r_view.cullface_front = GL_FRONT;
+ r_view.cullface_back = GL_BACK;
+ if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
+ {
+ r_view.usecustompvs = true;
+ if (p->pvsvalid)
+ memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+ else
+ memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+ }
+
+ R_ResetViewRendering3D();
+ R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+
+ R_RenderScene(false);
+
+ R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+
+ R_ResetViewRendering3D();
+ R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+ }
+
+ r_view = originalview;
+ r_view.clear = true;
+ r_waterstate.renderingscene = false;
+ }
+ return;
+error:
+ r_view = originalview;
+ r_waterstate.renderingscene = false;
+ Cvar_SetValueQuick(&r_water, 0);
+ Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
+ return;
+}
void R_Bloom_StartFrame(void)
{
r_bloomstate.screentexturewidth = screentexturewidth;
r_bloomstate.screentextureheight = screentextureheight;
if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
- r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
}
if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
{
r_bloomstate.bloomtexturewidth = bloomtexturewidth;
r_bloomstate.bloomtextureheight = bloomtextureheight;
if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
- r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
}
// set up a texcoord array for the full resolution screen image
CHECKGLERROR
qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
- for (x = 1;x < r_bloom_colorexponent.value;)
+ for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
{
x *= 2;
r = bound(0, r_bloom_colorexponent.value / x, 1);
}
}
+static void R_UpdateFogColor(void); // needs to be called before HDR subrender too, as that changes colorscale!
+
void R_HDR_RenderBloomTexture(void)
{
int oldwidth, oldheight;
// TODO: add exposure compensation features
// TODO: add fp16 framebuffer support
+ r_view.showdebug = false;
r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
if (r_hdr.integer)
r_view.colorscale /= r_hdr_range.value;
- R_RenderScene();
+
+ R_UpdateFogColor();
+
+ r_waterstate.numwaterplanes = 0;
+ R_RenderScene(r_waterstate.enabled);
+ r_view.showdebug = true;
R_ResetViewRendering2D();
R_ClearScreen();
if (r_timereport_active)
- R_TimeReport("clear");
-
+ R_TimeReport("viewclear");
// restore the view settings
r_view.width = oldwidth;
}
}
-void R_RenderScene(void);
+void R_RenderScene(qboolean addwaterplanes);
matrix4x4_t r_waterscrollmatrix;
+static void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
+{
+ if (r_refdef.fog_density)
+ {
+ r_refdef.fogcolor[0] = r_refdef.fog_red;
+ r_refdef.fogcolor[1] = r_refdef.fog_green;
+ r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+ {
+ vec3_t fogvec;
+ // color.rgb *= SceneBrightness;
+ VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
+ if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
+ {
+ // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+ fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+ fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+ fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+ }
+ r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+ r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+ r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+ }
+ }
+}
+
void R_UpdateVariables(void)
{
R_Textures_Frame();
r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
+ if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+ Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
r_refdef.polygonfactor = 0;
r_refdef.polygonoffset = 0;
- r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
- r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
+ r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+ r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
r_refdef.rtworld = r_shadow_realtime_world.integer;
r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
- r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+ r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
if (r_showsurfaces.integer)
{
r_refdef.fog_blue = 0;
}
}
- if (r_refdef.fog_density)
+
+ if (r_refdef.fog_start >= r_refdef.fog_end || r_refdef.fog_start < 0)
{
- r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
- r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
- r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 1000000000;
+ // TODO update fog cvars here too
}
+
+ R_UpdateFogColor();
+
if (r_refdef.fog_density)
{
r_refdef.fogenabled = true;
// this is the point where the fog reaches 0.9986 alpha, which we
// consider a good enough cutoff point for the texture
// (0.9986 * 256 == 255.6)
- r_refdef.fogrange = 400 / r_refdef.fog_density;
+ r_refdef.fogrange = 16 / (r_refdef.fog_density * r_refdef.fog_density);
r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
// fog color was already set
R_Shadow_UpdateWorldLightSelection();
- CHECKGLERROR
- if (r_timereport_active)
- R_TimeReport("setup");
+ R_Bloom_StartFrame();
+ R_Water_StartFrame();
- R_View_Update();
+ CHECKGLERROR
if (r_timereport_active)
- R_TimeReport("visibility");
+ R_TimeReport("viewsetup");
R_ResetViewRendering3D();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
+ if (r_view.clear)
+ {
+ R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+ }
+ r_view.clear = true;
- R_Bloom_StartFrame();
+ r_view.showdebug = true;
// this produces a bloom texture to be used in R_BlendView() later
if (r_hdr.integer)
R_HDR_RenderBloomTexture();
r_view.colorscale = r_hdr_scenebrightness.value;
- R_RenderScene();
+ r_waterstate.numwaterplanes = 0;
+ R_RenderScene(r_waterstate.enabled);
R_BlendView();
if (r_timereport_active)
extern cvar_t cl_locs_show;
static void R_DrawLocs(void);
static void R_DrawEntityBBoxes(void);
-void R_RenderScene(void)
+void R_RenderScene(qboolean addwaterplanes)
{
+ if (addwaterplanes)
+ {
+ R_ResetViewRendering3D();
+
+ R_View_Update();
+ if (r_timereport_active)
+ R_TimeReport("watervis");
+
+ if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
+ {
+ r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("waterworld");
+ }
+
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+
+ R_DrawModelsAddWaterPlanes();
+ if (r_timereport_active)
+ R_TimeReport("watermodels");
+
+ R_Water_ProcessPlanes();
+ if (r_timereport_active)
+ R_TimeReport("waterscenes");
+ }
+
+ R_ResetViewRendering3D();
+
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- R_ResetViewRendering3D();
-
R_MeshQueue_BeginScene();
R_SkyStartFrame();
+ R_View_Update();
+ if (r_timereport_active)
+ R_TimeReport("visibility");
+
Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
if (cl.csqc_vidvars.drawworld)
if (r_timereport_active)
R_TimeReport("lightning");
+ R_DrawDecals();
+ if (r_timereport_active)
+ R_TimeReport("decals");
+
R_DrawParticles();
if (r_timereport_active)
R_TimeReport("particles");
}
VM_CL_AddPolygonsToMeshQueue();
- if (cl_locs_show.integer)
+ if (r_view.showdebug)
{
- R_DrawLocs();
- if (r_timereport_active)
- R_TimeReport("showlocs");
- }
+ if (cl_locs_show.integer)
+ {
+ R_DrawLocs();
+ if (r_timereport_active)
+ R_TimeReport("showlocs");
+ }
- if (r_drawportals.integer)
- {
- R_DrawPortals();
- if (r_timereport_active)
- R_TimeReport("portals");
- }
+ if (r_drawportals.integer)
