2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
38 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
42 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
48 mempool_t *r_main_mempool;
49 rtexturepool_t *r_main_texturepool;
51 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
53 static qboolean r_loadnormalmap;
54 static qboolean r_loadgloss;
56 static qboolean r_loaddds;
57 static qboolean r_savedds;
58 static qboolean r_gpuskeletal;
65 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
66 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
68 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
69 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
70 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
71 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
72 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
73 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
74 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
75 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
76 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
78 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
79 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
80 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
81 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
82 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
84 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
85 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
86 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
87 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
88 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
89 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
90 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
91 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
92 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
93 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
94 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
95 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
96 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)"};
97 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
98 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
99 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"};
100 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"};
101 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
102 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"};
103 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"};
104 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"};
105 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
106 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
107 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
108 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
109 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
110 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
111 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
112 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
113 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
114 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
115 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
125 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
126 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
127 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
128 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
129 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
130 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
131 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
132 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
133 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
134 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
135 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
136 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
137 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
138 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
139 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
140 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
141 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
142 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
143 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
144 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
145 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
146 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
147 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
148 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
149 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
151 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
152 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
153 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
154 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
155 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
156 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
157 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
158 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
160 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
161 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
163 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
164 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
165 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
167 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
168 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
169 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
170 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
171 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
172 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
173 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
174 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
175 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
177 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
178 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
179 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
180 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
181 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
182 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
183 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
184 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
185 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
186 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
187 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
188 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
194 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
195 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
197 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
198 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
199 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
200 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
201 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
202 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
203 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
204 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
205 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
206 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
208 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
209 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
210 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
211 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
213 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
214 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
216 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
217 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
218 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
219 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
220 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
221 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
223 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
224 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
225 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
226 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
227 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
228 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
229 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
230 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
231 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
232 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
234 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"};
236 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
238 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
240 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
242 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
243 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
244 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
245 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
247 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
248 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
250 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
252 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
253 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
255 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
256 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
257 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
258 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
261 extern cvar_t v_glslgamma;
262 extern cvar_t v_glslgamma_2d;
264 extern qboolean v_flipped_state;
266 r_framebufferstate_t r_fb;
268 /// shadow volume bsp struct with automatically growing nodes buffer
271 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
273 rtexture_t *r_texture_blanknormalmap;
274 rtexture_t *r_texture_white;
275 rtexture_t *r_texture_grey128;
276 rtexture_t *r_texture_black;
277 rtexture_t *r_texture_notexture;
278 rtexture_t *r_texture_whitecube;
279 rtexture_t *r_texture_normalizationcube;
280 rtexture_t *r_texture_fogattenuation;
281 rtexture_t *r_texture_fogheighttexture;
282 rtexture_t *r_texture_gammaramps;
283 unsigned int r_texture_gammaramps_serial;
284 //rtexture_t *r_texture_fogintensity;
285 rtexture_t *r_texture_reflectcube;
287 // TODO: hash lookups?
288 typedef struct cubemapinfo_s
295 int r_texture_numcubemaps;
296 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
298 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
299 unsigned int r_numqueries;
300 unsigned int r_maxqueries;
302 typedef struct r_qwskincache_s
304 char name[MAX_QPATH];
305 skinframe_t *skinframe;
309 static r_qwskincache_t *r_qwskincache;
310 static int r_qwskincache_size;
312 /// vertex coordinates for a quad that covers the screen exactly
313 extern const float r_screenvertex3f[12];
314 extern const float r_d3dscreenvertex3f[12];
315 const float r_screenvertex3f[12] =
322 const float r_d3dscreenvertex3f[12] =
330 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
333 for (i = 0;i < verts;i++)
344 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
347 for (i = 0;i < verts;i++)
357 // FIXME: move this to client?
360 if (gamemode == GAME_NEHAHRA)
362 Cvar_Set("gl_fogenable", "0");
363 Cvar_Set("gl_fogdensity", "0.2");
364 Cvar_Set("gl_fogred", "0.3");
365 Cvar_Set("gl_foggreen", "0.3");
366 Cvar_Set("gl_fogblue", "0.3");
368 r_refdef.fog_density = 0;
369 r_refdef.fog_red = 0;
370 r_refdef.fog_green = 0;
371 r_refdef.fog_blue = 0;
372 r_refdef.fog_alpha = 1;
373 r_refdef.fog_start = 0;
374 r_refdef.fog_end = 16384;
375 r_refdef.fog_height = 1<<30;
376 r_refdef.fog_fadedepth = 128;
377 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
380 static void R_BuildBlankTextures(void)
382 unsigned char data[4];
383 data[2] = 128; // normal X
384 data[1] = 128; // normal Y
385 data[0] = 255; // normal Z
386 data[3] = 255; // height
387 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNoTexture(void)
408 unsigned char pix[16][16][4];
409 // this makes a light grey/dark grey checkerboard texture
410 for (y = 0;y < 16;y++)
412 for (x = 0;x < 16;x++)
414 if ((y < 8) ^ (x < 8))
430 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
433 static void R_BuildWhiteCube(void)
435 unsigned char data[6*1*1*4];
436 memset(data, 255, sizeof(data));
437 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
440 static void R_BuildNormalizationCube(void)
444 vec_t s, t, intensity;
447 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
448 for (side = 0;side < 6;side++)
450 for (y = 0;y < NORMSIZE;y++)
452 for (x = 0;x < NORMSIZE;x++)
454 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
490 intensity = 127.0f / sqrt(DotProduct(v, v));
491 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
492 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
493 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
494 data[((side*64+y)*64+x)*4+3] = 255;
498 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
502 static void R_BuildFogTexture(void)
506 unsigned char data1[FOGWIDTH][4];
507 //unsigned char data2[FOGWIDTH][4];
510 r_refdef.fogmasktable_start = r_refdef.fog_start;
511 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
512 r_refdef.fogmasktable_range = r_refdef.fogrange;
513 r_refdef.fogmasktable_density = r_refdef.fog_density;
515 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
516 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
518 d = (x * r - r_refdef.fogmasktable_start);
519 if(developer_extra.integer)
520 Con_DPrintf("%f ", d);
522 if (r_fog_exp2.integer)
523 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
525 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
526 if(developer_extra.integer)
527 Con_DPrintf(" : %f ", alpha);
528 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
529 if(developer_extra.integer)
530 Con_DPrintf(" = %f\n", alpha);
531 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
534 for (x = 0;x < FOGWIDTH;x++)
536 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
541 //data2[x][0] = 255 - b;
542 //data2[x][1] = 255 - b;
543 //data2[x][2] = 255 - b;
546 if (r_texture_fogattenuation)
548 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
549 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
553 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
554 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
558 static void R_BuildFogHeightTexture(void)
560 unsigned char *inpixels;
568 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
569 if (r_refdef.fogheighttexturename[0])
570 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
573 r_refdef.fog_height_tablesize = 0;
574 if (r_texture_fogheighttexture)
575 R_FreeTexture(r_texture_fogheighttexture);
576 r_texture_fogheighttexture = NULL;
577 if (r_refdef.fog_height_table2d)
578 Mem_Free(r_refdef.fog_height_table2d);
579 r_refdef.fog_height_table2d = NULL;
580 if (r_refdef.fog_height_table1d)
581 Mem_Free(r_refdef.fog_height_table1d);
582 r_refdef.fog_height_table1d = NULL;
586 r_refdef.fog_height_tablesize = size;
587 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
588 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
589 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
591 // LordHavoc: now the magic - what is that table2d for? it is a cooked
592 // average fog color table accounting for every fog layer between a point
593 // and the camera. (Note: attenuation is handled separately!)
594 for (y = 0;y < size;y++)
596 for (x = 0;x < size;x++)
602 for (j = x;j <= y;j++)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610 for (j = x;j >= y;j--)
612 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
617 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
618 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
619 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
620 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
623 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
626 //=======================================================================================================================================================
628 static const char *builtinshaderstrings[] =
630 #include "shader_glsl.h"
634 const char *builtinhlslshaderstrings[] =
636 #include "shader_hlsl.h"
640 //=======================================================================================================================================================
642 typedef struct shaderpermutationinfo_s
647 shaderpermutationinfo_t;
649 typedef struct shadermodeinfo_s
651 const char *sourcebasename;
652 const char *extension;
653 const char **builtinshaderstrings;
662 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
663 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
665 {"#define USEDIFFUSE\n", " diffuse"},
666 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
667 {"#define USEVIEWTINT\n", " viewtint"},
668 {"#define USECOLORMAPPING\n", " colormapping"},
669 {"#define USESATURATION\n", " saturation"},
670 {"#define USEFOGINSIDE\n", " foginside"},
671 {"#define USEFOGOUTSIDE\n", " fogoutside"},
672 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
673 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
674 {"#define USEGAMMARAMPS\n", " gammaramps"},
675 {"#define USECUBEFILTER\n", " cubefilter"},
676 {"#define USEGLOW\n", " glow"},
677 {"#define USEBLOOM\n", " bloom"},
678 {"#define USESPECULAR\n", " specular"},
679 {"#define USEPOSTPROCESSING\n", " postprocessing"},
680 {"#define USEREFLECTION\n", " reflection"},
