#include "r_shadow.h"
#include "polygon.h"
-// used for dlight push checking and other things
-int r_framecount;
-
-mplane_t frustum[5];
-
-matrix4x4_t r_identitymatrix;
-
-renderstats_t renderstats;
-
-// true during envmap command capture
-qboolean envmap;
-
-// maximum visible distance (recalculated from world box each frame)
-float r_farclip;
-// brightness of world lightmaps and related lighting
-// (often reduced when world rtlights are enabled)
-float r_lightmapintensity;
-// whether to draw world lights realtime, dlights realtime, and their shadows
-qboolean r_rtworld;
-qboolean r_rtworldshadows;
-qboolean r_rtdlight;
-qboolean r_rtdlightshadows;
-
-
-// forces all rendering to draw triangle outlines
-int r_showtrispass;
-
-// view origin
-vec3_t r_vieworigin;
-vec3_t r_viewforward;
-vec3_t r_viewleft;
-vec3_t r_viewright;
-vec3_t r_viewup;
-int r_view_x;
-int r_view_y;
-int r_view_z;
-int r_view_width;
-int r_view_height;
-int r_view_depth;
-matrix4x4_t r_view_matrix;
+mempool_t *r_main_mempool;
+rtexturepool_t *r_main_texturepool;
//
// screen size info
//
-refdef_t r_refdef;
+r_refdef_t r_refdef;
+r_view_t r_view;
+r_viewcache_t r_viewcache;
+cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
+cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
+cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
+cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
+cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
+cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
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_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
+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 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_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_deluxemapping = {0, "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_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_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_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
+
+cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
+cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
+cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+
+typedef struct r_glsl_bloomshader_s
+{
+ int program;
+ int loc_Texture_Bloom;
+}
+r_glsl_bloomshader_t;
+
+static struct r_bloomstate_s
+{
+ qboolean enabled;
+ qboolean hdr;
+
+ int bloomwidth, bloomheight;
+
+ int screentexturewidth, screentextureheight;
+ rtexture_t *texture_screen;
+
+ int bloomtexturewidth, bloomtextureheight;
+ rtexture_t *texture_bloom;
+
+ r_glsl_bloomshader_t *shader;
+
+ // arrays for rendering the screen passes
+ float screentexcoord2f[8];
+ float bloomtexcoord2f[8];
+ float offsettexcoord2f[8];
+}
+r_bloomstate;
+
+// shadow volume bsp struct with automatically growing nodes buffer
+svbsp_t r_svbsp;
-rtexturepool_t *r_main_texturepool;
-rtexture_t *r_bloom_texture_screen;
-rtexture_t *r_bloom_texture_bloom;
rtexture_t *r_texture_blanknormalmap;
rtexture_t *r_texture_white;
rtexture_t *r_texture_black;
rtexture_t *r_texture_whitecube;
rtexture_t *r_texture_normalizationcube;
rtexture_t *r_texture_fogattenuation;
-rtexture_t *r_texture_fogintensity;
+//rtexture_t *r_texture_fogintensity;
+
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
+// temporary variable used by a macro
+int fogtableindex;
+
+// vertex coordinates for a quad that covers the screen exactly
+const static float r_screenvertex3f[12] =
+{
+ 0, 0, 0,
+ 1, 0, 0,
+ 1, 1, 0,
+ 0, 1, 0
+};
+
+extern void R_DrawModelShadows(void);
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
}
}
-vec3_t fogcolor;
-vec_t fogdensity;
-vec_t fogrange;
-vec_t fograngerecip;
-int fogtableindex;
-vec_t fogtabledistmultiplier;
-float fogtable[FOGTABLEWIDTH];
-float fog_density, fog_red, fog_green, fog_blue;
-qboolean fogenabled;
-qboolean oldgl_fogenable;
-void R_UpdateFog(void)
-{
- if (gamemode == GAME_NEHAHRA)
- {
- if (gl_fogenable.integer)
- {
- oldgl_fogenable = true;
- fog_density = gl_fogdensity.value;
- fog_red = gl_fogred.value;
- fog_green = gl_foggreen.value;
- fog_blue = gl_fogblue.value;
- }
- else if (oldgl_fogenable)
- {
- oldgl_fogenable = false;
- fog_density = 0;
- fog_red = 0;
- fog_green = 0;
- fog_blue = 0;
- }
- }
- if (fog_density)
- {
- fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
- fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
- fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
- }
- if (fog_density)
- {
- fogenabled = true;
- fogdensity = -4000.0f / (fog_density * fog_density);
- // 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)
- fogrange = 400 / fog_density;
- fograngerecip = 1.0f / fogrange;
- fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip;
- // fog color was already set
- }
- else
- fogenabled = false;
-}
-
// FIXME: move this to client?
void FOG_clear(void)
{
Cvar_Set("gl_foggreen", "0.3");
Cvar_Set("gl_fogblue", "0.3");
}
- fog_density = fog_red = fog_green = fog_blue = 0.0f;
+ r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
}
// FIXME: move this to client?
alpha = exp(r / ((double)x*(double)x));
if (x == FOGTABLEWIDTH - 1)
alpha = 1;
- fogtable[x] = bound(0, alpha, 1);
+ r_refdef.fogtable[x] = bound(0, alpha, 1);
}
}
break;
}
intensity = 127.0f / sqrt(DotProduct(v, v));
- data[side][y][x][0] = 128.0f + intensity * v[0];
- data[side][y][x][1] = 128.0f + intensity * v[1];
- data[side][y][x][2] = 128.0f + intensity * v[2];
+ data[side][y][x][0] = (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][3] = 255;
}
}
double r, alpha;
#define FOGWIDTH 64
unsigned char data1[FOGWIDTH][4];
- unsigned char data2[FOGWIDTH][4];
+ //unsigned char data2[FOGWIDTH][4];
r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
for (x = 0;x < FOGWIDTH;x++)
{
data1[x][1] = 255 - b;
data1[x][2] = 255 - b;
data1[x][3] = 255;
- data2[x][0] = b;
- data2[x][1] = b;
- data2[x][2] = b;
- data2[x][3] = 255;
+ //data2[x][0] = b;
+ //data2[x][1] = b;
+ //data2[x][2] = 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_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+}
+
+static const char *builtinshaderstring =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// 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"
+"#else\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"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"varying vec3 EyeVector;\n"
+"#ifdef USEFOG\n"
+"varying vec3 EyeVectorModelSpace;\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"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"uniform vec3 EyePosition;\n"
+"uniform vec3 LightDir;\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\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"
+" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+" // transform vertex position into light attenuation/cubemap space\n"
+" // (-1 to +1 across the light box)\n"
+" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+" // transform unnormalized light direction into tangent space\n"
+" // (we use unnormalized to ensure that it interpolates correctly and then\n"
+" // normalize it per pixel)\n"
+" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+" // transform unnormalized eye direction into tangent space\n"
+"#ifndef USEFOG\n"
+" vec3 EyeVectorModelSpace;\n"
+"#endif\n"
+" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+" VectorS = gl_MultiTexCoord1.xyz;\n"
+" VectorT = gl_MultiTexCoord2.xyz;\n"
+" VectorR = gl_MultiTexCoord3.xyz;\n"
+"#endif\n"
+"\n"
+" // transform vertex to camera space, using ftransform to match non-VS\n"
+" // rendering\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"uniform sampler2D Texture_Gloss;\n"
+"uniform samplerCube Texture_Cube;\n"
+"uniform sampler2D Texture_FogMask;\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_Lightmap;\n"
+"uniform sampler2D Texture_Deluxemap;\n"
+"uniform sampler2D Texture_Glow;\n"
+"\n"
+"uniform myhvec3 LightColor;\n"
+"uniform myhvec3 AmbientColor;\n"
+"uniform myhvec3 DiffuseColor;\n"
+"uniform myhvec3 SpecularColor;\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"uniform myhvec3 FogColor;\n"
+"\n"
+"uniform myhalf GlowScale;\n"
+"uniform myhalf SceneBrightness;\n"
+"\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"uniform float FogRangeRecip;\n"
+"\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"uniform myhalf SpecularScale;\n"
+"uniform myhalf SpecularPower;\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+" vec2 TexCoordOffset = TexCoord;\n"
+"#define TexCoord TexCoordOffset\n"
+"\n"
+" vec3 eyedir = vec3(normalize(EyeVector));\n"
+" float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
+" depthbias = 1.0 - depthbias * depthbias;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+" // 14 sample relief mapping: linear search and then binary search\n"
+" //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+" vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+" vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" TexCoord = RT.xy;\n"
+"#elif 1\n"
+" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+" //TexCoord += OffsetVector * 3.0;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 0\n"
+" // 10 sample offset mapping\n"
+" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
+" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
+" //TexCoord += OffsetVector * 3.0;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#elif 1\n"
+" // parallax mapping as described in the paper\n"
+" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+" // The paper provides code in the ARB fragment program assembly language\n"
+" // I translated it to GLSL but may have done something wrong - SavageX\n"
+" // LordHavoc: removed bias and simplified to one line\n"
+" // LordHavoc: this is just a single sample offsetmapping...\n"
+" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
+"#else\n"
+" // parallax mapping as described in the paper\n"
+" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
+" // The paper provides code in the ARB fragment program assembly language\n"
+" // I translated it to GLSL but may have done something wrong - SavageX\n"
+" float height = texture2D(Texture_Normal, TexCoord).a;\n"
+" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
+" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
+"#endif\n"
+"#endif\n"
+"\n"
+" // combine the diffuse textures (base, pants, shirt)\n"
+" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USECOLORMAPPING\n"
+" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+" // light source\n"
+"\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"
+"\n"
+" // calculate directional shading\n"
+" color.rgb *= AmbientScale + DiffuseScale * 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)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"#endif\n"
+"\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"
+"\n"
+" // apply light color\n"
+" color.rgb *= LightColor;\n"
+"\n"
+" // apply attenuation\n"
+" //\n"
+" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+" // center and sharp falloff at the edge, this is about the most efficient\n"
+" // we can get away with as far as providing illumination.\n"
+" //\n"
+" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+" // provide significant illumination, large = slow = pain.\n"
+" color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTION)\n"
+" // directional model lighting\n"
+"\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"
+"\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"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\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"
+" 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"
+" 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 = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
+"\n"
+"\n"
+"#else // MODE none (lightmap)\n"
+" // apply lightmap color\n"
+" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
+"#endif // MODE\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"
+" myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
+" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+"#endif\n"
+"\n"
+" color.rgb *= SceneBrightness;\n"
+"\n"
+" gl_FragColor = vec4(color);\n"
+"}\n"
+"\n"
+"#endif // FRAGMENT_SHADER\n"
+;
+
+// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
+const char *permutationinfo[][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 USESPECULAR\n", " specular"},
+ {"#define USECUBEFILTER\n", " cubefilter"},
+ {"#define USEOFFSETMAPPING\n", " offsetmapping"},
+ {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+ {NULL, NULL}
+};
+
+void R_GLSL_CompilePermutation(const char *filename, int permutation)
+{
+ int i;
+ qboolean shaderfound;
+ r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ int vertstrings_count;
+ int geomstrings_count;
+ int fragstrings_count;
+ char *shaderstring;
+ const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+ const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
+ const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+ char permutationname[256];
+ if (p->compiled)
+ return;
+ p->compiled = true;
+ p->program = 0;
+ vertstrings_list[0] = "#define VERTEX_SHADER\n";
+ geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
+ fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
+ vertstrings_count = 1;
+ geomstrings_count = 1;
+ fragstrings_count = 1;
+ permutationname[0] = 0;
+ for (i = 0;permutationinfo[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));
+ }
+ else
+ {
+ // keep line numbers correct
+ vertstrings_list[vertstrings_count++] = "\n";
+ geomstrings_list[geomstrings_count++] = "\n";
+ fragstrings_list[fragstrings_count++] = "\n";
+ }
+ }
+ shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+ shaderfound = false;
+ if (shaderstring)
+ {
+ Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
+ vertstrings_list[vertstrings_count++] = shaderstring;
+ geomstrings_list[geomstrings_count++] = shaderstring;
+ fragstrings_list[fragstrings_count++] = shaderstring;
+ shaderfound = true;
+ }
+ 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))
+ vertstrings_count = 0;
+ if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+ geomstrings_count = 0;
+ if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+ fragstrings_count = 0;
+ // compile the shader program
+ if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
+ p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
+ if (p->program)
+ {
+ CHECKGLERROR
+ qglUseProgramObjectARB(p->program);CHECKGLERROR