+ {
+ R_DrawPortals();
+ if (r_timereport_active)
+ R_TimeReport("portals");
+ }
- if (r_showbboxes.value > 0)
- {
- R_DrawEntityBBoxes();
- if (r_timereport_active)
- R_TimeReport("bboxes");
+ if (r_showbboxes.value > 0)
+ {
+ R_DrawEntityBBoxes();
+ if (r_timereport_active)
+ R_TimeReport("bboxes");
+ }
}
if (gl_support_fragment_shader)
qglUseProgramObjectARB(0);CHECKGLERROR
}
+ if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
+ {
+ r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worlddebug");
+ R_DrawModelsDebug();
+ if (r_timereport_active)
+ R_TimeReport("modeldebug");
+ }
+
+ if (gl_support_fragment_shader)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+
if (cl.csqc_vidvars.drawworld)
{
R_DrawCoronas();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
color[3] *= r_showbboxes.value;
color[3] = bound(0, color[3], 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_CullFace(GL_BACK);
+ GL_CullFace(r_view.cullface_front);
R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
}
SV_VM_End();
GL_DepthMask(true);
}
GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
if (r_refdef.fogenabled)
{
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
//else
// R_DrawNoModelCallback(ent, 0);
}
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
+
+ if(v_flipped_state)
+ {
+ scalex1 = -scalex1;
+ scalex2 = -scalex2;
+ GL_CullFace(r_view.cullface_front);
+ }
+ else
+ GL_CullFace(r_view.cullface_back);
+
GL_DepthMask(false);
GL_DepthRange(0, depthshort ? 0.0625 : 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(!depthdisable);
vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
fog = 1 - fog;
- GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
+ GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
}
}
-static void R_DrawCollisionBrush(const colbrushf_t *brush)
-{
- int i;
- R_Mesh_VertexPointer(brush->points->v, 0, 0);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
- GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
-{
- int i;
- if (!surface->num_collisiontriangles)
- return;
- R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
- i = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
- GL_LockArrays(0, surface->num_collisionvertices);
- R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
- GL_LockArrays(0, 0);
-}
-
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)
{
texturelayer_t *layer;
layer->color[3] = a;
}
+static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+ double index, f;
+ index = parms[2] + r_refdef.time * parms[3];
+ index -= floor(index);
+ switch (func)
+ {
+ default:
+ case Q3WAVEFUNC_NONE:
+ case Q3WAVEFUNC_NOISE:
+ case Q3WAVEFUNC_COUNT:
+ f = 0;
+ break;
+ case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
+ case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
+ case Q3WAVEFUNC_SAWTOOTH: f = index;break;
+ case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
+ case Q3WAVEFUNC_TRIANGLE:
+ index *= 4;
+ f = index - floor(index);
+ if (index < 1)
+ f = f;
+ else if (index < 2)
+ f = 1 - f;
+ else if (index < 3)
+ f = -f;
+ else
+ f = -(1 - f);
+ break;
+ }
+ return (float)(parms[0] + parms[1] * f);
+}
+
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
int i;
model_t *model = ent->model;
+ float f;
+ float tcmat[12];
+ q3shaderinfo_layer_tcmod_t *tcmod;
// switch to an alternate material if this is a q1bsp animated material
{
{
// use an alternate animation if the entity's frame is not 0,
// and only if the texture has an alternate animation
- if (ent->frame != 0 && t->anim_total[1])
+ if (ent->frame2 != 0 && t->anim_total[1])
t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
else
t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
{
strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
- r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
+ r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
}
t->currentskinframe = r_qwskincache_skinframe[i];
if (t->currentskinframe == NULL)
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
+ {
t->currentalpha *= r_wateralpha.value;
+ /*
+ * FIXME what is this supposed to do?
+ // if rendering refraction/reflection, disable transparency
+ if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
+ t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
+ */
+ }
+ if(!r_waterstate.enabled)
+ t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+ else if (rsurface.modeltexcoordlightmap2f == NULL)
+ {
+ // pick a model lighting mode
+ if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+ t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
+ else
+ t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+ }
if (ent->effects & EF_ADDITIVE)
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (ent->flags & RENDER_VIEWMODEL)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
- if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
- t->currenttexmatrix = r_waterscrollmatrix;
- else
- t->currenttexmatrix = identitymatrix;
if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+ // make sure that the waterscroll matrix is used on water surfaces when
+ // there is no tcmod
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ t->currenttexmatrix = r_waterscrollmatrix;
+
+ for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
+ {
+ matrix4x4_t matrix;
+ switch(tcmod->tcmod)
+ {
+ case Q3TCMOD_COUNT:
+ case Q3TCMOD_NONE:
+ if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+ matrix = r_waterscrollmatrix;
+ else
+ matrix = identitymatrix;
+ break;
+ case Q3TCMOD_ENTITYTRANSLATE:
+ // this is used in Q3 to allow the gamecode to control texcoord
+ // scrolling on the entity, which is not supported in darkplaces yet.
+ Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
+ break;
+ case Q3TCMOD_ROTATE:
+ Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
+ Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
+ Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
+ break;
+ case Q3TCMOD_SCALE:
+ Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
+ break;
+ case Q3TCMOD_SCROLL:
+ Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
+ break;
+ case Q3TCMOD_STRETCH:
+ f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
+ Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
+ break;
+ case Q3TCMOD_TRANSFORM:
+ VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
+ VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
+ VectorSet(tcmat + 6, 0 , 0 , 1);
+ VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
+ Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
+ break;
+ case Q3TCMOD_TURBULENT:
+ // this is handled in the RSurf_PrepareVertices function
+ matrix = identitymatrix;
+ break;
+ }
+ // either replace or concatenate the transformation
+ if (i < 1)
+ t->currenttexmatrix = matrix;
+ else
+ {
+ matrix4x4_t temp = t->currenttexmatrix;
+ Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
+ }
+ }
+
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
- t->glosstexture = r_texture_white;
+ t->glosstexture = r_texture_black;
t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
- t->backgroundglosstexture = r_texture_white;
+ t->backgroundglosstexture = r_texture_black;
t->specularpower = r_shadow_glossexponent.value;
// TODO: store reference values for these in the texture?