681 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
682 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
683 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
684 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
685 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
686 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
687 {"#define USEALPHAKILL\n", " alphakill"},
688 {"#define USEREFLECTCUBE\n", " reflectcube"},
689 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
690 {"#define USEBOUNCEGRID\n", " bouncegrid"},
691 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
692 {"#define USETRIPPY\n", " trippy"},
693 {"#define USEDEPTHRGB\n", " depthrgb"},
694 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
695 {"#define USESKELETAL\n", " skeletal"},
696 {"#define USEOCCLUDE\n", " occlude"}
699 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
700 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
702 // SHADERLANGUAGE_GLSL
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
712 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
722 // SHADERLANGUAGE_HLSL
724 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
725 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
726 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
727 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
728 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
729 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
730 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
731 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
732 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
744 struct r_glsl_permutation_s;
745 typedef struct r_glsl_permutation_s
748 struct r_glsl_permutation_s *hashnext;
750 unsigned int permutation;
752 /// indicates if we have tried compiling this permutation already
754 /// 0 if compilation failed
756 // texture units assigned to each detected uniform
757 int tex_Texture_First;
758 int tex_Texture_Second;
759 int tex_Texture_GammaRamps;
760 int tex_Texture_Normal;
761 int tex_Texture_Color;
762 int tex_Texture_Gloss;
763 int tex_Texture_Glow;
764 int tex_Texture_SecondaryNormal;
765 int tex_Texture_SecondaryColor;
766 int tex_Texture_SecondaryGloss;
767 int tex_Texture_SecondaryGlow;
768 int tex_Texture_Pants;
769 int tex_Texture_Shirt;
770 int tex_Texture_FogHeightTexture;
771 int tex_Texture_FogMask;
772 int tex_Texture_Lightmap;
773 int tex_Texture_Deluxemap;
774 int tex_Texture_Attenuation;
775 int tex_Texture_Cube;
776 int tex_Texture_Refraction;
777 int tex_Texture_Reflection;
778 int tex_Texture_ShadowMap2D;
779 int tex_Texture_CubeProjection;
780 int tex_Texture_ScreenNormalMap;
781 int tex_Texture_ScreenDiffuse;
782 int tex_Texture_ScreenSpecular;
783 int tex_Texture_ReflectMask;
784 int tex_Texture_ReflectCube;
785 int tex_Texture_BounceGrid;
786 /// locations of detected uniforms in program object, or -1 if not found
787 int loc_Texture_First;
788 int loc_Texture_Second;
789 int loc_Texture_GammaRamps;
790 int loc_Texture_Normal;
791 int loc_Texture_Color;
792 int loc_Texture_Gloss;
793 int loc_Texture_Glow;
794 int loc_Texture_SecondaryNormal;
795 int loc_Texture_SecondaryColor;
796 int loc_Texture_SecondaryGloss;
797 int loc_Texture_SecondaryGlow;
798 int loc_Texture_Pants;
799 int loc_Texture_Shirt;
800 int loc_Texture_FogHeightTexture;
801 int loc_Texture_FogMask;
802 int loc_Texture_Lightmap;
803 int loc_Texture_Deluxemap;
804 int loc_Texture_Attenuation;
805 int loc_Texture_Cube;
806 int loc_Texture_Refraction;
807 int loc_Texture_Reflection;
808 int loc_Texture_ShadowMap2D;
809 int loc_Texture_CubeProjection;
810 int loc_Texture_ScreenNormalMap;
811 int loc_Texture_ScreenDiffuse;
812 int loc_Texture_ScreenSpecular;
813 int loc_Texture_ReflectMask;
814 int loc_Texture_ReflectCube;
815 int loc_Texture_BounceGrid;
817 int loc_BloomBlur_Parameters;
819 int loc_Color_Ambient;
820 int loc_Color_Diffuse;
821 int loc_Color_Specular;
825 int loc_DeferredColor_Ambient;
826 int loc_DeferredColor_Diffuse;
827 int loc_DeferredColor_Specular;
828 int loc_DeferredMod_Diffuse;
829 int loc_DeferredMod_Specular;
830 int loc_DistortScaleRefractReflect;
833 int loc_FogHeightFade;
835 int loc_FogPlaneViewDist;
836 int loc_FogRangeRecip;
839 int loc_LightPosition;
840 int loc_OffsetMapping_ScaleSteps;
841 int loc_OffsetMapping_LodDistance;
842 int loc_OffsetMapping_Bias;
844 int loc_ReflectColor;
845 int loc_ReflectFactor;
846 int loc_ReflectOffset;
847 int loc_RefractColor;
849 int loc_ScreenCenterRefractReflect;
850 int loc_ScreenScaleRefractReflect;
851 int loc_ScreenToDepth;
852 int loc_ShadowMap_Parameters;
853 int loc_ShadowMap_TextureScale;
854 int loc_SpecularPower;
855 int loc_Skeletal_Transform12;
860 int loc_ViewTintColor;
862 int loc_ModelToLight;
864 int loc_BackgroundTexMatrix;
865 int loc_ModelViewProjectionMatrix;
866 int loc_ModelViewMatrix;
867 int loc_PixelToScreenTexCoord;
868 int loc_ModelToReflectCube;
869 int loc_ShadowMapMatrix;
870 int loc_BloomColorSubtract;
871 int loc_NormalmapScrollBlend;
872 int loc_BounceGridMatrix;
873 int loc_BounceGridIntensity;
874 /// uniform block bindings
875 int ubibind_Skeletal_Transform12_UniformBlock;
876 /// uniform block indices
877 int ubiloc_Skeletal_Transform12_UniformBlock;
879 r_glsl_permutation_t;
881 #define SHADERPERMUTATION_HASHSIZE 256
884 // non-degradable "lightweight" shader parameters to keep the permutations simpler
885 // these can NOT degrade! only use for simple stuff
888 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
889 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
890 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
891 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
892 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
893 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
894 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
895 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
896 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
897 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
898 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
899 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
900 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
901 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
903 #define SHADERSTATICPARMS_COUNT 14
905 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
906 static int shaderstaticparms_count = 0;
908 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
909 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
911 extern qboolean r_shadow_shadowmapsampler;
912 extern int r_shadow_shadowmappcf;
913 qboolean R_CompileShader_CheckStaticParms(void)
915 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
916 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
917 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
920 if (r_glsl_saturation_redcompensate.integer)
921 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
922 if (r_glsl_vertextextureblend_usebothalphas.integer)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
924 if (r_shadow_glossexact.integer)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
926 if (r_glsl_postprocess.integer)
928 if (r_glsl_postprocess_uservec1_enable.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
930 if (r_glsl_postprocess_uservec2_enable.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
932 if (r_glsl_postprocess_uservec3_enable.integer)
933 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
934 if (r_glsl_postprocess_uservec4_enable.integer)
935 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
938 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
939 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
940 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
942 if (r_shadow_shadowmapsampler)
943 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
944 if (r_shadow_shadowmappcf > 1)
945 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
946 else if (r_shadow_shadowmappcf)
947 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
948 if (r_celshading.integer)
949 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
950 if (r_celoutlines.integer)
951 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
953 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
956 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
957 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
958 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
960 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
961 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
963 shaderstaticparms_count = 0;
966 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
967 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
968 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
969 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
982 /// information about each possible shader permutation
983 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
984 /// currently selected permutation
985 r_glsl_permutation_t *r_glsl_permutation;
986 /// storage for permutations linked in the hash table
987 memexpandablearray_t r_glsl_permutationarray;
989 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
991 //unsigned int hashdepth = 0;
992 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
993 r_glsl_permutation_t *p;
994 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
996 if (p->mode == mode && p->permutation == permutation)
998 //if (hashdepth > 10)
999 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1004 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1006 p->permutation = permutation;
1007 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1008 r_glsl_permutationhash[mode][hashindex] = p;
1009 //if (hashdepth > 10)
1010 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1014 static char *R_ShaderStrCat(const char **strings)
1017 const char **p = strings;
1020 for (p = strings;(t = *p);p++)
1023 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1025 for (p = strings;(t = *p);p++)
1035 static char *R_ShaderStrCat(const char **strings);
1036 static void R_InitShaderModeInfo(void)
1039 shadermodeinfo_t *modeinfo;
1040 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1041 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1043 for (i = 0; i < SHADERMODE_COUNT; i++)
1045 char filename[MAX_QPATH];
1046 modeinfo = &shadermodeinfo[language][i];
1047 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1048 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1049 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1050 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1055 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1058 // if the mode has no filename we have to return the builtin string
1059 if (builtinonly || !modeinfo->filename)
1060 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1061 // note that FS_LoadFile appends a 0 byte to make it a valid string
1062 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1065 if (printfromdisknotice)
1066 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1067 return shaderstring;
1069 // fall back to builtinstring
1070 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1073 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1078 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1080 char permutationname[256];
1081 int vertstrings_count = 0;
1082 int geomstrings_count = 0;
1083 int fragstrings_count = 0;
1084 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1085 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1086 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1093 permutationname[0] = 0;
1094 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1096 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1098 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1099 if(vid.support.glshaderversion >= 140)
1101 vertstrings_list[vertstrings_count++] = "#version 140\n";
1102 geomstrings_list[geomstrings_count++] = "#version 140\n";
1103 fragstrings_list[fragstrings_count++] = "#version 140\n";
1104 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1105 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1106 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1108 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1109 else if(vid.support.glshaderversion >= 130)
1111 vertstrings_list[vertstrings_count++] = "#version 130\n";
1112 geomstrings_list[geomstrings_count++] = "#version 130\n";
1113 fragstrings_list[fragstrings_count++] = "#version 130\n";
1114 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1115 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1116 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1119 // the first pretext is which type of shader to compile as
1120 // (later these will all be bound together as a program object)
1121 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1122 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1123 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1125 // the second pretext is the mode (for example a light source)
1126 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1127 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1128 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1129 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1131 // now add all the permutation pretexts
1132 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1134 if (permutation & (1<<i))
1136 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1137 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1138 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1139 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1143 // keep line numbers correct
1144 vertstrings_list[vertstrings_count++] = "\n";
1145 geomstrings_list[geomstrings_count++] = "\n";
1146 fragstrings_list[fragstrings_count++] = "\n";
1151 R_CompileShader_AddStaticParms(mode, permutation);
1152 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1153 vertstrings_count += shaderstaticparms_count;
1154 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1155 geomstrings_count += shaderstaticparms_count;
1156 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1157 fragstrings_count += shaderstaticparms_count;
1159 // now append the shader text itself
1160 vertstrings_list[vertstrings_count++] = sourcestring;
1161 geomstrings_list[geomstrings_count++] = sourcestring;
1162 fragstrings_list[fragstrings_count++] = sourcestring;
1164 // compile the shader program
1165 if (vertstrings_count + geomstrings_count + fragstrings_count)
1166 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1170 qglUseProgram(p->program);CHECKGLERROR
1171 // look up all the uniform variable names we care about, so we don't
1172 // have to look them up every time we set them
1177 GLint activeuniformindex = 0;
1178 GLint numactiveuniforms = 0;
1179 char uniformname[128];
1180 GLsizei uniformnamelength = 0;
1181 GLint uniformsize = 0;
1182 GLenum uniformtype = 0;
1183 memset(uniformname, 0, sizeof(uniformname));