+ // look up all the uniform variable names we care about, so we don't
+ // have to look them up every time we set them
+ p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
+ p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
+ p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
+ p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
+ p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+ p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
+ p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+ 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_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
+ p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
+ p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
+ p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
+ 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_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
+ p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
+ p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
+ p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
+ p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
+ p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
+ p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+ p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
+ p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
+ p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
+ p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
+ // 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_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
+ if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
+ if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
+ if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
+ if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
+ if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
+ if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
+ if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
+ CHECKGLERROR
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ else
+ Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+ if (shaderstring)
+ Mem_Free(shaderstring);
+}
+
+void R_GLSL_Restart_f(void)
+{
+ int i;
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ if (r_glsl_permutations[i].program)
+ GL_Backend_FreeProgram(r_glsl_permutations[i].program);
+ memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
+}
+
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
+{
+ // select a permutation of the lighting shader appropriate to this
+ // combination of texture, entity, light source, and fogging, only use the
+ // minimum features necessary to avoid wasting rendering time in the
+ // fragment shader on features that are not being used
+ const char *shaderfilename = NULL;
+ int permutation = 0;
+ float specularscale = rsurface_texture->specularscale;
+ r_glsl_permutation = NULL;
+ // TODO: implement geometry-shader based shadow volumes someday
+ if (r_shadow_rtlight)
+ {
+ // light source
+ shaderfilename = "glsl/default.glsl";
+ permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+ specularscale *= r_shadow_rtlight->specularscale;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ permutation |= SHADERPERMUTATION_CUBEFILTER;
+ if (specularscale > 0)
+ permutation |= SHADERPERMUTATION_SPECULAR;
+ if (r_refdef.fogenabled)
+ permutation |= SHADERPERMUTATION_FOG;
+ 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;
+ }
+ }
+ 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)
+ permutation |= SHADERPERMUTATION_GLOW;
+ if (r_refdef.fogenabled)
+ permutation |= SHADERPERMUTATION_FOG;
+ 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;
+ }
+ }
+ else if (modellighting)
+ {
+ // directional model lighting
+ shaderfilename = "glsl/default.glsl";
+ permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+ if (rsurface_texture->currentskinframe->glow)
+ permutation |= SHADERPERMUTATION_GLOW;
+ if (specularscale > 0)
+ permutation |= SHADERPERMUTATION_SPECULAR;
+ if (r_refdef.fogenabled)
+ permutation |= SHADERPERMUTATION_FOG;
+ 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;
+ }
+ }
+ 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)
+ {
+ // 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;
+ else
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ if (specularscale > 0)
+ permutation |= SHADERPERMUTATION_SPECULAR;
+ }
+ else if (r_glsl_deluxemapping.integer >= 2)
+ {
+ // fake deluxemapping (uniform light direction in tangentspace)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ if (specularscale > 0)
+ permutation |= SHADERPERMUTATION_SPECULAR;
+ }
+ else
+ {
+ // ordinary lightmapping
+ permutation |= 0;
+ }
+ 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_offsetmapping.integer)
+ {
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ if (r_glsl_offsetmapping_reliefmapping.integer)
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ }
+ }
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ {
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+ R_GLSL_CompilePermutation(shaderfilename, permutation);
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ {
+ // remove features until we find a valid permutation
+ int i;
+ for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+ {
+ // reduce i more quickly whenever it would not remove any bits
+ if (permutation < i)
+ continue;
+ permutation &= i;
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+ R_GLSL_CompilePermutation(shaderfilename, permutation);
+ if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ break;
+ if (!i)
+ return 0; // utterly failed
+ }
+ }
+ }
+ r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ CHECKGLERROR
+ qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+ R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
+ if (permutation & SHADERPERMUTATION_MODE_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_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+ }
+ else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+ {
+ if (r_glsl_permutation->loc_AmbientColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
+ if (r_glsl_permutation->loc_DiffuseColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
+ if (r_glsl_permutation->loc_SpecularColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->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]);
+ }
+ else
+ {
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
+ 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_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_FogColor >= 0)
+ {
+ // additive passes are only darkened by fog, not tinted
+ if (r_shadow_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_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]);
+ 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]);
+ 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_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+ CHECKGLERROR
+ return permutation;
+}
+
+void R_SwitchSurfaceShader(int permutation)
+{
+ if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
+ {
+ r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ CHECKGLERROR
+ qglUseProgramObjectARB(r_glsl_permutation->program);
+ CHECKGLERROR
+ }
}
void gl_main_start(void)
{
r_main_texturepool = R_AllocTexturePool();
- r_bloom_texture_screen = NULL;
- r_bloom_texture_bloom = NULL;
R_BuildBlankTextures();
R_BuildNoTexture();
if (gl_texturecubemap)
R_BuildNormalizationCube();
}
R_BuildFogTexture();
+ memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+ memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
+ memset(&r_svbsp, 0, sizeof (r_svbsp));
}
void gl_main_shutdown(void)
{
+ if (r_svbsp.nodes)
+ Mem_Free(r_svbsp.nodes);
+ memset(&r_svbsp, 0, sizeof (r_svbsp));
R_FreeTexturePool(&r_main_texturepool);
- r_bloom_texture_screen = NULL;
- r_bloom_texture_bloom = NULL;
r_texture_blanknormalmap = NULL;
r_texture_white = NULL;
r_texture_black = NULL;
r_texture_whitecube = NULL;
r_texture_normalizationcube = NULL;
+ memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+ R_GLSL_Restart_f();
}
extern void CL_ParseEntityLump(char *entitystring);
// FIXME: move this code to client
int l;
char *entities, entname[MAX_QPATH];
- r_framecount = 1;
if (cl.worldmodel)
{
strlcpy(entname, cl.worldmodel->name, sizeof(entname));
l = (int)strlen(entname) - 4;
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
- strcpy(entname + l, ".ent");
+ memcpy(entname + l, ".ent", 5);
if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
{
CL_ParseEntityLump(entities);
void GL_Main_Init(void)
{
- Matrix4x4_CreateIdentity(&r_identitymatrix);
-// FIXME: move this to client?
- FOG_registercvars();
+ 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\n");
+ FOG_registercvars(); // FIXME: move this fog stuff to client?
+ Cvar_RegisterVariable(&r_nearclip);
+ Cvar_RegisterVariable(&r_showsurfaces);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_shownormals);
+ Cvar_RegisterVariable(&r_showlighting);
+ Cvar_RegisterVariable(&r_showshadowvolumes);
+ Cvar_RegisterVariable(&r_showcollisionbrushes);
+ Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
+ Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
+ Cvar_RegisterVariable(&r_showdisabledepthtest);
+ Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_wateralpha);
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_fullbright);
+ Cvar_RegisterVariable(&r_shadows);
+ Cvar_RegisterVariable(&r_shadows_throwdistance);
+ Cvar_RegisterVariable(&r_q1bsp_skymasking);
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_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_waterscroll);
- Cvar_RegisterVariable(&r_drawcollisionbrushes);
Cvar_RegisterVariable(&r_bloom);
- Cvar_RegisterVariable(&r_bloom_intensity);
+ Cvar_RegisterVariable(&r_bloom_colorscale);
+ Cvar_RegisterVariable(&r_bloom_brighten);
Cvar_RegisterVariable(&r_bloom_blur);
Cvar_RegisterVariable(&r_bloom_resolution);
- Cvar_RegisterVariable(&r_bloom_power);
+ Cvar_RegisterVariable(&r_bloom_colorexponent);
+ Cvar_RegisterVariable(&r_bloom_colorsubtract);
+ Cvar_RegisterVariable(&r_hdr);
+ Cvar_RegisterVariable(&r_hdr_scenebrightness);
+ Cvar_RegisterVariable(&r_hdr_glowintensity);
+ Cvar_RegisterVariable(&r_hdr_range);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
Cvar_RegisterVariable(&r_test);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
+ Cvar_RegisterVariable(&r_batchmode);
+ 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);
}
-static vec3_t r_farclip_origin;
-static vec3_t r_farclip_direction;
-static vec_t r_farclip_directiondist;
-static vec_t r_farclip_meshfarclip;
-static int r_farclip_directionbit0;
-static int r_farclip_directionbit1;
-static int r_farclip_directionbit2;
-
-// enlarge farclip to accomodate box
-static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
-{
- float d;
- d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
- + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
- + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
- if (r_farclip_meshfarclip < d)
- r_farclip_meshfarclip = d;
-}
-
-// return farclip value
-static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
- int i;
-
- VectorCopy(origin, r_farclip_origin);
- VectorCopy(direction, r_farclip_direction);
- r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
- r_farclip_directionbit0 = r_farclip_direction[0] < 0;
- r_farclip_directionbit1 = r_farclip_direction[1] < 0;
- r_farclip_directionbit2 = r_farclip_direction[2] < 0;
- r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-
- if (r_refdef.worldmodel)
- R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
- for (i = 0;i < r_refdef.numentities;i++)
- R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
-
- return r_farclip_meshfarclip - r_farclip_directiondist;
-}
-
extern void R_Textures_Init(void);
extern void GL_Draw_Init(void);
extern void GL_Main_Init(void);
extern void R_Shadow_Init(void);
extern void R_Sky_Init(void);
extern void GL_Surf_Init(void);
-extern void R_Crosshairs_Init(void);
extern void R_Light_Init(void);
extern void R_Particles_Init(void);
extern void R_Explosion_Init(void);
{
gl_backend_init();
R_Textures_Init();
- R_MeshQueue_Init();
GL_Main_Init();
GL_Draw_Init();
R_Shadow_Init();
R_Sky_Init();
GL_Surf_Init();
- R_Crosshairs_Init();
+ Sbar_Init();
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- UI_Init();
- Sbar_Init();
R_LightningBeams_Init();
Mod_RenderInit();
}
Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
// clear to black (loading plaque will be seen over this)
- qglClearColor(0,0,0,1);
- qglClear(GL_COLOR_BUFFER_BIT);
+ CHECKGLERROR
+ qglClearColor(0,0,0,1);CHECKGLERROR
+ qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
}
int R_CullBox(const vec3_t mins, const vec3_t maxs)
mplane_t *p;
for (i = 0;i < 4;i++)
{
- p = frustum + i;
+ p = r_view.frustum + i;
switch(p->signbits)
{
default:
//==================================================================================
-static void R_MarkEntities (void)
+static void R_UpdateEntityLighting(entity_render_t *ent)
+{
+ vec3_t tempdiffusenormal;
+
+ // fetch the lighting from the worldmodel data
+ VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+ VectorClear(ent->modellight_diffuse);
+ VectorClear(tempdiffusenormal);
+ if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
+ {
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ }
+ else // highly rare
+ VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+ // move the light direction into modelspace coordinates for lighting code
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+ VectorNormalize(ent->modellight_lightdir);
+
+ // scale ambient and directional light contributions according to rendering variables
+ ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
+ ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
+ ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
+ ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
+ ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
+ ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
+}
+
+static void R_View_UpdateEntityVisible (void)
{
int i, renderimask;
entity_render_t *ent;
if (!r_drawentities.integer)
return;
- r_refdef.worldentity->visframe = r_framecount;
- renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+ renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : 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];
- // some of the renderer still relies on origin...
- Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
- // some of the renderer still relies on scale...
- ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
- if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
- {
- R_UpdateEntLights(ent);
- ent->visframe = r_framecount;
- }
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
}
}
else
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- // some of the renderer still relies on origin...
- Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
- // some of the renderer still relies on scale...
- ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
- if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
- {
- R_UpdateEntLights(ent);
- ent->visframe = r_framecount;
- }
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
}
}
+
+ // update entity lighting (even on hidden entities for r_shadows)
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_UpdateEntityLighting(r_refdef.entities[i]);
}
// only used if skyrendermasked, and normally returns false
sky = false;
for (i = 0;i < r_refdef.numentities;i++)
{
+ if (!r_viewcache.entityvisible[i])
+ continue;
ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
- {
- ent->model->DrawSky(ent);
- sky = true;
- }
+ if (!ent->model || !ent->model->DrawSky)
+ continue;
+ ent->model->DrawSky(ent);
+ sky = true;
}
return sky;
}
for (i = 0;i < r_refdef.numentities;i++)
{
+ if (!r_viewcache.entityvisible[i])
+ continue;
ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount)
- {
- renderstats.entities++;
- if (ent->model && ent->model->Draw != NULL)
- ent->model->Draw(ent);
- else
- R_DrawNoModel(ent);
- }
+ r_refdef.stats.entities++;
+ if (ent->model && ent->model->Draw != NULL)
+ ent->model->Draw(ent);
+ else
+ R_DrawNoModel(ent);
}
}
-static void R_SetFrustum(void)
+static void R_View_SetFrustum(void)
{
// break apart the view matrix into vectors for various purposes
- Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
- VectorNegate(r_viewleft, r_viewright);
+ Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
+ VectorNegate(r_view.left, r_view.right);
#if 0
- frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
- frustum[0].normal[1] = 0 - 0;
- frustum[0].normal[2] = -1 - 0;
- frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
- frustum[1].normal[1] = 0 + 0;
- frustum[1].normal[2] = -1 + 0;
- frustum[2].normal[0] = 0 - 0;
- frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
- frustum[2].normal[2] = -1 - 0;
- frustum[3].normal[0] = 0 + 0;
- frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
- frustum[3].normal[2] = -1 + 0;
+ r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
+ r_view.frustum[0].normal[1] = 0 - 0;
+ r_view.frustum[0].normal[2] = -1 - 0;
+ r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
+ r_view.frustum[1].normal[1] = 0 + 0;
+ r_view.frustum[1].normal[2] = -1 + 0;
+ r_view.frustum[2].normal[0] = 0 - 0;
+ r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
+ r_view.frustum[2].normal[2] = -1 - 0;
+ r_view.frustum[3].normal[0] = 0 + 0;
+ r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
+ r_view.frustum[3].normal[2] = -1 + 0;
#endif
#if 0
- zNear = 1.0;
+ zNear = r_refdef.nearclip;
nudge = 1.0 - 1.0 / (1<<23);
- frustum[4].normal[0] = 0 - 0;
- frustum[4].normal[1] = 0 - 0;
- frustum[4].normal[2] = -1 - -nudge;
- frustum[4].dist = 0 - -2 * zNear * nudge;
- frustum[5].normal[0] = 0 + 0;
- frustum[5].normal[1] = 0 + 0;
- frustum[5].normal[2] = -1 + -nudge;
- frustum[5].dist = 0 + -2 * zNear * nudge;
+ r_view.frustum[4].normal[0] = 0 - 0;
+ r_view.frustum[4].normal[1] = 0 - 0;
+ r_view.frustum[4].normal[2] = -1 - -nudge;
+ r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
+ r_view.frustum[5].normal[0] = 0 + 0;
+ r_view.frustum[5].normal[1] = 0 + 0;
+ r_view.frustum[5].normal[2] = -1 + -nudge;
+ r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
#endif
#if 0
- frustum[0].normal[0] = m[3] - m[0];
- frustum[0].normal[1] = m[7] - m[4];
- frustum[0].normal[2] = m[11] - m[8];
- frustum[0].dist = m[15] - m[12];
-
- frustum[1].normal[0] = m[3] + m[0];
- frustum[1].normal[1] = m[7] + m[4];
- frustum[1].normal[2] = m[11] + m[8];
- frustum[1].dist = m[15] + m[12];
-
- frustum[2].normal[0] = m[3] - m[1];
- frustum[2].normal[1] = m[7] - m[5];
- frustum[2].normal[2] = m[11] - m[9];
- frustum[2].dist = m[15] - m[13];
-
- frustum[3].normal[0] = m[3] + m[1];
- frustum[3].normal[1] = m[7] + m[5];
- frustum[3].normal[2] = m[11] + m[9];
- frustum[3].dist = m[15] + m[13];
-
- frustum[4].normal[0] = m[3] - m[2];
- frustum[4].normal[1] = m[7] - m[6];
- frustum[4].normal[2] = m[11] - m[10];
- frustum[4].dist = m[15] - m[14];
-
- frustum[5].normal[0] = m[3] + m[2];
- frustum[5].normal[1] = m[7] + m[6];
- frustum[5].normal[2] = m[11] + m[10];
- frustum[5].dist = m[15] + m[14];
+ r_view.frustum[0].normal[0] = m[3] - m[0];
+ r_view.frustum[0].normal[1] = m[7] - m[4];
+ r_view.frustum[0].normal[2] = m[11] - m[8];
+ r_view.frustum[0].dist = m[15] - m[12];
+
+ r_view.frustum[1].normal[0] = m[3] + m[0];
+ r_view.frustum[1].normal[1] = m[7] + m[4];
+ r_view.frustum[1].normal[2] = m[11] + m[8];
+ r_view.frustum[1].dist = m[15] + m[12];
+
+ r_view.frustum[2].normal[0] = m[3] - m[1];
+ r_view.frustum[2].normal[1] = m[7] - m[5];
+ r_view.frustum[2].normal[2] = m[11] - m[9];
+ r_view.frustum[2].dist = m[15] - m[13];
+
+ r_view.frustum[3].normal[0] = m[3] + m[1];
+ r_view.frustum[3].normal[1] = m[7] + m[5];
+ r_view.frustum[3].normal[2] = m[11] + m[9];
+ r_view.frustum[3].dist = m[15] + m[13];
+
+ r_view.frustum[4].normal[0] = m[3] - m[2];
+ r_view.frustum[4].normal[1] = m[7] - m[6];
+ r_view.frustum[4].normal[2] = m[11] - m[10];
+ r_view.frustum[4].dist = m[15] - m[14];
+
+ r_view.frustum[5].normal[0] = m[3] + m[2];
+ r_view.frustum[5].normal[1] = m[7] + m[6];
+ r_view.frustum[5].normal[2] = m[11] + m[10];
+ r_view.frustum[5].dist = m[15] + m[14];
#endif
- VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
- VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal);
- VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
- VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal);
- VectorCopy(r_viewforward, frustum[4].normal);
- VectorNormalize(frustum[0].normal);
- VectorNormalize(frustum[1].normal);
- VectorNormalize(frustum[2].normal);
- VectorNormalize(frustum[3].normal);
- frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
- frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
- frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
- frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
- frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
- PlaneClassify(&frustum[0]);
- PlaneClassify(&frustum[1]);
- PlaneClassify(&frustum[2]);
- PlaneClassify(&frustum[3]);
- PlaneClassify(&frustum[4]);
+ VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
+ VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
+ VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
+ VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, 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]);
// 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,
// Quake2 has it disabled as well.