t->specularscale = 0;
{
if (r_shadow_glossintensity.value > 0)
{
- t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
- t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
+ t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
+ t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
t->specularscale = r_shadow_glossintensity.value;
}
}
else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+ {
+ t->glosstexture = r_texture_white;
+ t->backgroundglosstexture = r_texture_white;
t->specularscale = r_shadow_gloss2intensity.value;
+ }
+ }
+
+ // lightmaps mode looks bad with dlights using actual texturing, so turn
+ // off the colormap and glossmap, but leave the normalmap on as it still
+ // accurately represents the shading involved
+ if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+ {
+ t->basetexture = r_texture_white;
+ t->specularscale = 0;
+ }
+
+ t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
+ t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
+ // submodels are biased to avoid z-fighting with world surfaces that they
+ // may be exactly overlapping (avoids z-fighting artifacts on certain
+ // doors and things in Quake maps)
+ if (ent->model->brush.submodel)
+ {
+ t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
+ t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
}
+ VectorClear(t->dlightcolor);
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
- if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
- else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+ if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
{
int blendfunc1, blendfunc2, depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
else
{
float colorscale;
+ // set the color tint used for lights affecting this surface
+ VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
colorscale = 2;
// q3bsp has no lightmap updates, so the lightstylevalue that
// would normally be baked into the lightmap must be
// applied to the color
+ // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
if (ent->model->type == mod_brushq3)
- colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
+ colorscale *= r_refdef.rtlightstylevalue[0];
colorscale *= r_refdef.lightmapintensity;
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
-int rsurface_array_size = 0;
-float *rsurface_array_modelvertex3f = NULL;
-float *rsurface_array_modelsvector3f = NULL;
-float *rsurface_array_modeltvector3f = NULL;
-float *rsurface_array_modelnormal3f = NULL;
-float *rsurface_array_deformedvertex3f = NULL;
-float *rsurface_array_deformedsvector3f = NULL;
-float *rsurface_array_deformedtvector3f = NULL;
-float *rsurface_array_deformednormal3f = NULL;
-float *rsurface_array_color4f = NULL;
-float *rsurface_array_texcoord3f = NULL;
+rsurfacestate_t rsurface;
void R_Mesh_ResizeArrays(int newvertices)
{
float *base;
- if (rsurface_array_size >= newvertices)
+ if (rsurface.array_size >= newvertices)
return;
- if (rsurface_array_modelvertex3f)
- Mem_Free(rsurface_array_modelvertex3f);
- rsurface_array_size = (newvertices + 1023) & ~1023;
- base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
- rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
- rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
- rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
- rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
- rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
- rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
- rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
- rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
- rsurface_array_texcoord3f = base + rsurface_array_size * 24;
- rsurface_array_color4f = base + rsurface_array_size * 27;
+ if (rsurface.array_modelvertex3f)
+ Mem_Free(rsurface.array_modelvertex3f);
+ rsurface.array_size = (newvertices + 1023) & ~1023;
+ base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
+ rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
+ rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
+ rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
+ rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
+ rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
+ rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
+ rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
+ rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
+ rsurface.array_texcoord3f = base + rsurface.array_size * 24;
+ rsurface.array_color4f = base + rsurface.array_size * 27;
+ rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
}
-float *rsurface_modelvertex3f;
-int rsurface_modelvertex3f_bufferobject;
-size_t rsurface_modelvertex3f_bufferoffset;
-float *rsurface_modelsvector3f;
-int rsurface_modelsvector3f_bufferobject;
-size_t rsurface_modelsvector3f_bufferoffset;
-float *rsurface_modeltvector3f;
-int rsurface_modeltvector3f_bufferobject;
-size_t rsurface_modeltvector3f_bufferoffset;
-float *rsurface_modelnormal3f;
-int rsurface_modelnormal3f_bufferobject;
-size_t rsurface_modelnormal3f_bufferoffset;
-float *rsurface_vertex3f;
-int rsurface_vertex3f_bufferobject;
-size_t rsurface_vertex3f_bufferoffset;
-float *rsurface_svector3f;
-int rsurface_svector3f_bufferobject;
-size_t rsurface_svector3f_bufferoffset;
-float *rsurface_tvector3f;
-int rsurface_tvector3f_bufferobject;
-size_t rsurface_tvector3f_bufferoffset;
-float *rsurface_normal3f;
-int rsurface_normal3f_bufferobject;
-size_t rsurface_normal3f_bufferoffset;
-float *rsurface_lightmapcolor4f;
-int rsurface_lightmapcolor4f_bufferobject;
-size_t rsurface_lightmapcolor4f_bufferoffset;
-vec3_t rsurface_modelorg;
-qboolean rsurface_generatedvertex;
-const entity_render_t *rsurface_entity;
-const model_t *rsurface_model;
-texture_t *rsurface_texture;
-rtexture_t *rsurface_lightmaptexture;
-rtexture_t *rsurface_deluxemaptexture;
-rsurfmode_t rsurface_mode;
-int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
-
void RSurf_CleanUp(void)
{
CHECKGLERROR
- if (rsurface_mode == RSURFMODE_GLSL)
+ if (rsurface.mode == RSURFMODE_GLSL)
{
qglUseProgramObjectARB(0);CHECKGLERROR
}
GL_AlphaTest(false);
- rsurface_mode = RSURFMODE_NONE;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
- rsurface_texture = NULL;
+ rsurface.mode = RSURFMODE_NONE;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
}
void RSurf_ActiveWorldEntity(void)
{
+ model_t *model = r_refdef.worldmodel;
RSurf_CleanUp();
- rsurface_entity = r_refdef.worldentity;
- rsurface_model = r_refdef.worldmodel;
- if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
- R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+ if (rsurface.array_size < model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+ rsurface.matrix = identitymatrix;
+ rsurface.inversematrix = identitymatrix;
R_Mesh_Matrix(&identitymatrix);
- VectorCopy(r_view.origin, rsurface_modelorg);
- rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
- rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
- rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
- rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
- rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
- rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
- rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
- rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
- rsurface_generatedvertex = false;
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+ VectorCopy(r_view.origin, rsurface.modelorg);
+ VectorSet(rsurface.modellight_ambient, 0, 0, 0);
+ VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
+ VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+ VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
+ VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+ rsurface.frameblend[0].frame = 0;
+ rsurface.frameblend[0].lerp = 1;
+ rsurface.frameblend[1].frame = 0;
+ rsurface.frameblend[1].lerp = 0;
+ rsurface.frameblend[2].frame = 0;
+ rsurface.frameblend[2].lerp = 0;
+ rsurface.frameblend[3].frame = 0;
+ rsurface.frameblend[3].lerp = 0;
+ rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
+ rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+ rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+ rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+ rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+ rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+ rsurface.modelnormal3f = model->surfmesh.data_normal3f;
+ rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+ rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
+ rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+ rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+ rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
+ rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+ rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
+ rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+ rsurface.modelelement3i = model->surfmesh.data_element3i;
+ rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+ rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+ rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+ rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+ rsurface.modelsurfaces = model->data_surfaces;
+ rsurface.generatedvertex = false;
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
+ model_t *model = ent->model;
RSurf_CleanUp();
- rsurface_entity = ent;
- rsurface_model = ent->model;
- if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