1184 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1185 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1186 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1188 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1189 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1194 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1195 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1196 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1197 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1198 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1199 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1200 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1201 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1202 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1203 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1204 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1205 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1206 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1207 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1208 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1209 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1210 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1211 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1212 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1213 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1214 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1215 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1216 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1217 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1218 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1219 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1220 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1221 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1222 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1223 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1224 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1225 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1226 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1227 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1228 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1229 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1230 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1231 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1232 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1233 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1234 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1235 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1236 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1237 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1238 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1239 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1240 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1241 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1242 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1243 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1244 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1245 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1246 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1247 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1248 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1249 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1250 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1251 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1252 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1253 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1254 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1255 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1256 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1257 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1258 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1259 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1260 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1261 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1262 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1263 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1264 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1265 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1266 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1267 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1268 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1269 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1270 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1271 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1272 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1273 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1274 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1275 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1276 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1277 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1278 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1279 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1280 // initialize the samplers to refer to the texture units we use
1281 p->tex_Texture_First = -1;
1282 p->tex_Texture_Second = -1;
1283 p->tex_Texture_GammaRamps = -1;
1284 p->tex_Texture_Normal = -1;
1285 p->tex_Texture_Color = -1;
1286 p->tex_Texture_Gloss = -1;
1287 p->tex_Texture_Glow = -1;
1288 p->tex_Texture_SecondaryNormal = -1;
1289 p->tex_Texture_SecondaryColor = -1;
1290 p->tex_Texture_SecondaryGloss = -1;
1291 p->tex_Texture_SecondaryGlow = -1;
1292 p->tex_Texture_Pants = -1;
1293 p->tex_Texture_Shirt = -1;
1294 p->tex_Texture_FogHeightTexture = -1;
1295 p->tex_Texture_FogMask = -1;
1296 p->tex_Texture_Lightmap = -1;
1297 p->tex_Texture_Deluxemap = -1;
1298 p->tex_Texture_Attenuation = -1;
1299 p->tex_Texture_Cube = -1;
1300 p->tex_Texture_Refraction = -1;
1301 p->tex_Texture_Reflection = -1;
1302 p->tex_Texture_ShadowMap2D = -1;
1303 p->tex_Texture_CubeProjection = -1;
1304 p->tex_Texture_ScreenNormalMap = -1;
1305 p->tex_Texture_ScreenDiffuse = -1;
1306 p->tex_Texture_ScreenSpecular = -1;
1307 p->tex_Texture_ReflectMask = -1;
1308 p->tex_Texture_ReflectCube = -1;
1309 p->tex_Texture_BounceGrid = -1;
1310 // bind the texture samplers in use
1312 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1313 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1314 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1315 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1316 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1317 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1318 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1319 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1320 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1321 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1322 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1323 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1324 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1325 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1326 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1327 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1328 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1329 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1330 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1331 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1332 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1333 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1334 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1335 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1336 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1337 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1338 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1339 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1340 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1341 // get the uniform block indices so we can bind them
1342 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1343 if (vid.support.arb_uniform_buffer_object)
1344 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1347 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1348 // clear the uniform block bindings
1349 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1350 // bind the uniform blocks in use
1352 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1353 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1355 // we're done compiling and setting up the shader, at least until it is used
1357 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1360 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1364 Mem_Free(sourcestring);
1367 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1369 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1370 if (r_glsl_permutation != perm)
1372 r_glsl_permutation = perm;
1373 if (!r_glsl_permutation->program)
1375 if (!r_glsl_permutation->compiled)
1377 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1378 R_GLSL_CompilePermutation(perm, mode, permutation);
1380 if (!r_glsl_permutation->program)
1382 // remove features until we find a valid permutation
1384 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1386 // reduce i more quickly whenever it would not remove any bits
1387 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1388 if (!(permutation & j))
1391 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1392 if (!r_glsl_permutation->compiled)
1393 R_GLSL_CompilePermutation(perm, mode, permutation);
1394 if (r_glsl_permutation->program)
1397 if (i >= SHADERPERMUTATION_COUNT)
1399 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1400 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1401 qglUseProgram(0);CHECKGLERROR
1402 return; // no bit left to clear, entire mode is broken
1407 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1409 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1410 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1411 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1419 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1420 extern D3DCAPS9 vid_d3d9caps;
1423 struct r_hlsl_permutation_s;
1424 typedef struct r_hlsl_permutation_s
1426 /// hash lookup data
1427 struct r_hlsl_permutation_s *hashnext;
1429 unsigned int permutation;
1431 /// indicates if we have tried compiling this permutation already
1433 /// NULL if compilation failed
1434 IDirect3DVertexShader9 *vertexshader;
1435 IDirect3DPixelShader9 *pixelshader;
1437 r_hlsl_permutation_t;
1439 typedef enum D3DVSREGISTER_e
1441 D3DVSREGISTER_TexMatrix = 0, // float4x4
1442 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1443 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1444 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1445 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1446 D3DVSREGISTER_ModelToLight = 20, // float4x4
1447 D3DVSREGISTER_EyePosition = 24,
1448 D3DVSREGISTER_FogPlane = 25,
1449 D3DVSREGISTER_LightDir = 26,
1450 D3DVSREGISTER_LightPosition = 27,
1454 typedef enum D3DPSREGISTER_e
1456 D3DPSREGISTER_Alpha = 0,
1457 D3DPSREGISTER_BloomBlur_Parameters = 1,
1458 D3DPSREGISTER_ClientTime = 2,
1459 D3DPSREGISTER_Color_Ambient = 3,
1460 D3DPSREGISTER_Color_Diffuse = 4,
1461 D3DPSREGISTER_Color_Specular = 5,
1462 D3DPSREGISTER_Color_Glow = 6,
1463 D3DPSREGISTER_Color_Pants = 7,
1464 D3DPSREGISTER_Color_Shirt = 8,
1465 D3DPSREGISTER_DeferredColor_Ambient = 9,
1466 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1467 D3DPSREGISTER_DeferredColor_Specular = 11,
1468 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1469 D3DPSREGISTER_DeferredMod_Specular = 13,
1470 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1471 D3DPSREGISTER_EyePosition = 15, // unused
1472 D3DPSREGISTER_FogColor = 16,
1473 D3DPSREGISTER_FogHeightFade = 17,
1474 D3DPSREGISTER_FogPlane = 18,
1475 D3DPSREGISTER_FogPlaneViewDist = 19,
1476 D3DPSREGISTER_FogRangeRecip = 20,
1477 D3DPSREGISTER_LightColor = 21,
1478 D3DPSREGISTER_LightDir = 22, // unused
1479 D3DPSREGISTER_LightPosition = 23,
1480 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1481 D3DPSREGISTER_PixelSize = 25,
1482 D3DPSREGISTER_ReflectColor = 26,
1483 D3DPSREGISTER_ReflectFactor = 27,
1484 D3DPSREGISTER_ReflectOffset = 28,
1485 D3DPSREGISTER_RefractColor = 29,
1486 D3DPSREGISTER_Saturation = 30,
1487 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1488 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1489 D3DPSREGISTER_ScreenToDepth = 33,
1490 D3DPSREGISTER_ShadowMap_Parameters = 34,
1491 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1492 D3DPSREGISTER_SpecularPower = 36,
1493 D3DPSREGISTER_UserVec1 = 37,
1494 D3DPSREGISTER_UserVec2 = 38,
1495 D3DPSREGISTER_UserVec3 = 39,
1496 D3DPSREGISTER_UserVec4 = 40,
1497 D3DPSREGISTER_ViewTintColor = 41,
1498 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1499 D3DPSREGISTER_BloomColorSubtract = 43,
1500 D3DPSREGISTER_ViewToLight = 44, // float4x4
1501 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1502 D3DPSREGISTER_NormalmapScrollBlend = 52,
1503 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1504 D3DPSREGISTER_OffsetMapping_Bias = 54,
1509 /// information about each possible shader permutation
1510 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1511 /// currently selected permutation
1512 r_hlsl_permutation_t *r_hlsl_permutation;
1513 /// storage for permutations linked in the hash table
1514 memexpandablearray_t r_hlsl_permutationarray;
1516 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1518 //unsigned int hashdepth = 0;
1519 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1520 r_hlsl_permutation_t *p;
1521 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1523 if (p->mode == mode && p->permutation == permutation)
1525 //if (hashdepth > 10)
1526 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1531 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1533 p->permutation = permutation;
1534 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1535 r_hlsl_permutationhash[mode][hashindex] = p;
1536 //if (hashdepth > 10)
1537 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1542 //#include <d3dx9shader.h>
1543 //#include <d3dx9mesh.h>
1545 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1547 DWORD *vsbin = NULL;
1548 DWORD *psbin = NULL;
1549 fs_offset_t vsbinsize;
1550 fs_offset_t psbinsize;
1551 // IDirect3DVertexShader9 *vs = NULL;
1552 // IDirect3DPixelShader9 *ps = NULL;
1553 ID3DXBuffer *vslog = NULL;
1554 ID3DXBuffer *vsbuffer = NULL;
1555 ID3DXConstantTable *vsconstanttable = NULL;
1556 ID3DXBuffer *pslog = NULL;
1557 ID3DXBuffer *psbuffer = NULL;
1558 ID3DXConstantTable *psconstanttable = NULL;
1561 char temp[MAX_INPUTLINE];
1562 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1564 qboolean debugshader = gl_paranoid.integer != 0;
1565 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1566 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1569 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1570 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1572 if ((!vsbin && vertstring) || (!psbin && fragstring))
1574 const char* dllnames_d3dx9 [] =
1598 dllhandle_t d3dx9_dll = NULL;
1599 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1600 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1601 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1602 dllfunction_t d3dx9_dllfuncs[] =
1604 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1605 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1606 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1609 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1610 #ifndef ID3DXBuffer_GetBufferPointer
1611 #if !defined(__cplusplus) || defined(CINTERFACE)
1612 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1613 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1614 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1616 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1617 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1618 #define ID3DXBuffer_Release(p) (p)->Release()
1621 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1623 DWORD shaderflags = 0;
1625 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1626 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1627 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1628 if (vertstring && vertstring[0])
1632 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1633 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1636 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1639 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1640 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1641 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1642 ID3DXBuffer_Release(vsbuffer);
1646 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1647 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1648 ID3DXBuffer_Release(vslog);
1651 if (fragstring && fragstring[0])
1655 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1656 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1659 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1662 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1663 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1664 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1665 ID3DXBuffer_Release(psbuffer);
1669 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1670 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1671 ID3DXBuffer_Release(pslog);
1674 Sys_UnloadLibrary(&d3dx9_dll);
1677 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1681 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1682 if (FAILED(vsresult))
1683 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1684 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1685 if (FAILED(psresult))
1686 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1688 // free the shader data
1689 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1690 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1693 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1696 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1697 int vertstring_length = 0;
1698 int geomstring_length = 0;
1699 int fragstring_length = 0;
1702 char *vertstring, *geomstring, *fragstring;
1703 char permutationname[256];
1704 char cachename[256];
1705 int vertstrings_count = 0;
1706 int geomstrings_count = 0;
1707 int fragstrings_count = 0;
1708 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1709 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1710 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1715 p->vertexshader = NULL;
1716 p->pixelshader = NULL;
1718 permutationname[0] = 0;
1720 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1722 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1723 strlcat(cachename, "hlsl/", sizeof(cachename));
1725 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1726 vertstrings_count = 0;
1727 geomstrings_count = 0;
1728 fragstrings_count = 0;
1729 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1730 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1731 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1733 // the first pretext is which type of shader to compile as
1734 // (later these will all be bound together as a program object)
1735 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1736 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1737 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1739 // the second pretext is the mode (for example a light source)
1740 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1741 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1742 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1743 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1744 strlcat(cachename, modeinfo->name, sizeof(cachename));
1746 // now add all the permutation pretexts
1747 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1749 if (permutation & (1<<i))