// rotate R_VIEWFORWARD right by FOV_X/2 degrees
- //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
- //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+ //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
+ //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
//PlaneClassify(&frustum[0]);
// rotate R_VIEWFORWARD left by FOV_X/2 degrees
- //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
- //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+ //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
+ //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
//PlaneClassify(&frustum[1]);
// rotate R_VIEWFORWARD up by FOV_X/2 degrees
- //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
- //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+ //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
+ //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
//PlaneClassify(&frustum[2]);
// rotate R_VIEWFORWARD down by FOV_X/2 degrees
- //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
- //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+ //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
+ //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
//PlaneClassify(&frustum[3]);
// nearclip plane
- //VectorCopy(r_viewforward, frustum[4].normal);
- //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ //VectorCopy(r_view.forward, r_view.frustum[4].normal);
+ //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
//PlaneClassify(&frustum[4]);
}
-static void R_BlendView(void)
+void R_View_Update(void)
{
- int screenwidth, screenheight;
- qboolean dobloom;
- qboolean doblend;
- rmeshstate_t m;
+ R_View_SetFrustum();
+ R_View_WorldVisibility();
+ R_View_UpdateEntityVisible();
+}
+
+void R_SetupView(const matrix4x4_t *matrix)
+{
+ 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);
- // set the (poorly named) screenwidth and screenheight variables to
- // a power of 2 at least as large as the screen, these will define the
- // size of the texture to allocate
- for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
- for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+ GL_SetupView_Orientation_FromEntity(matrix);
+}
- doblend = r_refdef.viewblend[3] >= 0.01f;
- dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+void R_ResetViewRendering2D(void)
+{
+ if (gl_support_fragment_shader)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
- if (!dobloom && !doblend)
- return;
+ DrawQ_Finish();
+ // 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
GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
- GL_DepthMask(true);
+ 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_BlendFunc(GL_ONE, GL_ZERO);
+ GL_AlphaTest(false);
+ GL_ScissorTest(false);
+ GL_DepthMask(false);
GL_DepthTest(false);
- R_Mesh_Matrix(&r_identitymatrix);
- // vertex coordinates for a quad that covers the screen exactly
- varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
- varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
- varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
- varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
- if (dobloom)
- {
- int bloomwidth, bloomheight, x, dobloomblend, range;
- float xoffset, yoffset, r;
- renderstats.bloom++;
- // allocate textures as needed
- if (!r_bloom_texture_screen)
- r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
- if (!r_bloom_texture_bloom)
- r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
- // set bloomwidth and bloomheight to the bloom resolution that will be
- // used (often less than the screen resolution for faster rendering)
- bloomwidth = min(r_view_width, r_bloom_resolution.integer);
- bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
- // set up a texcoord array for the full resolution screen image
- // (we have to keep this around to copy back during final render)
- varray_texcoord2f[0][0] = 0;
- varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][5] = 0;
- varray_texcoord2f[0][6] = 0;
- varray_texcoord2f[0][7] = 0;
- // set up a texcoord array for the reduced resolution bloom image
- // (which will be additive blended over the screen image)
- varray_texcoord2f[1][0] = 0;
- varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][5] = 0;
- varray_texcoord2f[1][6] = 0;
- varray_texcoord2f[1][7] = 0;
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- R_Mesh_State(&m);
- // copy view into the full resolution screen image texture
- GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
- renderstats.bloom_copypixels += r_view_width * r_view_height;
- // now scale it down to the bloom size and raise to a power of itself
- // to darken it (this leaves the really bright stuff bright, and
- // everything else becomes very dark)
- // TODO: optimize with multitexture or GLSL
- qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_Color(1, 1, 1, 1);
+ R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ResetTextureState();
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ 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
+}
+
+void R_ResetViewRendering3D(void)
+{
+ if (gl_support_fragment_shader)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+
+ DrawQ_Finish();
+
+ // 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);
+ 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_BlendFunc(GL_ONE, GL_ZERO);
+ GL_AlphaTest(false);
+ GL_ScissorTest(true);
+ GL_DepthMask(true);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ResetTextureState();
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ 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
+}
+
+/*
+ R_Bloom_SetupShader(
+"// bloom shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// 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"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"varying vec2 ScreenTexCoord;\n"
+"varying vec2 BloomTexCoord;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
+" BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
+" // transform vertex to camera space, using ftransform to match non-VS\n"
+" // rendering\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" int x, y;
+" myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
+" for (x = -BLUR_X;x <= BLUR_X;x++)
+" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
+
+" gl_FragColor = vec4(color);\n"
+"}\n"
+"\n"
+"#endif // FRAGMENT_SHADER\n"
+*/
+
+void R_RenderScene(void);
+
+void R_Bloom_StartFrame(void)
+{
+ int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
+
+ // set bloomwidth and bloomheight to the bloom resolution that will be
+ // used (often less than the screen resolution for faster rendering)
+ r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
+ r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
+ r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
+
+ // calculate desired texture sizes
+ if (gl_support_arb_texture_non_power_of_two)
+ {
+ screentexturewidth = r_view.width;
+ screentextureheight = r_view.height;
+ bloomtexturewidth = r_bloomstate.bloomwidth;
+ bloomtextureheight = r_bloomstate.bloomheight;
+ }
+ else
+ {
+ for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
+ for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
+ for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
+ for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
+ }
+
+ if (r_hdr.integer)
+ {
+ screentexturewidth = screentextureheight = 0;
+ }
+ else if (r_bloom.integer)
+ {
+ }
+ else
+ {
+ screentexturewidth = screentextureheight = 0;
+ bloomtexturewidth = bloomtextureheight = 0;
+ }
+
+ if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
+ {
+ // can't use bloom if the parameters are too weird
+ // can't use bloom if the card does not support the texture size
+ if (r_bloomstate.texture_screen)
+ R_FreeTexture(r_bloomstate.texture_screen);
+ if (r_bloomstate.texture_bloom)
+ R_FreeTexture(r_bloomstate.texture_bloom);
+ memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+ return;
+ }
+
+ r_bloomstate.enabled = true;
+ r_bloomstate.hdr = r_hdr.integer != 0;
+
+ // allocate textures as needed
+ if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
+ {
+ if (r_bloomstate.texture_screen)
+ R_FreeTexture(r_bloomstate.texture_screen);
+ r_bloomstate.texture_screen = NULL;
+ 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);
+ }
+ if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
+ {
+ if (r_bloomstate.texture_bloom)
+ R_FreeTexture(r_bloomstate.texture_bloom);
+ r_bloomstate.texture_bloom = NULL;
+ 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);
+ }
+
+ // set up a texcoord array for the full resolution screen image
+ // (we have to keep this around to copy back during final render)
+ r_bloomstate.screentexcoord2f[0] = 0;
+ r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+ r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+ r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
+ r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
+ r_bloomstate.screentexcoord2f[5] = 0;
+ r_bloomstate.screentexcoord2f[6] = 0;
+ r_bloomstate.screentexcoord2f[7] = 0;
+
+ // set up a texcoord array for the reduced resolution bloom image
+ // (which will be additive blended over the screen image)
+ r_bloomstate.bloomtexcoord2f[0] = 0;
+ r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+ r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+ r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.bloomtexcoord2f[5] = 0;
+ r_bloomstate.bloomtexcoord2f[6] = 0;
+ r_bloomstate.bloomtexcoord2f[7] = 0;
+}
+
+void R_Bloom_CopyScreenTexture(float colorscale)
+{
+ r_refdef.stats.bloom++;
+
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+
+ // copy view into the screen texture
+ 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_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+
+ // now scale it down to the bloom texture size
+ CHECKGLERROR
+ qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_Color(colorscale, colorscale, colorscale, 1);
+ // TODO: optimize with multitexture or GLSL
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+ // we now have a bloom image in the framebuffer
+ // copy it into the bloom image texture for later processing
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+}
+
+void R_Bloom_CopyHDRTexture(void)
+{
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ 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_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
+}
+
+void R_Bloom_MakeTexture(void)
+{
+ int x, range, dir;
+ float xoffset, yoffset, r, brighten;
+
+ r_refdef.stats.bloom++;
+
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f);
+ R_Mesh_ColorPointer(NULL);
+
+ // we have a bloom image in the framebuffer
+ 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;)
+ {
+ x *= 2;
+ r = bound(0, r_bloom_colorexponent.value / x, 1);
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+ GL_Color(r, r, r, 1);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += bloomwidth * bloomheight;
- // render multiple times with a multiply blendfunc to raise to a power
- GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
- for (x = 1;x < r_bloom_power.integer;x++)
- {
- R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += bloomwidth * bloomheight;
- }
- // we now have a darkened bloom image in the framebuffer, copy it into
- // the bloom image texture for more processing
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[2];
- R_Mesh_State(&m);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+ // copy the vertically blurred bloom view to a texture
GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
- renderstats.bloom_copypixels += bloomwidth * bloomheight;
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ }
+
+ range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
+ brighten = r_bloom_brighten.value;
+ if (r_hdr.integer)
+ brighten *= r_hdr_range.value;
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+
+ for (dir = 0;dir < 2;dir++)
+ {
// blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
- range = r_bloom_blur.integer * bloomwidth / 320;
GL_BlendFunc(GL_ONE, GL_ZERO);
for (x = -range;x <= range;x++)
{
- xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
- yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+ if (!dir){xoffset = 0;yoffset = x;}
+ else {xoffset = x;yoffset = 0;}
+ xoffset /= (float)r_bloomstate.bloomtexturewidth;
+ yoffset /= (float)r_bloomstate.bloomtextureheight;
// compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
+ r_bloomstate.offsettexcoord2f[0] = xoffset+0;
+ r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+ r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
+ r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+ r_bloomstate.offsettexcoord2f[5] = yoffset+0;
+ r_bloomstate.offsettexcoord2f[6] = xoffset+0;
+ r_bloomstate.offsettexcoord2f[7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
- r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
- if (r < 0.01f)
- continue;
+ //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
+ //r = (dir ? 1.0f : brighten)/(range*2+1);
+ r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
GL_Color(r, r, r, 1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += bloomwidth * bloomheight;
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
+
// copy the vertically blurred bloom view to a texture
GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
- renderstats.bloom_copypixels += bloomwidth * bloomheight;
- // blend the vertically blurred image at multiple offsets horizontally
- // to finish the blur effect
- // TODO: do offset blends using GLSL
- range = r_bloom_blur.integer * bloomwidth / 320;
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ }
+
+ // apply subtract last
+ // (just like it would be in a GLSL shader)
+ if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
+ {
GL_BlendFunc(GL_ONE, GL_ZERO);
- for (x = -range;x <= range;x++)
- {
- xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
- yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
- // compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
- // this r value looks like a 'dot' particle, fading sharply to
- // black at the edges
- // (probably not realistic but looks good enough)
- r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
- if (r < 0.01f)
- continue;
- GL_Color(r, r, r, 1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += bloomwidth * bloomheight;
- GL_BlendFunc(GL_ONE, GL_ONE);
- }
- // copy the blurred bloom view to a texture
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ GL_Color(1, 1, 1, 1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ qglBlendEquationEXT(GL_FUNC_ADD_EXT);
+
+ // copy the darkened bloom view to a texture
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
GL_ActiveTexture(0);
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
- renderstats.bloom_copypixels += bloomwidth * bloomheight;
- // go back to full view area
- qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
+ r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
+ }
+}
+
+void R_HDR_RenderBloomTexture(void)
+{
+ int oldwidth, oldheight;
+
+ oldwidth = r_view.width;
+ oldheight = r_view.height;
+ r_view.width = r_bloomstate.bloomwidth;
+ r_view.height = r_bloomstate.bloomheight;
+
+ // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
+ // TODO: add exposure compensation features
+ // TODO: add fp16 framebuffer support
+
+ 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_ResetViewRendering2D();
+
+ R_Bloom_CopyHDRTexture();
+ R_Bloom_MakeTexture();
+
+ R_ResetViewRendering3D();
+
+ R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("clear");
+
+
+ // restore the view settings
+ r_view.width = oldwidth;
+ r_view.height = oldheight;
+}
+
+static void R_BlendView(void)
+{
+ if (r_bloomstate.enabled && r_bloomstate.hdr)
+ {
+ // render high dynamic range bloom effect
+ // the bloom texture was made earlier this render, so we just need to
+ // blend it onto the screen...