- R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
- if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
+ if (rsurface.array_size < model->surfmesh.num_vertices)
+ R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+ rsurface.matrix = ent->matrix;
+ rsurface.inversematrix = ent->inversematrix;
+ R_Mesh_Matrix(&rsurface.matrix);
+ Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
+ VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+ VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
+ VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
+ VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
+ VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+ rsurface.frameblend[0] = ent->frameblend[0];
+ rsurface.frameblend[1] = ent->frameblend[1];
+ rsurface.frameblend[2] = ent->frameblend[2];
+ rsurface.frameblend[3] = ent->frameblend[3];
+ if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
{
if (wanttangents)
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = rsurface_array_modelsvector3f;
- rsurface_modeltvector3f = rsurface_array_modeltvector3f;
- rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+ rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+ rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
}
else if (wantnormals)
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = NULL;
- rsurface_modeltvector3f = NULL;
- rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
}
else
{
- rsurface_modelvertex3f = rsurface_array_modelvertex3f;
- rsurface_modelsvector3f = NULL;
- rsurface_modeltvector3f = NULL;
- rsurface_modelnormal3f = NULL;
- Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
+ rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+ rsurface.modelsvector3f = NULL;
+ rsurface.modeltvector3f = NULL;
+ rsurface.modelnormal3f = NULL;
+ Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
}
- rsurface_modelvertex3f_bufferobject = 0;
- rsurface_modelvertex3f_bufferoffset = 0;
- rsurface_modelsvector3f_bufferobject = 0;
- rsurface_modelsvector3f_bufferoffset = 0;
- rsurface_modeltvector3f_bufferobject = 0;
- rsurface_modeltvector3f_bufferoffset = 0;
- rsurface_modelnormal3f_bufferobject = 0;
- rsurface_modelnormal3f_bufferoffset = 0;
- rsurface_generatedvertex = true;
+ rsurface.modelvertex3f_bufferobject = 0;
+ rsurface.modelvertex3f_bufferoffset = 0;
+ rsurface.modelsvector3f_bufferobject = 0;
+ rsurface.modelsvector3f_bufferoffset = 0;
+ rsurface.modeltvector3f_bufferobject = 0;
+ rsurface.modeltvector3f_bufferoffset = 0;
+ rsurface.modelnormal3f_bufferobject = 0;
+ rsurface.modelnormal3f_bufferoffset = 0;
+ rsurface.generatedvertex = true;
}
else
{
- rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
- rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
- rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
- rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
- rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
- rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
- rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
- rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
- rsurface_generatedvertex = false;
- }
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
+ rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
+ rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+ rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+ rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+ rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+ rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+ rsurface.modelnormal3f = model->surfmesh.data_normal3f;
+ rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+ rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+ rsurface.generatedvertex = false;
+ }
+ rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
+ rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+ rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+ rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
+ rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+ rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
+ rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+ rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+ rsurface.modelelement3i = model->surfmesh.data_element3i;
+ rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+ rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+ rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+ rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+ rsurface.modelsurfaces = model->data_surfaces;
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
}
+static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
- if (rsurface_generatedvertex)
- {
- if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- generatetangents = true;
- if (generatetangents)
+ int deformindex;
+ int texturesurfaceindex;
+ int i, j;
+ float amplitude;
+ float animpos;
+ float scale;
+ const float *v1, *in_tc;
+ float *out_tc;
+ float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+ float waveparms[4];
+ q3shaderinfo_deform_t *deform;
+ // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
+ if (rsurface.generatedvertex)
+ {
+ if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
generatenormals = true;
- if (generatenormals && !rsurface_modelnormal3f)
+ for (i = 0;i < Q3MAXDEFORMS;i++)
{
- rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
- Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
+ if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
+ {
+ generatetangents = true;
+ generatenormals = true;
+ }
+ if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
+ generatenormals = true;
}
- if (generatetangents && !rsurface_modelsvector3f)
+ if (generatenormals && !rsurface.modelnormal3f)
{
- rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
- rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
- Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
+ rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
+ Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
+ }
+ if (generatetangents && !rsurface.modelsvector3f)
+ {
+ rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
+ Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
}
}
- // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
- if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
- {
- int texturesurfaceindex;
- float center[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
- Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
- // make deformed versions of only the model vertices used by the specified surfaces
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ rsurface.vertex3f = rsurface.modelvertex3f;
+ rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+ rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+ rsurface.svector3f = rsurface.modelsvector3f;
+ rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+ rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+ rsurface.tvector3f = rsurface.modeltvector3f;
+ rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+ rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+ rsurface.normal3f = rsurface.modelnormal3f;
+ rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+ rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+ // if vertices are deformed (sprite flares and things in maps, possibly
+ // water waves, bulges and other deformations), generate them into
+ // rsurface.deform* arrays from whatever the rsurface.* arrays point to
+ // (may be static model data or generated data for an animated model, or
+ // the previous deform pass)
+ for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+ {
+ switch (deform->deform)
{
- int i, j;
- const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- // a single autosprite surface can contain multiple sprites...
- for (j = 0;j < surface->num_vertices - 3;j += 4)
+ default:
+ case Q3DEFORM_PROJECTIONSHADOW:
+ case Q3DEFORM_TEXT0:
+ case Q3DEFORM_TEXT1:
+ case Q3DEFORM_TEXT2:
+ case Q3DEFORM_TEXT3:
+ case Q3DEFORM_TEXT4:
+ case Q3DEFORM_TEXT5:
+ case Q3DEFORM_TEXT6:
+ case Q3DEFORM_TEXT7:
+ case Q3DEFORM_NONE:
+ break;
+ case Q3DEFORM_AUTOSPRITE:
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+ VectorNormalize(newforward);
+ VectorNormalize(newright);
+ VectorNormalize(newup);
+ // make deformed versions of only the model vertices used by the specified surfaces
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
{
- forward[0] = rsurface_modelorg[0] - center[0];
- forward[1] = rsurface_modelorg[1] - center[1];
- forward[2] = 0;
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
+ VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
+ VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
+ for (i = 0;i < 4;i++)
+ {
+ VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+ VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_AUTOSPRITE2:
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+ VectorNormalize(newforward);
+ VectorNormalize(newright);
+ VectorNormalize(newup);
+ // make deformed versions of only the model vertices used by the specified surfaces
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ const float *v1, *v2;
+ vec3_t start, end;
+ float f, l;
+ struct
+ {
+ float length2;
+ const float *v1;
+ const float *v2;
+ }
+ shortest[2];
+ memset(shortest, 0, sizeof(shortest));
+ // a single autosprite surface can contain multiple sprites...