1751 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1752 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1753 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1754 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1755 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1759 // keep line numbers correct
1760 vertstrings_list[vertstrings_count++] = "\n";
1761 geomstrings_list[geomstrings_count++] = "\n";
1762 fragstrings_list[fragstrings_count++] = "\n";
1767 R_CompileShader_AddStaticParms(mode, permutation);
1768 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1769 vertstrings_count += shaderstaticparms_count;
1770 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1771 geomstrings_count += shaderstaticparms_count;
1772 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1773 fragstrings_count += shaderstaticparms_count;
1775 // replace spaces in the cachename with _ characters
1776 for (i = 0;cachename[i];i++)
1777 if (cachename[i] == ' ')
1780 // now append the shader text itself
1781 vertstrings_list[vertstrings_count++] = sourcestring;
1782 geomstrings_list[geomstrings_count++] = sourcestring;
1783 fragstrings_list[fragstrings_count++] = sourcestring;
1785 vertstring_length = 0;
1786 for (i = 0;i < vertstrings_count;i++)
1787 vertstring_length += (int)strlen(vertstrings_list[i]);
1788 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1789 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1790 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1792 geomstring_length = 0;
1793 for (i = 0;i < geomstrings_count;i++)
1794 geomstring_length += (int)strlen(geomstrings_list[i]);
1795 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1796 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1797 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1799 fragstring_length = 0;
1800 for (i = 0;i < fragstrings_count;i++)
1801 fragstring_length += (int)strlen(fragstrings_list[i]);
1802 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1803 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1804 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1806 // try to load the cached shader, or generate one
1807 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1809 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1810 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1812 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1816 Mem_Free(vertstring);
1818 Mem_Free(geomstring);
1820 Mem_Free(fragstring);
1822 Mem_Free(sourcestring);
1825 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1826 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1827 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1828 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1829 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1830 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1832 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1833 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1834 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1835 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1836 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1837 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1839 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1841 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1842 if (r_hlsl_permutation != perm)
1844 r_hlsl_permutation = perm;
1845 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1847 if (!r_hlsl_permutation->compiled)
1848 R_HLSL_CompilePermutation(perm, mode, permutation);
1849 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1851 // remove features until we find a valid permutation
1853 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1855 // reduce i more quickly whenever it would not remove any bits
1856 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1857 if (!(permutation & j))
1860 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1861 if (!r_hlsl_permutation->compiled)
1862 R_HLSL_CompilePermutation(perm, mode, permutation);
1863 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1866 if (i >= SHADERPERMUTATION_COUNT)
1868 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1869 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1870 return; // no bit left to clear, entire mode is broken
1874 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1875 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1877 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1878 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1879 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1883 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1885 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1886 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1887 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1888 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1891 void R_GLSL_Restart_f(void)
1893 unsigned int i, limit;
1894 switch(vid.renderpath)
1896 case RENDERPATH_D3D9:
1899 r_hlsl_permutation_t *p;
1900 r_hlsl_permutation = NULL;
1901 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1902 for (i = 0;i < limit;i++)
1904 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1906 if (p->vertexshader)
1907 IDirect3DVertexShader9_Release(p->vertexshader);
1909 IDirect3DPixelShader9_Release(p->pixelshader);
1910 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1913 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1917 case RENDERPATH_D3D10:
1918 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1920 case RENDERPATH_D3D11:
1921 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1923 case RENDERPATH_GL20:
1924 case RENDERPATH_GLES2:
1926 r_glsl_permutation_t *p;
1927 r_glsl_permutation = NULL;
1928 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1929 for (i = 0;i < limit;i++)
1931 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1933 GL_Backend_FreeProgram(p->program);
1934 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1937 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1940 case RENDERPATH_GL11:
1941 case RENDERPATH_GL13:
1942 case RENDERPATH_GLES1:
1944 case RENDERPATH_SOFT:
1949 static void R_GLSL_DumpShader_f(void)
1951 int i, language, mode, dupe;
1953 shadermodeinfo_t *modeinfo;
1956 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1958 modeinfo = shadermodeinfo[language];
1959 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1961 // don't dump the same file multiple times (most or all shaders come from the same file)
1962 for (dupe = mode - 1;dupe >= 0;dupe--)
1963 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1967 text = modeinfo[mode].builtinstring;
1970 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1973 FS_Print(file, "/* The engine may define the following macros:\n");
1974 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1975 for (i = 0;i < SHADERMODE_COUNT;i++)
1976 FS_Print(file, modeinfo[i].pretext);
1977 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1978 FS_Print(file, shaderpermutationinfo[i].pretext);
1979 FS_Print(file, "*/\n");
1980 FS_Print(file, text);
1982 Con_Printf("%s written\n", modeinfo[mode].filename);
1985 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1990 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1992 unsigned int permutation = 0;
1993 if (r_trippy.integer && !notrippy)
1994 permutation |= SHADERPERMUTATION_TRIPPY;
1995 permutation |= SHADERPERMUTATION_VIEWTINT;
1997 permutation |= SHADERPERMUTATION_DIFFUSE;
1999 permutation |= SHADERPERMUTATION_SPECULAR;
2000 if (texturemode == GL_MODULATE)
2001 permutation |= SHADERPERMUTATION_COLORMAPPING;
2002 else if (texturemode == GL_ADD)
2003 permutation |= SHADERPERMUTATION_GLOW;
2004 else if (texturemode == GL_DECAL)
2005 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2006 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2007 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2008 if (suppresstexalpha)
2009 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2011 texturemode = GL_MODULATE;
2012 if (vid.allowalphatocoverage)
2013 GL_AlphaToCoverage(false);
2014 switch (vid.renderpath)
2016 case RENDERPATH_D3D9:
2018 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2019 R_Mesh_TexBind(GL20TU_FIRST , first );
2020 R_Mesh_TexBind(GL20TU_SECOND, second);
2021 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2022 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2025 case RENDERPATH_D3D10:
2026 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2028 case RENDERPATH_D3D11:
2029 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2031 case RENDERPATH_GL20:
2032 case RENDERPATH_GLES2:
2033 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2034 if (r_glsl_permutation->tex_Texture_First >= 0)
2035 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2036 if (r_glsl_permutation->tex_Texture_Second >= 0)
2037 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2038 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2039 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2041 case RENDERPATH_GL13:
2042 case RENDERPATH_GLES1:
2043 R_Mesh_TexBind(0, first );
2044 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2045 R_Mesh_TexMatrix(0, NULL);
2046 R_Mesh_TexBind(1, second);
2049 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2050 R_Mesh_TexMatrix(1, NULL);
2053 case RENDERPATH_GL11:
2054 R_Mesh_TexBind(0, first );
2055 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2056 R_Mesh_TexMatrix(0, NULL);
2058 case RENDERPATH_SOFT:
2059 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2060 R_Mesh_TexBind(GL20TU_FIRST , first );
2061 R_Mesh_TexBind(GL20TU_SECOND, second);
2066 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2068 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2071 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2073 unsigned int permutation = 0;
2074 if (r_trippy.integer && !notrippy)
2075 permutation |= SHADERPERMUTATION_TRIPPY;
2077 permutation |= SHADERPERMUTATION_DEPTHRGB;
2079 permutation |= SHADERPERMUTATION_SKELETAL;
2081 if (vid.allowalphatocoverage)
2082 GL_AlphaToCoverage(false);
2083 switch (vid.renderpath)
2085 case RENDERPATH_D3D9:
2087 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2090 case RENDERPATH_D3D10:
2091 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2093 case RENDERPATH_D3D11:
2094 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2096 case RENDERPATH_GL20:
2097 case RENDERPATH_GLES2:
2098 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2099 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2100 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2103 case RENDERPATH_GL13:
2104 case RENDERPATH_GLES1:
2105 R_Mesh_TexBind(0, 0);
2106 R_Mesh_TexBind(1, 0);
2108 case RENDERPATH_GL11:
2109 R_Mesh_TexBind(0, 0);
2111 case RENDERPATH_SOFT:
2112 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2117 extern qboolean r_shadow_usingdeferredprepass;
2118 extern rtexture_t *r_shadow_attenuationgradienttexture;
2119 extern rtexture_t *r_shadow_attenuation2dtexture;
2120 extern rtexture_t *r_shadow_attenuation3dtexture;
2121 extern qboolean r_shadow_usingshadowmap2d;
2122 extern qboolean r_shadow_usingshadowmaportho;
2123 extern float r_shadow_modelshadowmap_texturescale[4];
2124 extern float r_shadow_modelshadowmap_parameters[4];
2125 extern float r_shadow_lightshadowmap_texturescale[4];
2126 extern float r_shadow_lightshadowmap_parameters[4];
2127 extern qboolean r_shadow_shadowmapvsdct;
2128 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2129 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2130 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2131 extern matrix4x4_t r_shadow_shadowmapmatrix;
2132 extern int r_shadow_prepass_width;
2133 extern int r_shadow_prepass_height;
2134 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2135 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2136 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2137 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2139 #define BLENDFUNC_ALLOWS_COLORMOD 1
2140 #define BLENDFUNC_ALLOWS_FOG 2
2141 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2142 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2143 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2144 static int R_BlendFuncFlags(int src, int dst)
2148 // a blendfunc allows colormod if:
2149 // a) it can never keep the destination pixel invariant, or
2150 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2151 // this is to prevent unintended side effects from colormod
2153 // a blendfunc allows fog if:
2154 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2155 // this is to prevent unintended side effects from fog
2157 // these checks are the output of fogeval.pl
2159 r |= BLENDFUNC_ALLOWS_COLORMOD;
2160 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2161 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2162 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2163 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2164 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2165 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2166 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2167 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2168 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2169 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2170 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2171 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2172 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2173 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2174 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2175 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2176 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2177 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2178 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2179 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2180 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2185 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2187 // select a permutation of the lighting shader appropriate to this
2188 // combination of texture, entity, light source, and fogging, only use the
2189 // minimum features necessary to avoid wasting rendering time in the
2190 // fragment shader on features that are not being used
2191 unsigned int permutation = 0;
2192 unsigned int mode = 0;
2194 static float dummy_colormod[3] = {1, 1, 1};
2195 float *colormod = rsurface.colormod;
2197 matrix4x4_t tempmatrix;
2198 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2199 if (r_trippy.integer && !notrippy)
2200 permutation |= SHADERPERMUTATION_TRIPPY;
2201 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2202 permutation |= SHADERPERMUTATION_ALPHAKILL;
2203 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2204 permutation |= SHADERPERMUTATION_OCCLUDE;
2205 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2206 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2207 if (rsurfacepass == RSURFPASS_BACKGROUND)
2209 // distorted background
2210 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2212 mode = SHADERMODE_WATER;
2213 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2215 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2217 // this is the right thing to do for wateralpha
2218 GL_BlendFunc(GL_ONE, GL_ZERO);
2219 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2223 // this is the right thing to do for entity alpha
2224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2225 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2228 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2230 mode = SHADERMODE_REFRACTION;
2231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2232 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2238 mode = SHADERMODE_GENERIC;
2239 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2241 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2243 if (vid.allowalphatocoverage)
2244 GL_AlphaToCoverage(false);
2246 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2248 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2250 switch(rsurface.texture->offsetmapping)
2252 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2253 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2254 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_OFF: break;
2258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2259 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2260 // normalmap (deferred prepass), may use alpha test on diffuse
2261 mode = SHADERMODE_DEFERREDGEOMETRY;
2262 GL_BlendFunc(GL_ONE, GL_ZERO);
2263 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2264 if (vid.allowalphatocoverage)
2265 GL_AlphaToCoverage(false);
2267 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2269 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2271 switch(rsurface.texture->offsetmapping)
2273 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2274 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2275 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2276 case OFFSETMAPPING_OFF: break;
2279 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2280 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2281 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2282 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2284 mode = SHADERMODE_LIGHTSOURCE;
2285 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2286 permutation |= SHADERPERMUTATION_CUBEFILTER;
2287 if (diffusescale > 0)
2288 permutation |= SHADERPERMUTATION_DIFFUSE;
2289 if (specularscale > 0)
2290 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2291 if (r_refdef.fogenabled)