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f);
+ R_Mesh_ColorPointer(NULL);
+ GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+ }
+ else if (r_bloomstate.enabled)
+ {
+ // render simple bloom effect
+ // copy the screen and shrink it and darken it for the bloom process
+ R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
+ // make the bloom texture
+ R_Bloom_MakeTexture();
// put the original screen image back in place and blend the bloom
// texture on it
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
-#if 0
- dobloomblend = false;
-#else
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f);
+ R_Mesh_ColorPointer(NULL);
+ GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
// do both in one pass if possible
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
if (r_textureunits.integer >= 2 && gl_combine.integer)
{
- dobloomblend = false;
- m.texcombinergb[1] = GL_ADD;
- m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[1] = varray_texcoord2f[1];
+ R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+ R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
+ R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
}
else
- dobloomblend = true;
-#endif
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_Color(1,1,1,1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += r_view_width * r_view_height;
- // now blend on the bloom texture if multipass
- if (dobloomblend)
{
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[1];
- R_Mesh_State(&m);
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_Color(1,1,1,1);
R_Mesh_Draw(0, 4, 2, polygonelements);
- renderstats.bloom_drawpixels += r_view_width * r_view_height;
+ r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
+ // now blend on the bloom texture
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
}
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+ r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
}
- if (doblend)
+ if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
{
// apply a color tint to the whole view
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- R_Mesh_State(&m);
+ R_ResetViewRendering2D();
+ R_Mesh_VertexPointer(r_screenvertex3f);
+ R_Mesh_ColorPointer(NULL);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_Draw(0, 4, 2, polygonelements);
matrix4x4_t r_waterscrollmatrix;
+void R_UpdateVariables(void)
+{
+ R_Textures_Frame();
+
+ r_refdef.farclip = 4096;
+ if (r_refdef.worldmodel)
+ 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);
+
+ 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.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.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+ if (r_showsurfaces.integer)
+ {
+ r_refdef.rtworld = false;
+ r_refdef.rtworldshadows = false;
+ r_refdef.rtdlight = false;
+ r_refdef.rtdlightshadows = false;
+ r_refdef.lightmapintensity = 0;
+ }
+
+ if (gamemode == GAME_NEHAHRA)
+ {
+ if (gl_fogenable.integer)
+ {
+ r_refdef.oldgl_fogenable = true;
+ r_refdef.fog_density = gl_fogdensity.value;
+ r_refdef.fog_red = gl_fogred.value;
+ r_refdef.fog_green = gl_foggreen.value;
+ r_refdef.fog_blue = gl_fogblue.value;
+ }
+ else if (r_refdef.oldgl_fogenable)
+ {
+ r_refdef.oldgl_fogenable = false;
+ r_refdef.fog_density = 0;
+ r_refdef.fog_red = 0;
+ r_refdef.fog_green = 0;
+ r_refdef.fog_blue = 0;
+ }
+ }
+ if (r_refdef.fog_density)
+ {
+ 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);
+ }
+ 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.fograngerecip = 1.0f / r_refdef.fogrange;
+ r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+ // fog color was already set
+ }
+ else
+ r_refdef.fogenabled = false;
+}
+
/*
================
R_RenderView
if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
- r_view_width = bound(0, r_refdef.width, vid.width);
- r_view_height = bound(0, r_refdef.height, vid.height);
- r_view_depth = 1;
- r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
- r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
- r_view_z = 0;
- r_view_matrix = r_refdef.viewentitymatrix;
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- r_rtworld = r_shadow_realtime_world.integer;
- r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
- r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
- r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
- r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
-
- // 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);
- GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
- GL_ScissorTest(true);
- GL_DepthMask(true);
- R_ClearScreen();
- R_Textures_Frame();
- R_UpdateFog();
- R_TimeReport("setup");
-
- qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
- qglEnable(GL_POLYGON_OFFSET_FILL);
-
- R_RenderScene();
-
- qglPolygonOffset(0, 0);
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ R_Shadow_UpdateWorldLightSelection();
- R_BlendView();
- R_TimeReport("blendview");
+ CHECKGLERROR
+ if (r_timereport_active)
+ R_TimeReport("setup");
- GL_Scissor(0, 0, vid.width, vid.height);
- GL_ScissorTest(false);
-}
+ R_View_Update();
+ if (r_timereport_active)
+ R_TimeReport("visibility");
-//[515]: csqc
-void CSQC_R_ClearScreen (void)
-{
- if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
- return; //Host_Error ("R_RenderView: NULL worldmodel");
+ R_ResetViewRendering3D();
- r_view_width = bound(0, r_refdef.width, vid.width);
- r_view_height = bound(0, r_refdef.height, vid.height);
- r_view_depth = 1;
- r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
- r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
- r_view_z = 0;
- r_view_matrix = r_refdef.viewentitymatrix;
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- r_rtworld = r_shadow_realtime_world.integer;
- r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
- r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
- r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
- r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
-
- // 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);
- GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
- GL_ScissorTest(true);
- GL_DepthMask(true);
R_ClearScreen();
- R_Textures_Frame();
- R_UpdateFog();
- R_TimeReport("setup");
-}
+ if (r_timereport_active)
+ R_TimeReport("clear");
-//[515]: csqc
-void CSQC_R_RenderScene (void)
-{
- qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
- qglEnable(GL_POLYGON_OFFSET_FILL);
+ R_Bloom_StartFrame();
- R_RenderScene();
+ // this produces a bloom texture to be used in R_BlendView() later
+ if (r_hdr.integer)
+ R_HDR_RenderBloomTexture();
- qglPolygonOffset(0, 0);
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ r_view.colorscale = r_hdr_scenebrightness.value;
+ R_RenderScene();
R_BlendView();
- R_TimeReport("blendview");
+ if (r_timereport_active)
+ R_TimeReport("blendview");
GL_Scissor(0, 0, vid.width, vid.height);
GL_ScissorTest(false);
+ CHECKGLERROR
}
extern void R_DrawLightningBeams (void);
extern void VM_AddPolygonsToMeshQueue (void);
+extern void R_DrawPortals (void);
void R_RenderScene(void)
{
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- r_framecount++;
+ R_ResetViewRendering3D();
R_MeshQueue_BeginScene();
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-
- R_SetFrustum();
-
- r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
- if (r_rtworldshadows || r_rtdlightshadows)
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
- else
- GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
-
- GL_SetupView_Orientation_FromEntity(&r_view_matrix);
-
- 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);
-
R_SkyStartFrame();
- R_WorldVisibility();
- R_TimeReport("worldvis");
-
- R_MarkEntities();
- R_TimeReport("markentity");
-
- R_Shadow_UpdateWorldLightSelection();
-
- // don't let sound skip if going slow
- if (r_refdef.extraupdate)
- S_ExtraUpdate ();
+ 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)
{
- GL_ShowTrisColor(0.025, 0.025, 0, 1);
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+
if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
{
r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
- R_TimeReport("worldsky");
+ if (r_timereport_active)
+ R_TimeReport("worldsky");
}
- if (R_DrawBrushModelsSky())
+ if (R_DrawBrushModelsSky() && r_timereport_active)
R_TimeReport("bmodelsky");
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
{
r_refdef.worldmodel->Draw(r_refdef.worldentity);
- R_TimeReport("world");
+ if (r_timereport_active)
+ R_TimeReport("world");
}
}
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- GL_ShowTrisColor(0, 0.015, 0, 1);
-
R_DrawModels();
- R_TimeReport("models");
+ if (r_timereport_active)
+ R_TimeReport("models");
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- GL_ShowTrisColor(0, 0, 0.033, 1);
+ if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
+ {
+ R_DrawModelShadows();
+
+ R_ResetViewRendering3D();
+
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+ }
+
R_ShadowVolumeLighting(false);
- R_TimeReport("rtlights");
+ if (r_timereport_active)
+ R_TimeReport("rtlights");
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- GL_ShowTrisColor(0.1, 0, 0, 1);
-
if (cl.csqc_vidvars.drawworld)
{
R_DrawLightningBeams();
- R_TimeReport("lightning");
+ if (r_timereport_active)
+ R_TimeReport("lightning");
R_DrawParticles();
- R_TimeReport("particles");
+ if (r_timereport_active)
+ R_TimeReport("particles");
R_DrawExplosions();
- R_TimeReport("explosions");
+ if (r_timereport_active)
+ R_TimeReport("explosions");
}
- R_MeshQueue_RenderTransparent();
- R_TimeReport("drawtrans");
-
- if (cl.csqc_vidvars.drawworld)
+ if (gl_support_fragment_shader)
{
- R_DrawCoronas();
- R_TimeReport("coronas");
+ qglUseProgramObjectARB(0);CHECKGLERROR
}
- if(cl.csqc_vidvars.drawcrosshair)
+ VM_AddPolygonsToMeshQueue();
+
+ if (r_drawportals.integer)
{
- R_DrawWorldCrosshair();
- R_TimeReport("crosshair");
+ R_DrawPortals();
+ if (r_timereport_active)
+ R_TimeReport("portals");
}
- VM_AddPolygonsToMeshQueue();
-
- R_MeshQueue_Render();
- R_MeshQueue_EndScene();
+ if (gl_support_fragment_shader)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ R_MeshQueue_RenderTransparent();
+ if (r_timereport_active)
+ R_TimeReport("drawtrans");
- if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
+ if (gl_support_fragment_shader)
{
- R_ShadowVolumeLighting(true);
- R_TimeReport("visiblevolume");
+ qglUseProgramObjectARB(0);CHECKGLERROR
}
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawCoronas();
+ if (r_timereport_active)
+ R_TimeReport("coronas");
+ }
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
+
+ R_ResetViewRendering2D();
}
/*
{
int i;
float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
- rmeshstate_t m;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
R_FillColors(color, 8, cr, cg, cb, ca);
- if (fogenabled)
+ if (r_refdef.fogenabled)
{
for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
{
- f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
+ f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
f1 = 1 - f2;
- c[0] = c[0] * f1 + fogcolor[0] * f2;
- c[1] = c[1] * f1 + fogcolor[1] * f2;
- c[2] = c[2] * f1 + fogcolor[2] * f2;
+ c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
+ c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
+ c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
}
}
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- m.pointer_color = color;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(color);
+ R_Mesh_ResetTextureState();
R_Mesh_Draw(8, 12);
}
*/
0.5f, 0.0f, 0.0f, 1.0f
};
-void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int i;
float f1, f2, *c;
float color4f[6*4];
- rmeshstate_t m;
+ // this is only called once per entity so numsurfaces is always 1, and
+ // surfacelist is always {0}, so this code does not handle batches
R_Mesh_Matrix(&ent->matrix);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = nomodelvertex3f;
-
if (ent->flags & EF_ADDITIVE)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(true);
}
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- if (fogenabled)
+ GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ R_Mesh_VertexPointer(nomodelvertex3f);
+ if (r_refdef.fogenabled)
{
+ vec3_t org;
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- m.pointer_color = color4f;
- f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
+ R_Mesh_ColorPointer(color4f);
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
f1 = 1 - f2;
for (i = 0, c = color4f;i < 6;i++, c += 4)
{
- c[0] = (c[0] * f1 + fogcolor[0] * f2);
- c[1] = (c[1] * f1 + fogcolor[1] * f2);
- c[2] = (c[2] * f1 + fogcolor[2] * f2);
+ c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
+ c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
+ c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
c[3] *= ent->alpha;
}
}
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- m.pointer_color = color4f;
+ R_Mesh_ColorPointer(color4f);
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- m.pointer_color = nomodelcolor4f;
- R_Mesh_State(&m);
+ R_Mesh_ColorPointer(nomodelcolor4f);
+ R_Mesh_ResetTextureState();
R_Mesh_Draw(0, 6, 8, nomodelelements);
}
void R_DrawNoModel(entity_render_t *ent)
{
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