+ for (j = 0;j < surface->num_vertices - 3;j += 4)
+ {
+ VectorClear(center);
+ for (i = 0;i < 4;i++)
+ VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+ VectorScale(center, 0.25f, center);
+ // find the two shortest edges, then use them to define the
+ // axis vectors for rotating around the central axis
+ for (i = 0;i < 6;i++)
+ {
+ v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+ v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
+ Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
+ Debug_PolygonEnd();
+#endif
+ l = VectorDistance2(v1, v2);
+ // this length bias tries to make sense of square polygons, assuming they are meant to be upright
+ if (v1[2] != v2[2])
+ l += (1.0f / 1024.0f);
+ if (shortest[0].length2 > l || i == 0)
+ {
+ shortest[1] = shortest[0];
+ shortest[0].length2 = l;
+ shortest[0].v1 = v1;
+ shortest[0].v2 = v2;
+ }
+ else if (shortest[1].length2 > l || i == 1)
+ {
+ shortest[1].length2 = l;
+ shortest[1].v1 = v1;
+ shortest[1].v2 = v2;
+ }
+ }
+ VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
+ VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
+ Debug_PolygonEnd();
+#endif
+ // this calculates the right vector from the shortest edge
+ // and the up vector from the edge midpoints
+ VectorSubtract(shortest[0].v1, shortest[0].v2, right);
+ VectorNormalize(right);
+ VectorSubtract(end, start, up);
+ VectorNormalize(up);
+ // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
+ //VectorSubtract(rsurface.modelorg, center, forward);
+ Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
+ VectorNegate(forward, forward);
+ VectorReflect(forward, 0, up, forward);
VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- right[2] = 0;
- VectorSet(up, 0, 0, 1);
+ CrossProduct(up, forward, newright);
+ VectorNormalize(newright);
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
+ Debug_PolygonEnd();
+#endif
+#if 0
+ Debug_PolygonBegin(NULL, 0, false, 0);
+ Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
+ Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
+ Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
+ Debug_PolygonEnd();
+#endif
+ // rotate the quad around the up axis vector, this is made
+ // especially easy by the fact we know the quad is flat,
+ // so we only have to subtract the center position and
+ // measure distance along the right vector, and then
+ // multiply that by the newright vector and add back the
+ // center position
+ // we also need to subtract the old position to undo the
+ // displacement from the center, which we do with a
+ // DotProduct, the subtraction/addition of center is also
+ // optimized into DotProducts here
+ l = DotProduct(right, center);
+ for (i = 0;i < 4;i++)
+ {
+ v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
+ f = DotProduct(right, v1) - l;
+ VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+ }
+ }
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_NORMAL:
+ // deform the normals to make reflections wavey
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ float vertex[3];
+ float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
+ VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
+ VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
+ normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+ VectorNormalize(normal);
+ }
+ Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ rsurface.svector3f = rsurface.array_deformedsvector3f;
+ rsurface.svector3f_bufferobject = 0;
+ rsurface.svector3f_bufferoffset = 0;
+ rsurface.tvector3f = rsurface.array_deformedtvector3f;
+ rsurface.tvector3f_bufferobject = 0;
+ rsurface.tvector3f_bufferoffset = 0;
+ rsurface.normal3f = rsurface.array_deformednormal3f;
+ rsurface.normal3f_bufferobject = 0;
+ rsurface.normal3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_WAVE:
+ // deform vertex array to make wavey water and flags and such
+ waveparms[0] = deform->waveparms[0];
+ waveparms[1] = deform->waveparms[1];
+ waveparms[2] = deform->waveparms[2];
+ waveparms[3] = deform->waveparms[3];
+ // this is how a divisor of vertex influence on deformation
+ animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
+ scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
+ VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
+ // if the wavefunc depends on time, evaluate it per-vertex
+ if (waveparms[3])
+ {
+ waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
+ scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+ }
+ VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
+ }
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_BULGE:
+ // deform vertex array to make the surface have moving bulges
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
+ VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
}
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
- for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
}
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
- Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ break;
+ case Q3DEFORM_MOVE:
+ // deform vertex array
+ scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
+ VectorScale(deform->parms, scale, waveparms);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_vertices;j++)
+ VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
+ }
+ rsurface.vertex3f = rsurface.array_deformedvertex3f;
+ rsurface.vertex3f_bufferobject = 0;
+ rsurface.vertex3f_bufferoffset = 0;
+ break;
}
- rsurface_vertex3f = rsurface_array_deformedvertex3f;
- rsurface_vertex3f_bufferobject = 0;
- rsurface_vertex3f_bufferoffset = 0;
- rsurface_svector3f = rsurface_array_deformedsvector3f;
- rsurface_svector3f_bufferobject = 0;
- rsurface_svector3f_bufferoffset = 0;
- rsurface_tvector3f = rsurface_array_deformedtvector3f;
- rsurface_tvector3f_bufferobject = 0;
- rsurface_tvector3f_bufferoffset = 0;
- rsurface_normal3f = rsurface_array_deformednormal3f;
- rsurface_normal3f_bufferobject = 0;
- rsurface_normal3f_bufferoffset = 0;
}
- else
- {
- rsurface_vertex3f = rsurface_modelvertex3f;
- rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
- rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
- rsurface_svector3f = rsurface_modelsvector3f;
- rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
- rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
- rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
- rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
- rsurface_normal3f = rsurface_modelnormal3f;
- rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
- rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
- }
- R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
+ // generate texcoords based on the chosen texcoord source
+ switch(rsurface.texture->tcgen.tcgen)
+ {
+ default:
+ case Q3TCGEN_TEXTURE:
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
+ rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
+ break;
+ case Q3TCGEN_LIGHTMAP:
+ rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
+ rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+ rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+ break;
+ case Q3TCGEN_VECTOR:
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
+ {
+ out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
+ out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
+ }
+ }
+ rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = 0;
+ rsurface.texcoordtexture2f_bufferoffset = 0;
+ break;
+ case Q3TCGEN_ENVIRONMENT:
+ // make environment reflections using a spheremap
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
+ const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
+ float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
+ for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
+ {
+ float l, d, eyedir[3];
+ VectorSubtract(rsurface.modelorg, vertex, eyedir);
+ l = 0.5f / VectorLength(eyedir);
+ d = DotProduct(normal, eyedir)*2;
+ out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
+ out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
+ }
+ }
+ rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = 0;
+ rsurface.texcoordtexture2f_bufferoffset = 0;
+ break;
+ }
+ // the only tcmod that needs software vertex processing is turbulent, so
+ // check for it here and apply the changes if needed
+ // and we only support that as the first one
+ // (handling a mixture of turbulent and other tcmods would be problematic
+ // without punting it entirely to a software path)
+ if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+ {
+ amplitude = rsurface.texture->tcmods[0].parms[1];
+ animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
+ {
+ out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ }
+ }
+ rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
+ rsurface.texcoordtexture2f_bufferobject = 0;
+ rsurface.texcoordtexture2f_bufferoffset = 0;
+ }
+ rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
+ rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+ rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+ R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
}
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
if (texturenumsurfaces == 1)
{
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