2292 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2293 if (rsurface.texture->colormapping)
2294 permutation |= SHADERPERMUTATION_COLORMAPPING;
2295 if (r_shadow_usingshadowmap2d)
2297 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2298 if(r_shadow_shadowmapvsdct)
2299 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2301 if (r_shadow_shadowmap2ddepthbuffer)
2302 permutation |= SHADERPERMUTATION_DEPTHRGB;
2304 if (rsurface.texture->reflectmasktexture)
2305 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2308 if (vid.allowalphatocoverage)
2309 GL_AlphaToCoverage(false);
2311 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2313 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2315 switch(rsurface.texture->offsetmapping)
2317 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2318 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2319 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2320 case OFFSETMAPPING_OFF: break;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2324 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2325 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2326 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2327 // unshaded geometry (fullbright or ambient model lighting)
2328 mode = SHADERMODE_FLATCOLOR;
2329 ambientscale = diffusescale = specularscale = 0;
2330 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2331 permutation |= SHADERPERMUTATION_GLOW;
2332 if (r_refdef.fogenabled)
2333 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334 if (rsurface.texture->colormapping)
2335 permutation |= SHADERPERMUTATION_COLORMAPPING;
2336 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2338 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2341 if (r_shadow_shadowmap2ddepthbuffer)
2342 permutation |= SHADERPERMUTATION_DEPTHRGB;
2344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345 permutation |= SHADERPERMUTATION_REFLECTION;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2349 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2350 // when using alphatocoverage, we don't need alphakill
2351 if (vid.allowalphatocoverage)
2353 if (r_transparent_alphatocoverage.integer)
2355 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2356 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2359 GL_AlphaToCoverage(false);
2362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2364 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2366 switch(rsurface.texture->offsetmapping)
2368 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2369 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2370 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2371 case OFFSETMAPPING_OFF: break;
2374 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2375 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2376 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2377 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2378 // directional model lighting
2379 mode = SHADERMODE_LIGHTDIRECTION;
2380 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2381 permutation |= SHADERPERMUTATION_GLOW;
2382 permutation |= SHADERPERMUTATION_DIFFUSE;
2383 if (specularscale > 0)
2384 permutation |= SHADERPERMUTATION_SPECULAR;
2385 if (r_refdef.fogenabled)
2386 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2387 if (rsurface.texture->colormapping)
2388 permutation |= SHADERPERMUTATION_COLORMAPPING;
2389 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2391 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2392 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2394 if (r_shadow_shadowmap2ddepthbuffer)
2395 permutation |= SHADERPERMUTATION_DEPTHRGB;
2397 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2398 permutation |= SHADERPERMUTATION_REFLECTION;
2399 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2400 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2401 if (rsurface.texture->reflectmasktexture)
2402 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2403 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2405 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2406 if (r_shadow_bouncegrid_state.directional)
2407 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2409 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2410 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2411 // when using alphatocoverage, we don't need alphakill
2412 if (vid.allowalphatocoverage)
2414 if (r_transparent_alphatocoverage.integer)
2416 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2417 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2420 GL_AlphaToCoverage(false);
2423 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2425 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2427 switch(rsurface.texture->offsetmapping)
2429 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2430 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2431 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2432 case OFFSETMAPPING_OFF: break;
2435 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2436 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2437 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2438 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2439 // ambient model lighting
2440 mode = SHADERMODE_LIGHTDIRECTION;
2441 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2442 permutation |= SHADERPERMUTATION_GLOW;
2443 if (r_refdef.fogenabled)
2444 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2445 if (rsurface.texture->colormapping)
2446 permutation |= SHADERPERMUTATION_COLORMAPPING;
2447 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2449 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2450 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2452 if (r_shadow_shadowmap2ddepthbuffer)
2453 permutation |= SHADERPERMUTATION_DEPTHRGB;
2455 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2456 permutation |= SHADERPERMUTATION_REFLECTION;
2457 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2458 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2459 if (rsurface.texture->reflectmasktexture)
2460 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2461 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2463 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2464 if (r_shadow_bouncegrid_state.directional)
2465 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2467 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2468 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2469 // when using alphatocoverage, we don't need alphakill
2470 if (vid.allowalphatocoverage)
2472 if (r_transparent_alphatocoverage.integer)
2474 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2475 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2478 GL_AlphaToCoverage(false);
2483 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2485 switch(rsurface.texture->offsetmapping)
2487 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2488 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2489 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2490 case OFFSETMAPPING_OFF: break;
2493 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2494 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2495 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2496 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2498 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2499 permutation |= SHADERPERMUTATION_GLOW;
2500 if (r_refdef.fogenabled)
2501 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2502 if (rsurface.texture->colormapping)
2503 permutation |= SHADERPERMUTATION_COLORMAPPING;
2504 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2506 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2507 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2509 if (r_shadow_shadowmap2ddepthbuffer)
2510 permutation |= SHADERPERMUTATION_DEPTHRGB;
2512 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2513 permutation |= SHADERPERMUTATION_REFLECTION;
2514 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2515 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2516 if (rsurface.texture->reflectmasktexture)
2517 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2518 if (FAKELIGHT_ENABLED)
2520 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2521 mode = SHADERMODE_FAKELIGHT;
2522 permutation |= SHADERPERMUTATION_DIFFUSE;
2523 if (specularscale > 0)
2524 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2526 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2528 // deluxemapping (light direction texture)
2529 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2530 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2532 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2533 permutation |= SHADERPERMUTATION_DIFFUSE;
2534 if (specularscale > 0)
2535 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2537 else if (r_glsl_deluxemapping.integer >= 2)
2539 // fake deluxemapping (uniform light direction in tangentspace)
2540 if (rsurface.uselightmaptexture)
2541 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2543 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2544 permutation |= SHADERPERMUTATION_DIFFUSE;
2545 if (specularscale > 0)
2546 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2548 else if (rsurface.uselightmaptexture)
2550 // ordinary lightmapping (q1bsp, q3bsp)
2551 mode = SHADERMODE_LIGHTMAP;
2555 // ordinary vertex coloring (q3bsp)
2556 mode = SHADERMODE_VERTEXCOLOR;
2558 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2560 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2561 if (r_shadow_bouncegrid_state.directional)
2562 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2564 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2565 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2566 // when using alphatocoverage, we don't need alphakill
2567 if (vid.allowalphatocoverage)
2569 if (r_transparent_alphatocoverage.integer)
2571 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2572 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2575 GL_AlphaToCoverage(false);
2578 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2579 colormod = dummy_colormod;
2580 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2581 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2582 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2583 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2584 switch(vid.renderpath)
2586 case RENDERPATH_D3D9:
2588 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2589 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2590 R_SetupShader_SetPermutationHLSL(mode, permutation);
2591 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2592 if (mode == SHADERMODE_LIGHTSOURCE)
2594 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2595 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2599 if (mode == SHADERMODE_LIGHTDIRECTION)
2601 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2604 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2605 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2606 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2607 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2608 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2610 if (mode == SHADERMODE_LIGHTSOURCE)
2612 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2615 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2616 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2618 // additive passes are only darkened by fog, not tinted
2619 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2620 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2624 if (mode == SHADERMODE_FLATCOLOR)
2626 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2628 else if (mode == SHADERMODE_LIGHTDIRECTION)
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2631 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2632 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2633 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2634 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2635 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2636 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2641 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2642 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2643 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2644 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2646 // additive passes are only darkened by fog, not tinted
2647 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2648 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2650 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2651 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2652 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2653 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2654 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2655 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2656 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2657 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2658 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2659 if (mode == SHADERMODE_WATER)
2660 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2662 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2664 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2665 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2669 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2670 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2672 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2673 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2674 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2675 if (rsurface.texture->pantstexture)
2676 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2678 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2679 if (rsurface.texture->shirttexture)
2680 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2682 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2683 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2684 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2685 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2686 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2687 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2688 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2689 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2690 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2691 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2693 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2694 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2695 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2696 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2698 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2699 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2700 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2701 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2702 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2703 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2704 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2705 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2706 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2707 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2708 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2709 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2710 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2711 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2712 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2713 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2714 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2715 if (rsurfacepass == RSURFPASS_BACKGROUND)
2717 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2718 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2719 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2723 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2725 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2726 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2727 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2728 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2730 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2731 if (rsurface.rtlight)
2733 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2734 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2739 case RENDERPATH_D3D10:
2740 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2742 case RENDERPATH_D3D11:
2743 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2745 case RENDERPATH_GL20:
2746 case RENDERPATH_GLES2:
2747 if (!vid.useinterleavedarrays)
2749 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2750 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2751 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2752 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2753 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2754 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2755 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2756 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2757 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2758 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2759 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2763 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2764 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2766 // this has to be after RSurf_PrepareVerticesForBatch
2767 if (rsurface.batchskeletaltransform3x4buffer)