//else
// R_DrawNoModelCallback(ent, 0);
}
VectorSubtract (org2, org1, normal);
// calculate 'right' vector for start
- VectorSubtract (r_vieworigin, org1, diff);
+ VectorSubtract (r_view.origin, org1, diff);
CrossProduct (normal, diff, right1);
VectorNormalize (right1);
// calculate 'right' vector for end
- VectorSubtract (r_vieworigin, org2, diff);
+ VectorSubtract (r_view.origin, org2, diff);
CrossProduct (normal, diff, right2);
VectorNormalize (right2);
void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
float fog = 0.0f, ifog;
- rmeshstate_t m;
+ float vertex3f[12];
- if (fogenabled)
- fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
+ if (r_refdef.fogenabled)
+ fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
ifog = 1 - fog;
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
- varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
- varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
- varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
- varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
- varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
- varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
- varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
- varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
- varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
- varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
- varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
- varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture);
- m.pointer_texcoord[0] = spritetexcoord2f;
- m.pointer_vertex = varray_vertex3f;
- R_Mesh_State(&m);
- GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
+ vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+ vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+ vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+ vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+ vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+ vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+ vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+ vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+ vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+ vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+ vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+ vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(texture));
+ R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
+ // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+ GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
{
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
- GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
+ 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);
R_Mesh_Draw(0, 4, 2, polygonelements);
}
}
-int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
{
int i;
float *vertex3f;
+ float v[3];
+ VectorSet(v, x, y, z);
for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
break;
{
int i;
int *e, element[3];
- element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
- element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+ element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
+ element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
e = mesh->element3i + mesh->numtriangles * 3;
for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
{
- element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+ element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
+ if (mesh->numtriangles < mesh->maxtriangles)
+ {
+ *e++ = element[0];
+ *e++ = element[1];
+ *e++ = element[2];
+ mesh->numtriangles++;
+ }
+ element[1] = element[2];
+ }
+}
+
+void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+{
+ int i;
+ int *e, element[3];
+ element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+ element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
+ e = mesh->element3i + mesh->numtriangles * 3;
+ for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
+ {
+ element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
if (mesh->numtriangles < mesh->maxtriangles)
{
*e++ = element[0];
}
}
+#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
{
int planenum, planenum2;
int w;
int tempnumpoints;
mplane_t *plane, *plane2;
- float temppoints[2][256*3];
+ double maxdist;
+ double temppoints[2][256*3];
+ // figure out how large a bounding box we need to properly compute this brush
+ maxdist = 0;
+ for (w = 0;w < numplanes;w++)
+ maxdist = max(maxdist, planes[w].dist);
+ // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
+ maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
{
w = 0;
tempnumpoints = 4;
- PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+ PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
{
if (planenum2 == planenum)
continue;
- PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+ PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
w = !w;
}
if (tempnumpoints < 3)
continue;
// generate elements forming a triangle fan for this polygon
- R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+ R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
}
}
-void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
+{
+ int i;
+ R_Mesh_VertexPointer(brush->points->v);
+ 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);
+ 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);
+ 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);
+ 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 = t->currentlayers + t->currentnumlayers++;
layer->blendfunc2 = blendfunc2;
layer->texture = texture;
layer->texmatrix = *matrix;
- layer->color[0] = r;
- layer->color[1] = g;
- layer->color[2] = b;
+ layer->color[0] = r * r_view.colorscale;
+ layer->color[1] = g * r_view.colorscale;
+ layer->color[2] = b * r_view.colorscale;
layer->color[3] = a;
}
void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
{
+ model_t *model = ent->model;
+
// FIXME: identify models using a better check than ent->model->brush.shadowmesh
//int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+ // switch to an alternate material if this is a q1bsp animated material
{
texture_t *texture = t;
- model_t *model = ent->model;
int s = ent->skinnum;
if ((unsigned int)s >= (unsigned int)model->numskins)
s = 0;
if (s > 0)
t = t + s * model->num_surfaces;
if (t->animated)
- t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+ {
+ // 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])
+ 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];
+ }
texture->currentframe = t;
}
+ // pick a new currentskinframe if the material is animated
+ if (t->numskinframes >= 2)
+ t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+ if (t->backgroundnumskinframes >= 2)
+ t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
+
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
- if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+ if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
t->currentalpha *= r_wateralpha.value;
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
if (ent->effects & EF_ADDITIVE)
- t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+ t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
- t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ if (ent->flags & RENDER_NOCULLFACE)
+ t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
if (ent->effects & EF_NODEPTHTEST)
- t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+ t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
t->currenttexmatrix = r_waterscrollmatrix;
else
- t->currenttexmatrix = r_identitymatrix;
+ t->currenttexmatrix = identitymatrix;
+ if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+
+ 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->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
+ t->backgroundglosstexture = r_texture_white;
+ t->specularpower = r_shadow_glossexponent.value;
+ t->specularscale = 0;
+ if (r_shadow_gloss.integer > 0)
+ {
+ if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
+ {
+ 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->specularscale = r_shadow_glossintensity.value;
+ }
+ }
+ else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+ t->specularscale = r_shadow_gloss2intensity.value;
+ }
+
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
- else if (t->currentmaterialflags & MATERIALFLAG_SKY)
- {
- // transparent sky would be ridiculous
- if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
- }
- else
+ 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))
{
int blendfunc1, blendfunc2, depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
{
blendfunc1 = GL_SRC_ALPHA;
blendfunc2 = GL_ONE;
- depthmask = false;
}
else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
{
blendfunc1 = GL_SRC_ALPHA;
blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- depthmask = false;
+ }
+ else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+ {
+ blendfunc1 = t->customblendfunc[0];
+ blendfunc2 = t->customblendfunc[1];
}
else
{
blendfunc1 = GL_ONE;
blendfunc2 = GL_ZERO;
- depthmask = true;
}
+ depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
{
rtexture_t *currentbasetexture;
int layerflags = 0;
- if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
- currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
+ currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
- // fullbright is not affected by r_lightmapintensity
+ // fullbright is not affected by r_refdef.lightmapintensity
R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
- if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
- if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
}
else
{
float colorscale;
colorscale = 2;
// q3bsp has no lightmap updates, so the lightstylevalue that
- // would normally be baked into the lightmaptexture must be
+ // would normally be baked into the lightmap must be
// applied to the color
if (ent->model->type == mod_brushq3)
colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
- colorscale *= r_lightmapintensity;
- if (r_textureunits.integer >= 2 && gl_combine.integer)
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
- else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
- else
- R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+ 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_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
- if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+ if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
- if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+ if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
{
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
if (r_ambient.value >= (1.0f/64.0f))
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
}
}
- if (t->skin.glow != NULL)
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
- if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+ if (t->currentskinframe->glow != NULL)
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
+ if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
{
// if this is opaque use alpha blend which will darken the earlier
// passes cheaply.
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
}
}
}
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;
+
+void R_Mesh_ResizeArrays(int newvertices)
+{
+ float *base;
+ 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;
+}
+
+float *rsurface_modelvertex3f;
+float *rsurface_modelsvector3f;
+float *rsurface_modeltvector3f;
+float *rsurface_modelnormal3f;
float *rsurface_vertex3f;
float *rsurface_svector3f;
float *rsurface_tvector3f;
float *rsurface_normal3f;
float *rsurface_lightmapcolor4f;
+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;
+rsurfmode_t rsurface_mode;
+texture_t *rsurface_glsl_texture;
+qboolean rsurface_glsl_uselightmap;
+
+void RSurf_CleanUp(void)
+{
+ CHECKGLERROR
+ if (rsurface_mode == RSURFMODE_GLSL)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ GL_AlphaTest(false);
+ rsurface_mode = RSURFMODE_NONE;
+ rsurface_lightmaptexture = NULL;
+ rsurface_texture = NULL;
+ rsurface_glsl_texture = NULL;
+ rsurface_glsl_uselightmap = false;
+}
-void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
- int i, j;
- float center[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
- if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+ RSurf_CleanUp();
+ Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
+ 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_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
{
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
- Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+ 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);
+ }
+ 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);
+ }
+ 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_generatedvertex = true;
}
else
{
- rsurface_vertex3f = surface->groupmesh->data_vertex3f;
- rsurface_svector3f = surface->groupmesh->data_svector3f;
- rsurface_tvector3f = surface->groupmesh->data_tvector3f;
- rsurface_normal3f = surface->groupmesh->data_normal3f;
- }
- if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
- {
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
- // a single autosprite surface can contain multiple sprites...