else if (r_batchmode.integer == 2)
{
j = i + 1;
if (surface->num_triangles > MAXBATCHTRIANGLES)
{
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
continue;
}
- memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
batchtriangles = surface->num_triangles;
firstvertex = surface->num_firstvertex;
endvertex = surface->num_firstvertex + surface->num_vertices;
surface2 = texturesurfacelist[j];
if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
break;
- memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
batchtriangles += surface2->num_triangles;
firstvertex = min(firstvertex, surface2->num_firstvertex);
endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
GL_LockArrays(surface->num_firstvertex, numvertices);
- R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
else
{
surface = texturesurfacelist[i];
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+ }
+}
+
+static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
+{
+ int i, planeindex, vertexindex;
+ float d, bestd;
+ vec3_t vert;
+ const float *v;
+ r_waterstate_waterplane_t *p, *bestp;
+ msurface_t *surface;
+ if (r_waterstate.renderingscene)
+ return;
+ for (i = 0;i < texturenumsurfaces;i++)
+ {
+ surface = texturesurfacelist[i];
+ if (lightmaptexunit >= 0)
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ // pick the closest matching water plane
+ bestd = 0;
+ bestp = NULL;
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
+ d = 0;
+ for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, v, vert);
+ d += fabs(PlaneDiff(vert, &p->plane));
+ }
+ if (bestd > d || !bestp)
+ {
+ bestd = d;
+ bestp = p;
+ }
+ }
+ if (bestp)
+ {
+ if (refractiontexunit >= 0)
+ R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
+ if (reflectiontexunit >= 0)
+ R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
+ }
+ else
+ {
+ if (refractiontexunit >= 0)
+ R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
+ if (reflectiontexunit >= 0)
+ R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+}
+
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
+{
+ int i;
+ int j;
+ const msurface_t *surface = texturesurfacelist[0];
+ const msurface_t *surface2;
+ int firstvertex;
+ int endvertex;
+ int numvertices;
+ int numtriangles;
+ // TODO: lock all array ranges before render, rather than on each surface
+ if (texturenumsurfaces == 1)
+ {
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+ else if (r_batchmode.integer == 2)
+ {
+ #define MAXBATCHTRIANGLES 4096
+ int batchtriangles = 0;
+ int batchelements[MAXBATCHTRIANGLES*3];
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ j = i + 1;
+ if (surface->num_triangles > MAXBATCHTRIANGLES)
+ {
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
+ continue;
+ }
+ memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ batchtriangles = surface->num_triangles;
+ firstvertex = surface->num_firstvertex;
+ endvertex = surface->num_firstvertex + surface->num_vertices;
+ for (;j < texturenumsurfaces;j++)
+ {
+ surface2 = texturesurfacelist[j];
+ if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
+ break;
+ memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+ batchtriangles += surface2->num_triangles;
+ firstvertex = min(firstvertex, surface2->num_firstvertex);
+ endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
+ }
+ surface2 = texturesurfacelist[j-1];
+ numvertices = endvertex - firstvertex;
+ R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
+ }
+ }
+ else if (r_batchmode.integer == 1)
+ {
+#if 0
+ Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+ if (texturesurfacelist[j] != surface2)
+ break;
+ Con_Printf(" %i", j - i);
+ }
+ Con_Printf("\n");
+ Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
+#endif
+ for (i = 0;i < texturenumsurfaces;i = j)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+ if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
+ break;
+#if 0
+ Con_Printf(" %i", j - i);
+#endif
+ surface2 = texturesurfacelist[j-1];
+ numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
+ numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
+ GL_LockArrays(surface->num_firstvertex, numvertices);
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+#if 0
+ Con_Printf("\n");
+#endif
+ }
+ else
+ {
+ for (i = 0;i < texturenumsurfaces;i++)
+ {
+ surface = texturesurfacelist[i];
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
{
float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
GL_Color(f, f, f, 1);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
}
}
}
int k = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
int i;
float f;
float *v, *c, *c2;
- if (rsurface_lightmapcolor4f)
+ if (rsurface.lightmapcolor4f)
{
// generate color arrays for the surfaces in this list
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
f = FogPoint_Model(v);
c2[0] = c[0] * f;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
f = FogPoint_Model(v);
c2[0] = f;
}
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
int texturesurfaceindex;
int i;
float *c, *c2;
- if (!rsurface_lightmapcolor4f)
+ if (!rsurface.lightmapcolor4f)
return;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
c2[0] = c[0] * r;
c2[1] = c[1] * g;
c2[3] = c[3] * a;
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
- R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
}
static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize applyfog && applycolor case
// just apply fog if necessary, and tint the fog color array if necessary
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
if (surface->lightmapinfo->samples)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+ const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
VectorScale(lm, scale, c);
if (surface->lightmapinfo->styles[1] != 255)
c[3] = 1;
}
}
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
else
{
- rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
- rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
- rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
+ rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+ rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+ rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
}
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
vec3_t lightdir;
// TODO: optimize
// model lighting
- VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
- ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
- ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
- ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
- diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
- diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
- diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+ VectorCopy(rsurface.modellight_lightdir, lightdir);
+ ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
+ ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
+ ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
+ diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
+ diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
+ diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
if (VectorLength2(diffusecolor) > 0)
{
// generate color arrays for the surfaces in this list
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
int numverts = surface->num_vertices;
- v = rsurface_vertex3f + 3 * surface->num_firstvertex;
- c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
- c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+ v = rsurface.vertex3f + 3 * surface->num_firstvertex;
+ c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
+ c = rsurface.array_color4f + 4 * surface->num_firstvertex;
// q3-style directional shading
for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
{
b = 1;
a = 1;
applycolor = false;
- rsurface_lightmapcolor4f = rsurface_array_color4f;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
else
{
r = ambientcolor[0];
g = ambientcolor[1];
b = ambientcolor[2];
- rsurface_lightmapcolor4f = NULL;
- rsurface_lightmapcolor4f_bufferobject = 0;
- rsurface_lightmapcolor4f_bufferoffset = 0;
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
}
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
+ R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ if (rsurface.mode != RSURFMODE_SHOWSURFACES)
{
- rsurface_mode = RSURFMODE_SHOWSURFACES;
+ rsurface.mode = RSURFMODE_SHOWSURFACES;
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_ColorPointer(NULL, 0, 0);
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
- if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
return;
- if (rsurface_mode != RSURFMODE_SKY)
+ if (rsurface.mode != RSURFMODE_SKY)
{
- if (rsurface_mode == RSURFMODE_GLSL)
+ if (rsurface.mode == RSURFMODE_GLSL)
{
qglUseProgramObjectARB(0);CHECKGLERROR
}
- rsurface_mode = RSURFMODE_SKY;
+ rsurface.mode = RSURFMODE_SKY;
}
if (skyrendernow)
{
skyrendernow = false;
R_Sky();
// restore entity matrix
- R_Mesh_Matrix(&rsurface_entity->matrix);
+ R_Mesh_Matrix(&rsurface.matrix);
}
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
// in Quake3 maps as it causes problems with q3map2 sky tricks,
// and skymasking also looks very bad when noclipping outside the
// level, so don't use it then either.