2768 permutation |= SHADERPERMUTATION_SKELETAL;
2769 R_SetupShader_SetPermutationGLSL(mode, permutation);
2770 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2771 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2773 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2774 if (mode == SHADERMODE_LIGHTSOURCE)
2776 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2777 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2778 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2779 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2780 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2781 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2783 // additive passes are only darkened by fog, not tinted
2784 if (r_glsl_permutation->loc_FogColor >= 0)
2785 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2786 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2790 if (mode == SHADERMODE_FLATCOLOR)
2792 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2794 else if (mode == SHADERMODE_LIGHTDIRECTION)
2796 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2797 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2798 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2799 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2800 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2801 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2802 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2806 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2807 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2808 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2809 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2810 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2812 // additive passes are only darkened by fog, not tinted
2813 if (r_glsl_permutation->loc_FogColor >= 0)
2815 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2816 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2818 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2820 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2821 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2822 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2823 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2824 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2825 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2826 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2827 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2828 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2830 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2831 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2832 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2833 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2835 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2836 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2840 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2841 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2844 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2845 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2846 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2847 if (r_glsl_permutation->loc_Color_Pants >= 0)
2849 if (rsurface.texture->pantstexture)
2850 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2852 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2854 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2856 if (rsurface.texture->shirttexture)
2857 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2859 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2861 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2862 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2863 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2864 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2865 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2866 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2867 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2868 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2869 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2871 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2872 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2873 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2874 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2875 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2876 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2878 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2879 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2880 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2881 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2882 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2883 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2884 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2885 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2886 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2887 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2888 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2889 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2890 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2891 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2892 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2893 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2894 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2895 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2896 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2897 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2898 if (rsurfacepass == RSURFPASS_BACKGROUND)
2900 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2901 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2902 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2906 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2908 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2909 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2910 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2911 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2913 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2914 if (rsurface.rtlight)
2916 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2917 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2920 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2923 case RENDERPATH_GL11:
2924 case RENDERPATH_GL13:
2925 case RENDERPATH_GLES1:
2927 case RENDERPATH_SOFT:
2928 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2929 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2930 R_SetupShader_SetPermutationSoft(mode, permutation);
2931 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2932 if (mode == SHADERMODE_LIGHTSOURCE)
2934 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2935 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2936 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2937 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2939 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2941 // additive passes are only darkened by fog, not tinted
2942 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2943 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2947 if (mode == SHADERMODE_FLATCOLOR)
2949 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2951 else if (mode == SHADERMODE_LIGHTDIRECTION)
2953 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2954 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2955 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2956 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2957 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2958 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2959 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2963 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2964 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2965 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2966 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2967 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2969 // additive passes are only darkened by fog, not tinted
2970 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2971 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2973 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2974 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2975 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2976 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2977 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2978 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2979 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2980 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2981 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2982 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2984 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2985 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2986 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2987 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2989 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2990 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2994 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2995 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2998 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2999 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
3000 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3001 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
3003 if (rsurface.texture->pantstexture)
3004 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
3006 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
3008 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
3010 if (rsurface.texture->shirttexture)
3011 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3013 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
3015 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3016 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
3017 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
3018 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
3019 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
3020 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3021 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3022 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3023 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3025 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3026 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3027 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3028 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3030 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3031 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3032 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3033 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3034 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3035 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3036 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3037 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3038 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3039 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3040 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3041 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3042 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3043 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3044 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3045 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3046 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3047 if (rsurfacepass == RSURFPASS_BACKGROUND)
3049 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3050 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3051 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3055 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3057 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3058 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3059 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3060 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3062 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3063 if (rsurface.rtlight)
3065 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3066 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3073 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3075 // select a permutation of the lighting shader appropriate to this
3076 // combination of texture, entity, light source, and fogging, only use the
3077 // minimum features necessary to avoid wasting rendering time in the
3078 // fragment shader on features that are not being used
3079 unsigned int permutation = 0;
3080 unsigned int mode = 0;
3081 const float *lightcolorbase = rtlight->currentcolor;
3082 float ambientscale = rtlight->ambientscale;
3083 float diffusescale = rtlight->diffusescale;
3084 float specularscale = rtlight->specularscale;
3085 // this is the location of the light in view space
3086 vec3_t viewlightorigin;
3087 // this transforms from view space (camera) to light space (cubemap)
3088 matrix4x4_t viewtolight;
3089 matrix4x4_t lighttoview;
3090 float viewtolight16f[16];
3092 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3093 if (rtlight->currentcubemap != r_texture_whitecube)
3094 permutation |= SHADERPERMUTATION_CUBEFILTER;
3095 if (diffusescale > 0)
3096 permutation |= SHADERPERMUTATION_DIFFUSE;
3097 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3098 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3099 if (r_shadow_usingshadowmap2d)
3101 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3102 if (r_shadow_shadowmapvsdct)
3103 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3105 if (r_shadow_shadowmap2ddepthbuffer)
3106 permutation |= SHADERPERMUTATION_DEPTHRGB;
3108 if (vid.allowalphatocoverage)
3109 GL_AlphaToCoverage(false);
3110 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3111 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3112 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3113 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3114 switch(vid.renderpath)
3116 case RENDERPATH_D3D9:
3118 R_SetupShader_SetPermutationHLSL(mode, permutation);
3119 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3120 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3121 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3122 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3123 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3124 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3125 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3126 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3127 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3128 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3130 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3131 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3132 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3133 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3134 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3137 case RENDERPATH_D3D10:
3138 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3140 case RENDERPATH_D3D11:
3141 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3143 case RENDERPATH_GL20:
3144 case RENDERPATH_GLES2:
3145 R_SetupShader_SetPermutationGLSL(mode, permutation);
3146 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3147 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3148 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3149 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3150 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3151 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3152 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3153 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3154 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3155 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3157 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3158 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3159 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3160 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3161 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3163 case RENDERPATH_GL11:
3164 case RENDERPATH_GL13:
3165 case RENDERPATH_GLES1:
3167 case RENDERPATH_SOFT:
3168 R_SetupShader_SetPermutationGLSL(mode, permutation);
3169 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3170 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3171 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3172 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3173 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3174 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3175 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3176 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3177 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3178 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3180 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3181 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3182 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3183 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3184 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3189 #define SKINFRAME_HASH 1024
3193 unsigned int loadsequence; // incremented each level change
3194 memexpandablearray_t array;
3195 skinframe_t *hash[SKINFRAME_HASH];
3198 r_skinframe_t r_skinframe;
3200 void R_SkinFrame_PrepareForPurge(void)
3202 r_skinframe.loadsequence++;
3203 // wrap it without hitting zero