- VectorClear(forward);
- VectorClear(right);
- VectorSet(up, 0, 0, 1);
- 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);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
- forward[0] = modelorg[0] - center[0];
- forward[1] = modelorg[1] - center[1];
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
- }
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
- }
- else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
- {
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
- Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
- Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
- Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
- // 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);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 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, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
- }
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
+ rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
+ rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+ rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+ rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
+ rsurface_generatedvertex = false;
}
- R_Mesh_VertexPointer(rsurface_vertex3f);
+ rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_normal3f = rsurface_modelnormal3f;
}
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- int i;
- float f;
- float *v, *c, *c2;
- if (lightmode >= 2)
+ // 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)
{
- // model lighting
- vec4_t ambientcolor4f;
- vec3_t diffusecolor;
- vec3_t diffusenormal;
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
+ if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ generatetangents = true;
+ if (generatetangents)
+ generatenormals = true;
+ if (generatenormals && !rsurface_modelnormal3f)
{
- rsurface_lightmapcolor4f = varray_color4f;
- if (rsurface_normal3f == NULL)
- {
- rsurface_normal3f = varray_normal3f;
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
- R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
- r = 1;
- g = 1;
- b = 1;
- a = 1;
- applycolor = false;
+ rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+ 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);
}
- else
+ if (generatetangents && !rsurface_modelsvector3f)
{
- r = ambientcolor4f[0];
- g = ambientcolor4f[1];
- b = ambientcolor4f[2];
- a = ambientcolor4f[3];
- rsurface_lightmapcolor4f = NULL;
+ rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+ rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+ 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);
}
}
- else if (lightmode >= 1)
+ // 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))
{
- if (surface->lightmapinfo)
+ 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++)
{
- for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ 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)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
- if (lm)
+ 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)
{
- float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
- VectorScale(lm, scale, c);
- if (surface->lightmapinfo->styles[1] != 255)
- {
- int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
- lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[2] != 255)
- {
- lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- if (surface->lightmapinfo->styles[3] != 255)
- {
- lm += size3;
- scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
- VectorMA(c, scale, lm, c);
- }
- }
- }
+ forward[0] = rsurface_modelorg[0] - center[0];
+ forward[1] = rsurface_modelorg[1] - center[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ VectorSet(up, 0, 0, 1);
}
- else
- VectorClear(c);
+ // 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);
}
- rsurface_lightmapcolor4f = varray_color4f;
+ 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);
}
- else
- rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+ rsurface_vertex3f = rsurface_array_deformedvertex3f;
+ rsurface_svector3f = rsurface_array_deformedsvector3f;
+ rsurface_tvector3f = rsurface_array_deformedtvector3f;
+ rsurface_normal3f = rsurface_array_deformednormal3f;
}
else
- rsurface_lightmapcolor4f = NULL;
- if (applyfog)
{
- if (rsurface_lightmapcolor4f)
+ rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_normal3f = rsurface_modelnormal3f;
+ }
+ R_Mesh_VertexPointer(rsurface_vertex3f);
+}
+
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ int texturesurfaceindex;
+ const msurface_t *surface = texturesurfacelist[0];
+ int firstvertex = surface->num_firstvertex;
+ int endvertex = surface->num_firstvertex + surface->num_vertices;
+ 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));
+ }
+ else if (r_batchmode.integer == 2)
+ {
+ #define MAXBATCHTRIANGLES 4096
+ int batchtriangles = 0;
+ int batchelements[MAXBATCHTRIANGLES*3];
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
- c2[0] = c[0] * f;
- c2[1] = c[1] * f;
- c2[2] = c[2] * f;
- c2[3] = c[3];
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ continue;
}
- }
- else
- {
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
{
- f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
- c2[0] = f;
- c2[1] = f;
- c2[2] = f;
- c2[3] = 1;
+ R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
+ batchtriangles = 0;
+ firstvertex = surface->num_firstvertex;
+ endvertex = surface->num_firstvertex + surface->num_vertices;
}
+ else
+ {
+ firstvertex = min(firstvertex, surface->num_firstvertex);
+ endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
+ }
+ memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+ batchtriangles += surface->num_triangles;
}
- rsurface_lightmapcolor4f = varray_color4f;
+ if (batchtriangles)
+ R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
}
- if (applycolor && rsurface_lightmapcolor4f)
+ else if (r_batchmode.integer == 1)
{
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ int firsttriangle = 0;
+ int endtriangle = -1;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- c2[0] = c[0] * r;
- c2[1] = c[1] * g;
- c2[2] = c[2] * b;
- c2[3] = c[3] * a;
+ surface = texturesurfacelist[texturesurfaceindex];
+ if (surface->num_firsttriangle != endtriangle)
+ {
+ if (endtriangle > firsttriangle)
+ {
+ GL_LockArrays(firstvertex, endvertex - firstvertex);
+ R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
+ }
+ firstvertex = surface->num_firstvertex;
+ endvertex = surface->num_firstvertex + surface->num_vertices;
+ firsttriangle = surface->num_firsttriangle;
+ }
+ else
+ {
+ firstvertex = min(firstvertex, surface->num_firstvertex);
+ endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
+ }
+ endtriangle = surface->num_firsttriangle + surface->num_triangles;
}
- rsurface_lightmapcolor4f = varray_color4f;
- }
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
- GL_Color(r, g, b, a);
+ if (endtriangle > firsttriangle)
+ {
+ GL_LockArrays(firstvertex, endvertex - firstvertex);
+ R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ 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));
+ }
+ }
}
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
+ int j;
int texturesurfaceindex;
- int lightmode;
- const msurface_t *surface;
- qboolean applycolor;
- rmeshstate_t m;
- if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
- return;
- renderstats.entities_surfaces += texturenumsurfaces;
- // FIXME: identify models using a better check than ent->model->brush.shadowmesh
- lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
- GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
- qglDisable(GL_CULL_FACE);
- if (texture->currentnumlayers)
- {
- int layerindex;
- texturelayer_t *layer;
- for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
- {
- vec4_t layercolor;
- int layertexrgbscale;
- GL_DepthMask(layer->depthmask);
- GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
- {
- layertexrgbscale = 4;
- VectorScale(layer->color, 0.25f, layercolor);
- }
- else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
- {
- layertexrgbscale = 2;
- VectorScale(layer->color, 0.5f, layercolor);
- }
- else
+ if (r_showsurfaces.integer == 2)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (j = 0;j < surface->num_triangles;j++)
{
- layertexrgbscale = 1;
- VectorScale(layer->color, 1.0f, layercolor);
+ 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)));
}
- layercolor[3] = layer->color[3];
- GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
- applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
- switch (layer->type)
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ 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));
+ }
+ }
+}
+
+static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+{
+ int texturesurfaceindex;
+ int i;
+ float f;
+ float *v, *c, *c2;
+ // TODO: optimize
+ if (lightmode >= 2)
+ {
+ // model lighting
+ vec3_t ambientcolor;
+ vec3_t diffusecolor;
+ vec3_t lightdir;
+ 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;
+ if (VectorLength2(diffusecolor) > 0)
+ {
+ // generate color arrays for the surfaces in this list
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- case TEXTURELAYERTYPE_SKY:
- if (skyrendernow)
+ 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;
+ // q3-style directional shading
+ for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
{
- skyrendernow = false;
- if (skyrendermasked)
- {
- R_Sky();
- // restore entity matrix and GL_Color
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
- }
+ if ((f = DotProduct(c2, lightdir)) > 0)
+ VectorMA(ambientcolor, f, diffusecolor, c);
+ else
+ VectorCopy(ambientcolor, c);
+ c[3] = a;
}
- // LordHavoc: HalfLife maps have freaky skypolys...
- //if (!ent->model->brush.ishlbsp)
+ }
+ r = 1;
+ g = 1;
+ b = 1;
+ a = 1;
+ applycolor = false;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
+ }
+ else
+ {
+ r = ambientcolor[0];
+ g = ambientcolor[1];
+ b = ambientcolor[2];
+ rsurface_lightmapcolor4f = NULL;
+ }
+ }
+ else if (lightmode >= 1 || !rsurface_lightmaptexture)
+ {
+ if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
+ {
+ // generate color arrays for the surfaces in this list
+ 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)
{
- if (skyrendermasked)
+ if (surface->lightmapinfo->samples)
{
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
+ const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + 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)
+ {
+ int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[2] != 255)
+ {
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ if (surface->lightmapinfo->styles[3] != 255)
+ {
+ lm += size3;
+ scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+ VectorMA(c, scale, lm, c);
+ }
+ }
+ }
}
else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- if (skyrendermasked)
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ VectorClear(c);
+ c[3] = 1;
}
- break;
- case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
- memset(&m, 0, sizeof(m));
- m.tex[1] = R_GetTexture(layer->texture);
- m.texmatrix[1] = layer->texmatrix;
- m.texrgbscale[1] = layertexrgbscale;
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ }
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
+ }
+ else
+ rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+ }
+ else
+ {
+ // just lightmap it
+ rsurface_lightmapcolor4f = NULL;
+ }
+ if (applyfog)
+ {
+ 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)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (lightmode == 2)
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- }
- else if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ c2[0] = c[0] * f;
+ c2[1] = c[1] * f;
+ c2[2] = c[2] * f;
+ c2[3] = c[3];
}
- break;
- case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
- m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ }
+ }
+ else
+ {
+ 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)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- if (lightmode == 2)
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
- }
- else if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
- {
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ c2[0] = f;
+ c2[1] = f;
+ c2[2] = f;
+ c2[3] = 1;
}
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- memset(&m, 0, sizeof(m));
+ }
+ }
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
+ }
+ if (applycolor && rsurface_lightmapcolor4f)
+ {
+ 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)
+ {
+ c2[0] = c[0] * r;
+ c2[1] = c[1] * g;
+ c2[2] = c[2] * b;
+ c2[3] = c[3] * a;
+ }
+ }
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
+ }
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ GL_Color(r, g, b, a);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+ {
+ rsurface_mode = RSURFMODE_SHOWSURFACES;
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ }
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+}
+
+static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ // transparent sky would be ridiculous
+ if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ return;
+ if (rsurface_mode != RSURFMODE_SKY)
+ {
+ if (rsurface_mode == RSURFMODE_GLSL)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+ rsurface_mode = RSURFMODE_SKY;
+ }
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ R_Sky();
+ // restore entity matrix
+ R_Mesh_Matrix(&rsurface_entity->matrix);
+ }
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_DepthMask(true);
+ // LordHavoc: HalfLife maps have freaky skypolys so don't use
+ // skymasking on them, and Quake3 never did sky masking (unlike
+ // software Quake and software Quake2), so disable the sky masking
+ // 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)
+ {
+ 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);
+ R_Mesh_ResetTextureState();
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw
+ // anything despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (skyrendermasked)
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ }
+}
+
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ if (rsurface_mode != RSURFMODE_GLSL)
+ {
+ rsurface_mode = RSURFMODE_GLSL;
+ rsurface_glsl_texture = NULL;
+ rsurface_glsl_uselightmap = false;
+ R_Mesh_ResetTextureState();
+ }
+ if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
+ {
+ int lightmode;
+ rsurface_glsl_texture = rsurface_texture;
+ rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_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(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+ GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ R_SetupSurfaceShader(vec3_origin, lightmode == 2);
+ //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
+ //if (r_glsl_deluxemapping.integer)
+ // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+ GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ 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_ColorPointer(NULL);
+ }
+ else if (rsurface_lightmaptexture)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ 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_model->surfmesh.data_lightmapcolor4f);
+ }
+ }
+ else
+ RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+ if (!r_glsl_permutation)
+ return;
+ if (rsurface_glsl_uselightmap)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+ }
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ }
+}
+
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ // OpenGL 1.3 path - anything not completely ancient
+ int texturesurfaceindex;
+ int lightmode;