- if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
+ if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
{
GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
R_Mesh_ColorPointer(NULL, 0, 0);
static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- if (rsurface_mode != RSURFMODE_GLSL)
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+ return;
+
+ if (rsurface.mode != RSURFMODE_GLSL)
{
- rsurface_mode = RSURFMODE_GLSL;
+ rsurface.mode = RSURFMODE_GLSL;
R_Mesh_ResetTextureState();
}
- R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
- if (!r_glsl_permutation)
- return;
-
- if (rsurface_lightmode == 2)
- RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
- else
- RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
- R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
-
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+ R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+ R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+ R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+ R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+ R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+ R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
R_Mesh_ColorPointer(NULL, 0, 0);
}
- else if (rsurface_lightmaptexture)
+ else if (rsurface.uselightmaptexture)
{
- R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
+ R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
R_Mesh_ColorPointer(NULL, 0, 0);
}
else
{
R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+ }
+ R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
+ R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+ R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+
+ if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+ {
+ // render background
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+
+ R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+ if (r_glsl_permutation)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
+ }
+
+ GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(false);
+ GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
- R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ }
+ else if (rsurface.uselightmaptexture)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ }
+ else
+ {
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+ }
+ R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+ R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
+ }
+
+ R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+ if (!r_glsl_permutation)
+ return;
+
+ RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+ GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0)
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
}
- if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
- R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
- if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
- R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+ else
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
}
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
+ else
+ {
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+ else
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
+ if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
{
}
}
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+
+ for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
{
vec4_t layercolor;
int layertexrgbscale;
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
if (layerindex == 0)
GL_AlphaTest(true);
case TEXTURELAYERTYPE_LITTEXTURE:
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (rsurface_lightmaptexture)
+ else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
{
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
}
R_Mesh_TextureState(&m);
// generate a color array for the fog pass
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
float f, *v, *c;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
f = 1 - FogPoint_Model(v);
c[0] = layercolor[0];
GL_LockArrays(0, 0);
}
CHECKGLERROR
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
rmeshstate_t m;
int layerindex;
const texturelayer_t *layer;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+
+ for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
if (layerindex == 0)
GL_AlphaTest(true);
// first the lightmap pass
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+ m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
- else if (rsurface_lightmaptexture)
+ else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
}
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface_lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 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);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
break;
case TEXTURELAYERTYPE_FOG:
// singletexture fogging
- R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
+ R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
if (layer->texture)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
- m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
- m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
+ m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
}
else
int i;
float f, *v, *c;
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
f = 1 - FogPoint_Model(v);
c[0] = layer->color[0];
GL_LockArrays(0, 0);
}
CHECKGLERROR
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
{
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
{
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
- r_shadow_rtlight = NULL;
+ rsurface.rtlight = NULL;
CHECKGLERROR
if (depthonly)
{
- if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
return;
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+ return;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
if (r_depthfirst.integer == 3)
{
- int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces);
- GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
+ int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
+ if (!r_view.showdebug)
+ GL_Color(0, 0, 0, 1);
+ else
+ GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
}
else
{
GL_ColorMask(0,0,0,0);
GL_Color(1,1,1,1);
}
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
else if (r_depthfirst.integer == 3)
return;
+ else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
+ {
+ GL_Color(0, 0, 0, 1);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
else if (r_showsurfaces.integer)
{
- if (rsurface_mode != RSURFMODE_MULTIPASS)
- rsurface_mode = RSURFMODE_MULTIPASS;
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(true);
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(writedepth);
GL_Color(1,1,1,1);
R_Mesh_ResetTextureState();
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
- else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+ else if (gl_lightmaps.integer)
{
- R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ rmeshstate_t m;
+ if (rsurface.mode != RSURFMODE_MULTIPASS)
+ rsurface.mode = RSURFMODE_MULTIPASS;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_DepthTest(true);
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
+ GL_Color(1,1,1,1);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(r_texture_white);
+ m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+ m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
+ R_Mesh_TextureState(&m);
+ RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+ RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else if (rsurface.uselightmaptexture)
+ RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+ else
+ RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
}
- else if (rsurface_texture->currentnumlayers)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+ R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+ else if (rsurface.texture->currentnumlayers)
{
// write depth for anything we skipped on the depth-only pass earlier
- if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
writedepth = true;
- GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
- GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
- GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
- GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
- GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
- // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
- rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+ GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+ GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
+ GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
if (r_glsl.integer && gl_support_fragment_shader)
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
else if (gl_combine.integer && r_textureunits.integer >= 2)
R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
else
R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
- r_refdef.stats.entities_surfaces += texturenumsurfaces;
}
CHECKGLERROR
GL_LockArrays(0, 0);
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
- surface = rsurface_model->data_surfaces + surfacelist[i];
+ surface = rsurface.modelsurfaces + surfacelist[i];
texture = surface->texture;
R_UpdateTextureInfo(ent, texture);
- rsurface_texture = texture->currentframe;
- rsurface_lightmaptexture = surface->lightmaptexture;
- rsurface_deluxemaptexture = surface->deluxemaptexture;
+ rsurface.texture = texture->currentframe;
+ rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
// scan ahead until we find a different texture
endsurface = min(i + 1024, numsurfaces);
texturenumsurfaces = 0;
texturesurfacelist[texturenumsurfaces++] = surface;
for (;j < endsurface;j++)
{
- surface = rsurface_model->data_surfaces + surfacelist[j];
- if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+ surface = rsurface.modelsurfaces + surfacelist[j];
+ if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
break;
texturesurfacelist[texturenumsurfaces++] = surface;
}
RSurf_CleanUp();
}
-void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
{
int i, j;
vec3_t tempcenter, center;
texture_t *texture;
+ // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
+ if (addwaterplanes)
+ {
+ for (i = 0;i < numsurfaces;i++)
+ if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
+ R_Water_AddWaterPlane(surfacelist[i]);
+ return;
+ }
// break the surface list down into batches by texture and use of lightmapping
for (i = 0;i < numsurfaces;i = j)
{
j = i + 1;
- // texture is the base texture pointer, rsurface_texture is the