3204 if (r_skinframe.loadsequence >= 200)
3205 r_skinframe.loadsequence = 1;
3208 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3212 // mark the skinframe as used for the purging code
3213 skinframe->loadsequence = r_skinframe.loadsequence;
3216 void R_SkinFrame_Purge(void)
3220 for (i = 0;i < SKINFRAME_HASH;i++)
3222 for (s = r_skinframe.hash[i];s;s = s->next)
3224 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3226 if (s->merged == s->base)
3228 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3229 R_PurgeTexture(s->stain );s->stain = NULL;
3230 R_PurgeTexture(s->merged);s->merged = NULL;
3231 R_PurgeTexture(s->base );s->base = NULL;
3232 R_PurgeTexture(s->pants );s->pants = NULL;
3233 R_PurgeTexture(s->shirt );s->shirt = NULL;
3234 R_PurgeTexture(s->nmap );s->nmap = NULL;
3235 R_PurgeTexture(s->gloss );s->gloss = NULL;
3236 R_PurgeTexture(s->glow );s->glow = NULL;
3237 R_PurgeTexture(s->fog );s->fog = NULL;
3238 R_PurgeTexture(s->reflect);s->reflect = NULL;
3239 s->loadsequence = 0;
3245 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3247 char basename[MAX_QPATH];
3249 Image_StripImageExtension(name, basename, sizeof(basename));
3251 if( last == NULL ) {
3253 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3254 item = r_skinframe.hash[hashindex];
3259 // linearly search through the hash bucket
3260 for( ; item ; item = item->next ) {
3261 if( !strcmp( item->basename, basename ) ) {
3268 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3272 char basename[MAX_QPATH];
3274 Image_StripImageExtension(name, basename, sizeof(basename));
3276 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3277 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3278 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3282 rtexture_t *dyntexture;
3283 // check whether its a dynamic texture
3284 dyntexture = CL_GetDynTexture( basename );
3285 if (!add && !dyntexture)
3287 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3288 memset(item, 0, sizeof(*item));
3289 strlcpy(item->basename, basename, sizeof(item->basename));
3290 item->base = dyntexture; // either NULL or dyntexture handle
3291 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3292 item->comparewidth = comparewidth;
3293 item->compareheight = compareheight;
3294 item->comparecrc = comparecrc;
3295 item->next = r_skinframe.hash[hashindex];
3296 r_skinframe.hash[hashindex] = item;
3298 else if (textureflags & TEXF_FORCE_RELOAD)
3300 rtexture_t *dyntexture;
3301 // check whether its a dynamic texture
3302 dyntexture = CL_GetDynTexture( basename );
3303 if (!add && !dyntexture)
3305 if (item->merged == item->base)
3306 item->merged = NULL;
3307 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3308 R_PurgeTexture(item->stain );item->stain = NULL;
3309 R_PurgeTexture(item->merged);item->merged = NULL;
3310 R_PurgeTexture(item->base );item->base = NULL;
3311 R_PurgeTexture(item->pants );item->pants = NULL;
3312 R_PurgeTexture(item->shirt );item->shirt = NULL;
3313 R_PurgeTexture(item->nmap );item->nmap = NULL;
3314 R_PurgeTexture(item->gloss );item->gloss = NULL;
3315 R_PurgeTexture(item->glow );item->glow = NULL;
3316 R_PurgeTexture(item->fog );item->fog = NULL;
3317 R_PurgeTexture(item->reflect);item->reflect = NULL;
3318 item->loadsequence = 0;
3320 else if( item->base == NULL )
3322 rtexture_t *dyntexture;
3323 // check whether its a dynamic texture
3324 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3325 dyntexture = CL_GetDynTexture( basename );
3326 item->base = dyntexture; // either NULL or dyntexture handle
3329 R_SkinFrame_MarkUsed(item);
3333 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3335 unsigned long long avgcolor[5], wsum; \
3343 for(pix = 0; pix < cnt; ++pix) \
3346 for(comp = 0; comp < 3; ++comp) \
3348 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3351 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3353 for(comp = 0; comp < 3; ++comp) \
3354 avgcolor[comp] += getpixel * w; \
3357 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3358 avgcolor[4] += getpixel; \
3360 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3362 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3363 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3364 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3365 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3368 extern cvar_t gl_picmip;
3369 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3372 unsigned char *pixels;
3373 unsigned char *bumppixels;
3374 unsigned char *basepixels = NULL;
3375 int basepixels_width = 0;
3376 int basepixels_height = 0;
3377 skinframe_t *skinframe;
3378 rtexture_t *ddsbase = NULL;
3379 qboolean ddshasalpha = false;
3380 float ddsavgcolor[4];
3381 char basename[MAX_QPATH];
3382 int miplevel = R_PicmipForFlags(textureflags);
3383 int savemiplevel = miplevel;
3387 if (cls.state == ca_dedicated)
3390 // return an existing skinframe if already loaded
3391 // if loading of the first image fails, don't make a new skinframe as it
3392 // would cause all future lookups of this to be missing
3393 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3394 if (skinframe && skinframe->base)
3397 Image_StripImageExtension(name, basename, sizeof(basename));
3399 // check for DDS texture file first
3400 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3402 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3403 if (basepixels == NULL)
3407 // FIXME handle miplevel
3409 if (developer_loading.integer)
3410 Con_Printf("loading skin \"%s\"\n", name);
3412 // we've got some pixels to store, so really allocate this new texture now
3414 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3415 textureflags &= ~TEXF_FORCE_RELOAD;
3416 skinframe->stain = NULL;
3417 skinframe->merged = NULL;
3418 skinframe->base = NULL;
3419 skinframe->pants = NULL;
3420 skinframe->shirt = NULL;
3421 skinframe->nmap = NULL;
3422 skinframe->gloss = NULL;
3423 skinframe->glow = NULL;
3424 skinframe->fog = NULL;
3425 skinframe->reflect = NULL;
3426 skinframe->hasalpha = false;
3427 // we could store the q2animname here too
3431 skinframe->base = ddsbase;
3432 skinframe->hasalpha = ddshasalpha;
3433 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3434 if (r_loadfog && skinframe->hasalpha)
3435 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3436 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3440 basepixels_width = image_width;
3441 basepixels_height = image_height;
3442 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3443 if (textureflags & TEXF_ALPHA)
3445 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3447 if (basepixels[j] < 255)
3449 skinframe->hasalpha = true;
3453 if (r_loadfog && skinframe->hasalpha)
3455 // has transparent pixels
3456 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3457 for (j = 0;j < image_width * image_height * 4;j += 4)
3462 pixels[j+3] = basepixels[j+3];
3464 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3468 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3470 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3471 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3472 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3473 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3474 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3480 mymiplevel = savemiplevel;
3481 if (r_loadnormalmap)
3482 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3483 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3485 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3486 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3487 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3488 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3491 // _norm is the name used by tenebrae and has been adopted as standard
3492 if (r_loadnormalmap && skinframe->nmap == NULL)
3494 mymiplevel = savemiplevel;
3495 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3497 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3501 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3503 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3504 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3505 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3507 Mem_Free(bumppixels);
3509 else if (r_shadow_bumpscale_basetexture.value > 0)
3511 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3512 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3513 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3517 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3518 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3522 // _luma is supported only for tenebrae compatibility
3523 // _glow is the preferred name
3524 mymiplevel = savemiplevel;
3525 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3527 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3529 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3530 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3532 Mem_Free(pixels);pixels = NULL;
3535 mymiplevel = savemiplevel;
3536 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3538 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3540 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3541 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3547 mymiplevel = savemiplevel;
3548 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3550 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3552 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3553 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3559 mymiplevel = savemiplevel;
3560 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3562 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3564 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3565 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3571 mymiplevel = savemiplevel;
3572 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3574 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3576 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3577 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3584 Mem_Free(basepixels);
3589 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3590 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3593 skinframe_t *skinframe;
3596 if (cls.state == ca_dedicated)
3599 // if already loaded just return it, otherwise make a new skinframe
3600 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3601 if (skinframe->base)
3603 textureflags &= ~TEXF_FORCE_RELOAD;
3605 skinframe->stain = NULL;
3606 skinframe->merged = NULL;
3607 skinframe->base = NULL;
3608 skinframe->pants = NULL;
3609 skinframe->shirt = NULL;
3610 skinframe->nmap = NULL;
3611 skinframe->gloss = NULL;
3612 skinframe->glow = NULL;
3613 skinframe->fog = NULL;
3614 skinframe->reflect = NULL;
3615 skinframe->hasalpha = false;
3617 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3621 if (developer_loading.integer)
3622 Con_Printf("loading 32bit skin \"%s\"\n", name);
3624 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3626 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3627 unsigned char *b = a + width * height * 4;
3628 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3629 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3632 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3633 if (textureflags & TEXF_ALPHA)
3635 for (i = 3;i < width * height * 4;i += 4)
3637 if (skindata[i] < 255)
3639 skinframe->hasalpha = true;
3643 if (r_loadfog && skinframe->hasalpha)
3645 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3646 memcpy(fogpixels, skindata, width * height * 4);
3647 for (i = 0;i < width * height * 4;i += 4)
3648 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3649 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3650 Mem_Free(fogpixels);
3654 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3655 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3660 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3664 skinframe_t *skinframe;
3666 if (cls.state == ca_dedicated)
3669 // if already loaded just return it, otherwise make a new skinframe
3670 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3671 if (skinframe->base)
3673 //textureflags &= ~TEXF_FORCE_RELOAD;
3675 skinframe->stain = NULL;
3676 skinframe->merged = NULL;
3677 skinframe->base = NULL;
3678 skinframe->pants = NULL;
3679 skinframe->shirt = NULL;
3680 skinframe->nmap = NULL;
3681 skinframe->gloss = NULL;
3682 skinframe->glow = NULL;
3683 skinframe->fog = NULL;
3684 skinframe->reflect = NULL;
3685 skinframe->hasalpha = false;
3687 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3691 if (developer_loading.integer)
3692 Con_Printf("loading quake skin \"%s\"\n", name);
3694 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3695 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3696 memcpy(skinframe->qpixels, skindata, width*height);
3697 skinframe->qwidth = width;
3698 skinframe->qheight = height;
3701 for (i = 0;i < width * height;i++)
3702 featuresmask |= palette_featureflags[skindata[i]];
3704 skinframe->hasalpha = false;
3707 skinframe->hasalpha = true;
3708 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3709 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3710 skinframe->qgeneratemerged = true;
3711 skinframe->qgeneratebase = skinframe->qhascolormapping;
3712 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3714 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3715 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3720 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3724 unsigned char *skindata;
3727 if (!skinframe->qpixels)
3730 if (!skinframe->qhascolormapping)
3731 colormapped = false;
3735 if (!skinframe->qgeneratebase)
3740 if (!skinframe->qgeneratemerged)
3744 width = skinframe->qwidth;
3745 height = skinframe->qheight;
3746 skindata = skinframe->qpixels;
3748 if (skinframe->qgeneratenmap)
3750 unsigned char *a, *b;
3751 skinframe->qgeneratenmap = false;
3752 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3753 b = a + width * height * 4;
3754 // use either a custom palette or the quake palette
3755 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3756 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3757 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3761 if (skinframe->qgenerateglow)
3763 skinframe->qgenerateglow = false;
3764 if (skinframe->hasalpha) // fence textures
3765 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3767 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3772 skinframe->qgeneratebase = false;
3773 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3774 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3775 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3779 skinframe->qgeneratemerged = false;
3780 if (skinframe->hasalpha) // fence textures
3781 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3783 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3786 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3788 Mem_Free(skinframe->qpixels);
3789 skinframe->qpixels = NULL;
3793 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3796 skinframe_t *skinframe;
3799 if (cls.state == ca_dedicated)
3802 // if already loaded just return it, otherwise make a new skinframe
3803 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3804 if (skinframe->base)
3806 textureflags &= ~TEXF_FORCE_RELOAD;
3808 skinframe->stain = NULL;
3809 skinframe->merged = NULL;
3810 skinframe->base = NULL;
3811 skinframe->pants = NULL;
3812 skinframe->shirt = NULL;
3813 skinframe->nmap = NULL;
3814 skinframe->gloss = NULL;
3815 skinframe->glow = NULL;
3816 skinframe->fog = NULL;
3817 skinframe->reflect = NULL;
3818 skinframe->hasalpha = false;
3820 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3824 if (developer_loading.integer)
3825 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3827 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3828 if (textureflags & TEXF_ALPHA)
3830 for (i = 0;i < width * height;i++)
3832 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3834 skinframe->hasalpha = true;
3838 if (r_loadfog && skinframe->hasalpha)
3839 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3842 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3843 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3848 skinframe_t *R_SkinFrame_LoadMissing(void)
3850 skinframe_t *skinframe;
3852 if (cls.state == ca_dedicated)
3855 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3856 skinframe->stain = NULL;
3857 skinframe->merged = NULL;
3858 skinframe->base = NULL;
3859 skinframe->pants = NULL;
3860 skinframe->shirt = NULL;
3861 skinframe->nmap = NULL;
3862 skinframe->gloss = NULL;
3863 skinframe->glow = NULL;
3864 skinframe->fog = NULL;
3865 skinframe->reflect = NULL;
3866 skinframe->hasalpha = false;
3868 skinframe->avgcolor[0] = rand() / RAND_MAX;
3869 skinframe->avgcolor[1] = rand() / RAND_MAX;
3870 skinframe->avgcolor[2] = rand() / RAND_MAX;
3871 skinframe->avgcolor[3] = 1;
3876 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3877 typedef struct suffixinfo_s
3880 qboolean flipx, flipy, flipdiagonal;
3883 static suffixinfo_t suffix[3][6] =
3886 {"px", false, false, false},
3887 {"nx", false, false, false},
3888 {"py", false, false, false},
3889 {"ny", false, false, false},
3890 {"pz", false, false, false},
3891 {"nz", false, false, false}
3894 {"posx", false, false, false},
3895 {"negx", false, false, false},
3896 {"posy", false, false, false},
3897 {"negy", false, false, false},
3898 {"posz", false, false, false},
3899 {"negz", false, false, false}
3902 {"rt", true, false, true},
3903 {"lf", false, true, true},