+ qboolean applycolor;
+ qboolean applyfog;
+ rmeshstate_t m;
+ int layerindex;
+ const texturelayer_t *layer;
+ CHECKGLERROR
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ 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++)
+ {
+ vec4_t layercolor;
+ int layertexrgbscale;
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ if (layerindex == 0)
+ GL_AlphaTest(true);
+ else
+ {
+ GL_AlphaTest(false);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ }
+ GL_DepthMask(layer->depthmask);
+ GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+ if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
+ {
+ layertexrgbscale = 4;
+ VectorScale(layer->color, 0.25f, layercolor);
+ }
+ else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+ {
+ layertexrgbscale = 2;
+ VectorScale(layer->color, 0.5f, layercolor);
+ }
+ else
+ {
+ layertexrgbscale = 1;
+ VectorScale(layer->color, 1.0f, layercolor);
+ }
+ layercolor[3] = layer->color[3];
+ applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+ R_Mesh_ColorPointer(NULL);
+ applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ switch (layer->type)
+ {
+ case TEXTURELAYERTYPE_LITTEXTURE:
+ memset(&m, 0, sizeof(m));
+ if (lightmode >= 1 || !rsurface_lightmaptexture)
+ m.tex[0] = R_GetTexture(r_texture_white);
+ else
+ m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ 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;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
+ break;
+ case TEXTURELAYERTYPE_TEXTURE:
+ memset(&m, 0, sizeof(m));
+ 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;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ break;
+ case TEXTURELAYERTYPE_FOG:
+ memset(&m, 0, sizeof(m));
+ m.texrgbscale[0] = layertexrgbscale;
+ if (layer->texture)
+ {
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
- m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ }
+ R_Mesh_TextureState(&m);
+ // generate a color array for the fog pass
+ R_Mesh_ColorPointer(rsurface_array_color4f);
+ 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)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ c[0] = layercolor[0];
+ c[1] = layercolor[1];
+ c[2] = layercolor[2];
+ c[3] = f * layercolor[3];
}
- break;
- case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+ }
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ break;
+ default:
+ Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+ }
+ GL_LockArrays(0, 0);
+ }
+ CHECKGLERROR
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ GL_AlphaTest(false);
+ }
+}
+
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ // OpenGL 1.1 - crusty old voodoo path
+ int texturesurfaceindex;
+ int lightmode;
+ qboolean applyfog;
+ rmeshstate_t m;
+ int layerindex;
+ const texturelayer_t *layer;
+ CHECKGLERROR
+ GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+ GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+ lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+ 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++)
+ {
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ if (layerindex == 0)
+ GL_AlphaTest(true);
+ else
+ {
+ GL_AlphaTest(false);
+ qglDepthFunc(GL_EQUAL);CHECKGLERROR
+ }
+ }
+ GL_DepthMask(layer->depthmask);
+ GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+ R_Mesh_ColorPointer(NULL);
+ applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+ switch (layer->type)
+ {
+ case TEXTURELAYERTYPE_LITTEXTURE:
+ if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
+ {
+ // two-pass lit texture with 2x rgbscale
+ // first the lightmap pass
+ memset(&m, 0, sizeof(m));
+ if (lightmode >= 1 || !rsurface_lightmaptexture)
+ m.tex[0] = R_GetTexture(r_texture_white);
+ else
+ m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
+ GL_LockArrays(0, 0);
+ // then apply the texture to it
+ GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.texrgbscale[0] = layertexrgbscale;
- m.pointer_color = varray_color4f;
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- break;
- case TEXTURELAYERTYPE_TEXTURE:
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
+ }
+ else
+ {
+ // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
- m.texrgbscale[0] = layertexrgbscale;
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- break;
- case TEXTURELAYERTYPE_FOG:
- memset(&m, 0, sizeof(m));
- if (layer->texture)
- {
- m.tex[0] = R_GetTexture(layer->texture);
- m.texmatrix[0] = layer->texmatrix;
- }
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- int i;
- float f, *v, *c;
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- if (layer->texture)
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
- {
- f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
- c[0] = layercolor[0];
- c[1] = layercolor[1];
- c[2] = layercolor[2];
- c[3] = f * layercolor[3];
- }
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- break;
- default:
- Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
}
- // if trying to do overbright on first pass of an opaque surface
- // when combine is not supported, brighten as a post process
- if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
+ break;
+ case TEXTURELAYERTYPE_TEXTURE:
+ // singletexture unlit texture with transparency support
+ 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;
+ R_Mesh_TextureState(&m);
+ RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, 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);
+ if (layer->texture)
{
- int scale;
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- GL_Color(1, 1, 1, 1);
memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- for (scale = 1;scale < layertexrgbscale;scale <<= 1)
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
+ m.tex[0] = R_GetTexture(layer->texture);
+ m.texmatrix[0] = layer->texmatrix;
+ m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ R_Mesh_TextureState(&m);
}
- }
- if (r_shownormals.integer && !r_showtrispass)
- {
- int j, k;
- float v[3];
- GL_DepthTest(true);
- GL_DepthMask(texture->currentlayers->depthmask);
- GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
+ else
+ R_Mesh_ResetTextureState();
+ // generate a color array for the fog pass
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
- GL_Color(1, 0, 0, 1);
- qglBegin(GL_LINES);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+ 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)
{
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_svector3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
+ f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+ c[0] = layer->color[0];
+ c[1] = layer->color[1];
+ c[2] = layer->color[2];
+ c[3] = f * layer->color[3];
}
- GL_Color(0, 0, 1, 1);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- GL_Color(0, 1, 0, 1);
- for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
- {
- VectorCopy(rsurface_vertex3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface_normal3f + k * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
}
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ break;
+ default:
+ Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
}
+ GL_LockArrays(0, 0);
+ }
+ CHECKGLERROR
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ {
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ GL_AlphaTest(false);
}
- if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
- qglEnable(GL_CULL_FACE);
}
-static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
- const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
- vec3_t modelorg;
- texture_t *texture;
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+ return;
+ r_shadow_rtlight = NULL;
+ r_refdef.stats.entities_surfaces += texturenumsurfaces;
+ CHECKGLERROR
+ if (r_showsurfaces.integer)
+ R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+ else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+ R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+ else if (rsurface_texture->currentnumlayers)
+ {
+ 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);
+ }
+ CHECKGLERROR
+ GL_LockArrays(0, 0);
+}
- texture = surface->texture;
- if (texture->basematerialflags & MATERIALFLAG_SKY)
- return; // transparent sky is too difficult
- R_UpdateTextureInfo(ent, texture);
+#define BATCHSIZE 256
+static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+ int surfacelistindex;
+ int batchcount;
+ texture_t *t;
+ msurface_t *texturesurfacelist[BATCHSIZE];
+ // if the model is static it doesn't matter what value we give for
+ // wantnormals and wanttangents, so this logic uses only rules applicable
+ // to a model, knowing that they are meaningless otherwise
+ if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+ RSurf_ActiveEntity(ent, false, false);
+ else
+ RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+ batchcount = 0;
+ t = NULL;
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
- R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+ if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+ {
+ if (batchcount > 0)
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+ R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+ batchcount = 0;
+ t = surface->texture;
+ rsurface_lightmaptexture = surface->lightmaptexture;
+ R_UpdateTextureInfo(ent, t);
+ rsurface_texture = t->currentframe;
+ }
+
+ texturesurfacelist[batchcount++] = surface;
+ }
+ if (batchcount > 0)
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
+ R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+ RSurf_CleanUp();
}
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
- const msurface_t *surface;
vec3_t tempcenter, center;
- if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
{
// drawing sky transparently would be too difficult
- if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+ if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
{
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- surface = texturesurfacelist[texturesurfaceindex];
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
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(&ent->matrix, tempcenter, center);
- R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
+ 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);
}
}
}
else
- R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+ R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
{
- int i, j, f, flagsmask;
+ int i, j, k, l, endj, f, flagsmask;
int counttriangles = 0;
- msurface_t *surface, **surfacechain;
- texture_t *t, *texture;
+ msurface_t *surface, *endsurface, **surfacechain;
+ texture_t *t;
+ q3mbrush_t *brush;
model_t *model = ent->model;
- vec3_t modelorg;
+ const int *elements;
const int maxsurfacelist = 1024;
int numsurfacelist = 0;
- const msurface_t *surfacelist[1024];
+ msurface_t *surfacelist[1024];
+ vec3_t v;
if (model == NULL)
return;
- R_Mesh_Matrix(&ent->matrix);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+ // if the model is static it doesn't matter what value we give for
+ // wantnormals and wanttangents, so this logic uses only rules applicable
+ // to a model, knowing that they are meaningless otherwise
+ if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+ RSurf_ActiveEntity(ent, false, false);
+ else
+ RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
// update light styles
if (!skysurfaces && model->brushq1.light_styleupdatechains)
flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
f = 0;
t = NULL;
- texture = NULL;
+ rsurface_lightmaptexture = NULL;
+ rsurface_texture = NULL;
numsurfacelist = 0;
if (ent == r_refdef.worldentity)
{
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ j = model->firstmodelsurface;
+ endj = j + model->nummodelsurfaces;
+ while (j < endj)
{
- if (!r_worldsurfacevisible[j])
- continue;
- if (t != surface->texture)
+ // quickly skip over non-visible surfaces
+ for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
+ ;
+ // quickly iterate over visible surfaces
+ for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
{
- if (numsurfacelist)
+ // process this surface
+ surface = model->data_surfaces + j;
+ // if texture or lightmap has changed, start a new batch
+ if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
- numsurfacelist = 0;
+ if (numsurfacelist)
+ {
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+ numsurfacelist = 0;
+ }
+ t = surface->texture;
+ rsurface_lightmaptexture = surface->lightmaptexture;
+ rsurface_texture = t->currentframe;
+ f = rsurface_texture->currentmaterialflags & flagsmask;
}
- t = surface->texture;
- texture = t->currentframe;
- f = texture->currentmaterialflags & flagsmask;
- }
- if (f && surface->num_triangles)
- {
- // if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->lightmapinfo->samples)
- R_BuildLightMap(ent, surface);
- // add face to draw list
- surfacelist[numsurfacelist++] = surface;
- counttriangles += surface->num_triangles;
- if (numsurfacelist >= maxsurfacelist)
+ // if this surface fits the criteria, add it to the list
+ if (f && surface->num_triangles)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
- numsurfacelist = 0;
+ // if lightmap parameters changed, rebuild lightmap texture
+ if (surface->cached_dlight)
+ R_BuildLightMap(ent, surface);
+ // add face to draw list
+ surfacelist[numsurfacelist++] = surface;
+ counttriangles += surface->num_triangles;
+ if (numsurfacelist >= maxsurfacelist)
+ {
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+ numsurfacelist = 0;
+ }
}
}
}
}
else
{
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ surface = model->data_surfaces + model->firstmodelsurface;
+ endsurface = surface + model->nummodelsurfaces;
+ for (;surface < endsurface;surface++)
{
- if (t != surface->texture)
+ // if texture or lightmap has changed, start a new batch
+ if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
{
if (numsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
numsurfacelist = 0;
}
t = surface->texture;
- texture = t->currentframe;
- f = texture->currentmaterialflags & flagsmask;
+ rsurface_lightmaptexture = surface->lightmaptexture;
+ rsurface_texture = t->currentframe;
+ f = rsurface_texture->currentmaterialflags & flagsmask;
}
+ // if this surface fits the criteria, add it to the list
if (f && surface->num_triangles)
{
// if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->lightmapinfo->samples)
+ if (surface->cached_dlight)
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
- if (!r_showtrispass)
- renderstats.entities_triangles += counttriangles;
-}
+ R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+ r_refdef.stats.entities_triangles += counttriangles;
+ RSurf_CleanUp();
+
+ if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
+ {
+ CHECKGLERROR
+ R_Mesh_Matrix(&ent->matrix);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ 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
+ }
+ if (r_showtris.integer || r_shownormals.integer)
+ {
+ CHECKGLERROR
+ GL_DepthTest(!r_showdisabledepthtest.integer);
+ GL_DepthMask(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
+ 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.integer)
+ {
+ 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)
+ {
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ }
+ if (r_shownormals.integer)
+ {
+ 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++)
+ {
+ 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]);
+ }
+ 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++)
+ {
+ 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]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ }
+ }
+ }
+ rsurface_texture = NULL;
+ }
+}