+ // texture is the base texture pointer, rsurface.texture is the
// current frame/skin the texture is directing us to use (for example
// if a model has 2 skins and it is on skin 1, then skin 0 tells us to
// use skin 1 instead)
texture = surfacelist[i]->texture;
- rsurface_texture = texture->currentframe;
- rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
- rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
- if (!(rsurface_texture->currentmaterialflags & flagsmask))
+ rsurface.texture = texture->currentframe;
+ rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+ if (!(rsurface.texture->currentmaterialflags & flagsmask))
{
// if this texture is not the kind we want, skip ahead to the next one
for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
;
continue;
}
- if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
// transparent surfaces get pushed off into the transparent queue
const msurface_t *surface = surfacelist[i];
tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
- Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+ Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
else
{
// simply scan ahead until we find a different texture or lightmap state
- for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
+ for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
;
// render the range of surfaces
R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
R_Mesh_Matrix(&identitymatrix);
}
}
-void R_DrawCollisionBrushes(entity_render_t *ent)
+void R_DrawDebugModel(entity_render_t *ent)
{
- int i;
+ int i, j, k, l, flagsmask;
+ const int *elements;
q3mbrush_t *brush;
msurface_t *surface;
model_t *model = ent->model;
- if (!model->brush.num_brushes)
- return;
- CHECKGLERROR
+ vec3_t v;
+
+ flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
+
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
- qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && brush->colbrushf->numtriangles)
- R_DrawCollisionBrush(brush->colbrushf);
- for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->num_collisiontriangles)
- R_DrawCollisionSurface(ent, surface);
- qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-}
+ GL_DepthMask(false);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
-{
- int i, j, k, l;
- const int *elements;
- msurface_t *surface;
- model_t *model = ent->model;
- vec3_t v;
- CHECKGLERROR
- GL_DepthRange(0, 1);
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
{
- if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
- continue;
- rsurface_texture = surface->texture->currentframe;
- if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
{
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- if (drawtris)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
{
- if (!rsurface_texture->currentlayers->depthmask)
- GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
- else if (ent == r_refdef.worldentity)
- GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
- else
- GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
- elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
- CHECKGLERROR
- qglBegin(GL_LINES);
- for (k = 0;k < surface->num_triangles;k++, elements += 3)
- {
-#define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
- GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
- GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
- GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
- }
- qglEnd();
- CHECKGLERROR
+ R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
+ GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+ R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
}
- if (drawnormals)
+ }
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ {
+ if (surface->num_collisiontriangles)
{
- GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
- {
- VectorCopy(rsurface_vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_svector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- CHECKGLERROR
- GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
+ GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
+ }
+ }
+ }
+
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+
+ if (r_showtris.integer || r_shownormals.integer)
+ {
+ if (r_showdisabledepthtest.integer)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
+ continue;
+ rsurface.texture = surface->texture->currentframe;
+ if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ if (r_showtris.value > 0)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
+ if (!rsurface.texture->currentlayers->depthmask)
+ GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
+ else if (ent == r_refdef.worldentity)
+ GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
+ else
+ GL_Color(0, r_view.colorscale, 0, r_showtris.value);
+ elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0;k < surface->num_triangles;k++, elements += 3)
+ {
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
+ GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+ GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+ GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
- GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ if (r_shownormals.value > 0)
{
- VectorCopy(rsurface_vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_normal3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ GL_Color(r_view.colorscale, 0, 0, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
+ GL_Color(r_view.colorscale, 1, 1, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ GL_Color(0, r_view.colorscale, 0, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
+ GL_Color(r_view.colorscale, 1, 1, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ GL_Color(0, 0, r_view.colorscale, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
+ GL_Color(r_view.colorscale, 1, 1, 1);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
}
}
+ rsurface.texture = NULL;
}
- rsurface_texture = NULL;
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
{
int i, j, endj, f, flagsmask;
- int counttriangles = 0;
- msurface_t *surface, **surfacechain;
+ msurface_t *surface;
texture_t *t;
model_t *model = r_refdef.worldmodel;
const int maxsurfacelist = 1024;
RSurf_ActiveWorldEntity();
- // update light styles
- if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
+ // update light styles on this submodel
+ if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
{
- for (i = 0;i < model->brushq1.light_styles;i++)
+ model_brush_lightstyleinfo_t *style;
+ for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
{
- if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+ if (style->value != r_refdef.lightstylevalue[style->style])
{
- model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
+ msurface_t *surfaces = model->data_surfaces;
+ int *list = style->surfacelist;
+ style->value = r_refdef.lightstylevalue[style->style];
+ for (j = 0;j < style->numsurfaces;j++)
+ surfaces[list[j]].cached_dlight = true;
}
}
}
R_UpdateAllTextureInfo(r_refdef.worldentity);
- flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+ if (debug)
+ {
+ R_DrawDebugModel(r_refdef.worldentity);
+ return;
+ }
+
f = 0;
t = NULL;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
j = model->firstmodelsurface;
endj = j + model->nummodelsurfaces;
R_BuildLightMap(r_refdef.worldentity, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
- counttriangles += surface->num_triangles;
+ r_refdef.stats.world_triangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ r_refdef.stats.world_surfaces += numsurfacelist;
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
numsurfacelist = 0;
}
}
}
}
+ r_refdef.stats.world_surfaces += numsurfacelist;
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
- r_refdef.stats.entities_triangles += counttriangles;
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
RSurf_CleanUp();
-
- if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
- R_DrawCollisionBrushes(r_refdef.worldentity);
-
- if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
- R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
}
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
{
- int i, f, flagsmask;
- int counttriangles = 0;
- msurface_t *surface, *endsurface, **surfacechain;
+ int i, j, f, flagsmask;
+ msurface_t *surface, *endsurface;
texture_t *t;
model_t *model = ent->model;
const int maxsurfacelist = 1024;
RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
// update light styles
- if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
{
- for (i = 0;i < model->brushq1.light_styles;i++)
+ model_brush_lightstyleinfo_t *style;
+ for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
{
- if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+ if (style->value != r_refdef.lightstylevalue[style->style])
{
- model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
- if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
- for (;(surface = *surfacechain);surfacechain++)
- surface->cached_dlight = true;
+ msurface_t *surfaces = model->data_surfaces;
+ int *list = style->surfacelist;
+ style->value = r_refdef.lightstylevalue[style->style];
+ for (j = 0;j < style->numsurfaces;j++)
+ surfaces[list[j]].cached_dlight = true;
}
}
}
R_UpdateAllTextureInfo(ent);
- flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+ if (debug)
+ {
+ R_DrawDebugModel(ent);
+ return;
+ }
+
f = 0;
t = NULL;
- rsurface_lightmaptexture = NULL;
- rsurface_deluxemaptexture = NULL;
- rsurface_texture = NULL;
+ rsurface.uselightmaptexture = false;
+ rsurface.texture = NULL;
numsurfacelist = 0;
surface = model->data_surfaces + model->firstmodelsurface;
endsurface = surface + model->nummodelsurfaces;
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
- counttriangles += surface->num_triangles;
+ r_refdef.stats.entities_triangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ r_refdef.stats.entities_surfaces += numsurfacelist;
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
numsurfacelist = 0;
}
}
}
+ r_refdef.stats.entities_surfaces += numsurfacelist;
if (numsurfacelist)
- R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
- r_refdef.stats.entities_triangles += counttriangles;
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
RSurf_CleanUp();
-
- if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
- R_DrawCollisionBrushes(ent);
-
- if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
- R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
}