3904 {"ft", true, true, false},
3905 {"bk", false, false, false},
3906 {"up", true, false, true},
3907 {"dn", true, false, true}
3911 static int componentorder[4] = {0, 1, 2, 3};
3913 static rtexture_t *R_LoadCubemap(const char *basename)
3915 int i, j, cubemapsize;
3916 unsigned char *cubemappixels, *image_buffer;
3917 rtexture_t *cubemaptexture;
3919 // must start 0 so the first loadimagepixels has no requested width/height
3921 cubemappixels = NULL;
3922 cubemaptexture = NULL;
3923 // keep trying different suffix groups (posx, px, rt) until one loads
3924 for (j = 0;j < 3 && !cubemappixels;j++)
3926 // load the 6 images in the suffix group
3927 for (i = 0;i < 6;i++)
3929 // generate an image name based on the base and and suffix
3930 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3932 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3934 // an image loaded, make sure width and height are equal
3935 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3937 // if this is the first image to load successfully, allocate the cubemap memory
3938 if (!cubemappixels && image_width >= 1)
3940 cubemapsize = image_width;
3941 // note this clears to black, so unavailable sides are black
3942 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3944 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3946 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3949 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3951 Mem_Free(image_buffer);
3955 // if a cubemap loaded, upload it
3958 if (developer_loading.integer)
3959 Con_Printf("loading cubemap \"%s\"\n", basename);
3961 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3962 Mem_Free(cubemappixels);
3966 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3967 if (developer_loading.integer)
3969 Con_Printf("(tried tried images ");
3970 for (j = 0;j < 3;j++)
3971 for (i = 0;i < 6;i++)
3972 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3973 Con_Print(" and was unable to find any of them).\n");
3976 return cubemaptexture;
3979 rtexture_t *R_GetCubemap(const char *basename)
3982 for (i = 0;i < r_texture_numcubemaps;i++)
3983 if (r_texture_cubemaps[i] != NULL)
3984 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3985 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3986 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3987 return r_texture_whitecube;
3988 r_texture_numcubemaps++;
3989 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3990 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3991 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3992 return r_texture_cubemaps[i]->texture;
3995 static void R_Main_FreeViewCache(void)
3997 if (r_refdef.viewcache.entityvisible)
3998 Mem_Free(r_refdef.viewcache.entityvisible);
3999 if (r_refdef.viewcache.world_pvsbits)
4000 Mem_Free(r_refdef.viewcache.world_pvsbits);
4001 if (r_refdef.viewcache.world_leafvisible)
4002 Mem_Free(r_refdef.viewcache.world_leafvisible);
4003 if (r_refdef.viewcache.world_surfacevisible)
4004 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4005 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
4008 static void R_Main_ResizeViewCache(void)
4010 int numentities = r_refdef.scene.numentities;
4011 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
4012 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
4013 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
4014 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
4015 if (r_refdef.viewcache.maxentities < numentities)
4017 r_refdef.viewcache.maxentities = numentities;
4018 if (r_refdef.viewcache.entityvisible)
4019 Mem_Free(r_refdef.viewcache.entityvisible);
4020 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
4022 if (r_refdef.viewcache.world_numclusters != numclusters)
4024 r_refdef.viewcache.world_numclusters = numclusters;
4025 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
4026 if (r_refdef.viewcache.world_pvsbits)
4027 Mem_Free(r_refdef.viewcache.world_pvsbits);
4028 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4030 if (r_refdef.viewcache.world_numleafs != numleafs)
4032 r_refdef.viewcache.world_numleafs = numleafs;
4033 if (r_refdef.viewcache.world_leafvisible)
4034 Mem_Free(r_refdef.viewcache.world_leafvisible);
4035 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4037 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4039 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4040 if (r_refdef.viewcache.world_surfacevisible)
4041 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4042 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4046 extern rtexture_t *loadingscreentexture;
4047 static void gl_main_start(void)
4049 loadingscreentexture = NULL;
4050 r_texture_blanknormalmap = NULL;
4051 r_texture_white = NULL;
4052 r_texture_grey128 = NULL;
4053 r_texture_black = NULL;
4054 r_texture_whitecube = NULL;
4055 r_texture_normalizationcube = NULL;
4056 r_texture_fogattenuation = NULL;
4057 r_texture_fogheighttexture = NULL;
4058 r_texture_gammaramps = NULL;
4059 r_texture_numcubemaps = 0;
4060 r_uniformbufferalignment = 32;
4062 r_loaddds = r_texture_dds_load.integer != 0;
4063 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4065 switch(vid.renderpath)
4067 case RENDERPATH_GL20:
4068 case RENDERPATH_D3D9:
4069 case RENDERPATH_D3D10:
4070 case RENDERPATH_D3D11:
4071 case RENDERPATH_SOFT:
4072 case RENDERPATH_GLES2:
4073 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4074 Cvar_SetValueQuick(&gl_combine, 1);
4075 Cvar_SetValueQuick(&r_glsl, 1);
4076 r_loadnormalmap = true;
4079 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4080 if (vid.support.arb_uniform_buffer_object)
4081 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4084 case RENDERPATH_GL13:
4085 case RENDERPATH_GLES1:
4086 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4087 Cvar_SetValueQuick(&gl_combine, 1);
4088 Cvar_SetValueQuick(&r_glsl, 0);
4089 r_loadnormalmap = false;
4090 r_loadgloss = false;
4093 case RENDERPATH_GL11:
4094 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4095 Cvar_SetValueQuick(&gl_combine, 0);
4096 Cvar_SetValueQuick(&r_glsl, 0);
4097 r_loadnormalmap = false;
4098 r_loadgloss = false;
4104 R_FrameData_Reset();
4105 R_BufferData_Reset();
4109 memset(r_queries, 0, sizeof(r_queries));
4111 r_qwskincache = NULL;
4112 r_qwskincache_size = 0;
4114 // due to caching of texture_t references, the collision cache must be reset
4115 Collision_Cache_Reset(true);
4117 // set up r_skinframe loading system for textures
4118 memset(&r_skinframe, 0, sizeof(r_skinframe));
4119 r_skinframe.loadsequence = 1;
4120 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4122 r_main_texturepool = R_AllocTexturePool();
4123 R_BuildBlankTextures();
4125 if (vid.support.arb_texture_cube_map)
4128 R_BuildNormalizationCube();
4130 r_texture_fogattenuation = NULL;
4131 r_texture_fogheighttexture = NULL;
4132 r_texture_gammaramps = NULL;
4133 //r_texture_fogintensity = NULL;
4134 memset(&r_fb, 0, sizeof(r_fb));
4135 r_glsl_permutation = NULL;
4136 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4137 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4139 r_hlsl_permutation = NULL;
4140 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4141 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4143 memset(&r_svbsp, 0, sizeof (r_svbsp));
4145 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4146 r_texture_numcubemaps = 0;
4148 r_refdef.fogmasktable_density = 0;
4151 // For Steelstorm Android
4152 // FIXME CACHE the program and reload
4153 // FIXME see possible combinations for SS:BR android
4154 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4155 R_SetupShader_SetPermutationGLSL(0, 12);
4156 R_SetupShader_SetPermutationGLSL(0, 13);
4157 R_SetupShader_SetPermutationGLSL(0, 8388621);
4158 R_SetupShader_SetPermutationGLSL(3, 0);
4159 R_SetupShader_SetPermutationGLSL(3, 2048);
4160 R_SetupShader_SetPermutationGLSL(5, 0);
4161 R_SetupShader_SetPermutationGLSL(5, 2);
4162 R_SetupShader_SetPermutationGLSL(5, 2048);
4163 R_SetupShader_SetPermutationGLSL(5, 8388608);
4164 R_SetupShader_SetPermutationGLSL(11, 1);
4165 R_SetupShader_SetPermutationGLSL(11, 2049);
4166 R_SetupShader_SetPermutationGLSL(11, 8193);
4167 R_SetupShader_SetPermutationGLSL(11, 10241);
4168 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4172 static void gl_main_shutdown(void)
4175 R_FrameData_Reset();
4176 R_BufferData_Reset();
4178 R_Main_FreeViewCache();
4180 switch(vid.renderpath)
4182 case RENDERPATH_GL11:
4183 case RENDERPATH_GL13:
4184 case RENDERPATH_GL20:
4185 case RENDERPATH_GLES1:
4186 case RENDERPATH_GLES2:
4187 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4189 qglDeleteQueriesARB(r_maxqueries, r_queries);
4192 case RENDERPATH_D3D9:
4193 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4195 case RENDERPATH_D3D10:
4196 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4198 case RENDERPATH_D3D11:
4199 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4201 case RENDERPATH_SOFT:
4207 memset(r_queries, 0, sizeof(r_queries));
4209 r_qwskincache = NULL;
4210 r_qwskincache_size = 0;
4212 // clear out the r_skinframe state
4213 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4214 memset(&r_skinframe, 0, sizeof(r_skinframe));
4217 Mem_Free(r_svbsp.nodes);
4218 memset(&r_svbsp, 0, sizeof (r_svbsp));
4219 R_FreeTexturePool(&r_main_texturepool);
4220 loadingscreentexture = NULL;
4221 r_texture_blanknormalmap = NULL;
4222 r_texture_white = NULL;
4223 r_texture_grey128 = NULL;
4224 r_texture_black = NULL;
4225 r_texture_whitecube = NULL;
4226 r_texture_normalizationcube = NULL;
4227 r_texture_fogattenuation = NULL;
4228 r_texture_fogheighttexture = NULL;
4229 r_texture_gammaramps = NULL;
4230 r_texture_numcubemaps = 0;
4231 //r_texture_fogintensity = NULL;
4232 memset(&r_fb, 0, sizeof(r_fb));
4235 r_glsl_permutation = NULL;
4236 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4237 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4239 r_hlsl_permutation = NULL;
4240 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4241 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4245 static void gl_main_newmap(void)
4247 // FIXME: move this code to client
4248 char *entities, entname[MAX_QPATH];
4250 Mem_Free(r_qwskincache);
4251 r_qwskincache = NULL;
4252 r_qwskincache_size = 0;
4255 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4256 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4258 CL_ParseEntityLump(entities);
4262 if (cl.worldmodel->brush.entities)
4263 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4265 R_Main_FreeViewCache();
4267 R_FrameData_Reset();
4268 R_BufferData_Reset();
4271 void GL_Main_Init(void)
4274 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4275 R_InitShaderModeInfo();
4277 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4278 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4279 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4280 if (gamemode == GAME_NEHAHRA)
4282 Cvar_RegisterVariable (&gl_fogenable);
4283 Cvar_RegisterVariable (&gl_fogdensity);
4284 Cvar_RegisterVariable (&gl_fogred);
4285 Cvar_RegisterVariable (&gl_foggreen);
4286 Cvar_RegisterVariable (&gl_fogblue);
4287 Cvar_RegisterVariable (&gl_fogstart);
4288 Cvar_RegisterVariable (&gl_fogend);
4289 Cvar_RegisterVariable (&gl_skyclip);
4291 Cvar_RegisterVariable(&r_motionblur);
4292 Cvar_RegisterVariable(&r_damageblur);
4293 Cvar_RegisterVariable(&r_motionblur_averaging);
4294 Cvar_RegisterVariable(&r_motionblur_randomize);
4295 Cvar_RegisterVariable(&r_motionblur_minblur);
4296 Cvar_RegisterVariable(&r_motionblur_maxblur);
4297 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4298 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4299 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4300 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4301 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4302 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4303 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4304 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4305 Cvar_RegisterVariable(&r_equalize_entities_by);
4306 Cvar_RegisterVariable(&r_equalize_entities_to);
4307 Cvar_RegisterVariable(&r_depthfirst);
4308 Cvar_RegisterVariable(&r_useinfinitefarclip);
4309 Cvar_RegisterVariable(&r_farclip_base);
4310 Cvar_RegisterVariable(&r_farclip_world);
4311 Cvar_RegisterVariable(&r_nearclip);
4312 Cvar_RegisterVariable(&r_deformvertexes);
4313 Cvar_RegisterVariable(&r_transparent);
4314 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4315 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4316 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4317 Cvar_RegisterVariable(&r_showoverdraw);
4318 Cvar_RegisterVariable(&r_showbboxes);
4319 Cvar_RegisterVariable(&r_showsurfaces);
4320 Cvar_RegisterVariable(&r_showtris);
4321 Cvar_RegisterVariable(&r_shownormals);
4322 Cvar_RegisterVariable(&r_showlighting);
4323 Cvar_RegisterVariable(&r_showshadowvolumes);
4324 Cvar_RegisterVariable(&r_showcollisionbrushes);
4325 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4326 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4327 Cvar_RegisterVariable(&r_showdisabledepthtest);
4328 Cvar_RegisterVariable(&r_drawportals);
4329 Cvar_RegisterVariable(&r_drawentities);
4330 Cvar_RegisterVariable(&r_draw2d);
4331 Cvar_RegisterVariable(&r_drawworld);
4332 Cvar_RegisterVariable(&r_cullentities_trace);
4333 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4334 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4335 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4336 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4337 Cvar_RegisterVariable(&r_sortentities);
4338 Cvar_RegisterVariable(&r_drawviewmodel);
4339 Cvar_RegisterVariable(&r_drawexteriormodel);
4340 Cvar_RegisterVariable(&r_speeds);
4341 Cvar_RegisterVariable(&r_fullbrights);
4342 Cvar_RegisterVariable(&r_wateralpha);
4343 Cvar_RegisterVariable(&r_dynamic);
4344 Cvar_RegisterVariable(&r_fakelight);
4345 Cvar_RegisterVariable(&r_fakelight_intensity);
4346 Cvar_RegisterVariable(&r_fullbright);
4347 Cvar_RegisterVariable(&r_shadows);
4348 Cvar_RegisterVariable(&r_shadows_darken);
4349 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4350 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4351 Cvar_RegisterVariable(&r_shadows_throwdistance);
4352 Cvar_RegisterVariable(&r_shadows_throwdirection);
4353 Cvar_RegisterVariable(&r_shadows_focus);
4354 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4355 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4356 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4357 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4358 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4359 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4360 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4361 Cvar_RegisterVariable(&r_fog_exp2);
4362 Cvar_RegisterVariable(&r_fog_clear);
4363 Cvar_RegisterVariable(&r_drawfog);
4364 Cvar_RegisterVariable(&r_transparentdepthmasking);
4365 Cvar_RegisterVariable(&r_transparent_sortmindist);
4366 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4367 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4368 Cvar_RegisterVariable(&r_texture_dds_load);
4369 Cvar_RegisterVariable(&r_texture_dds_save);
4370 Cvar_RegisterVariable(&r_textureunits);
4371 Cvar_RegisterVariable(&gl_combine);
4372 Cvar_RegisterVariable(&r_usedepthtextures);
4373 Cvar_RegisterVariable(&r_viewfbo);
4374 Cvar_RegisterVariable(&r_viewscale);
4375 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4376 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4377 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4378 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4379 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4380 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4381 Cvar_RegisterVariable(&r_glsl);
4382 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4383 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4384 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4385 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4386 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4387 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4388 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4389 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4390 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4391 Cvar_RegisterVariable(&r_glsl_postprocess);
4392 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4393 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4394 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4395 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4396 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4397 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4398 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4399 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4400 Cvar_RegisterVariable(&r_celshading);
4401 Cvar_RegisterVariable(&r_celoutlines);
4403 Cvar_RegisterVariable(&r_water);
4404 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4405 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4406 Cvar_RegisterVariable(&r_water_clippingplanebias);
4407 Cvar_RegisterVariable(&r_water_refractdistort);
4408 Cvar_RegisterVariable(&r_water_reflectdistort);
4409 Cvar_RegisterVariable(&r_water_scissormode);
4410 Cvar_RegisterVariable(&r_water_lowquality);
4411 Cvar_RegisterVariable(&r_water_hideplayer);
4412 Cvar_RegisterVariable(&r_water_fbo);
4414 Cvar_RegisterVariable(&r_lerpsprites);
4415 Cvar_RegisterVariable(&r_lerpmodels);
4416 Cvar_RegisterVariable(&r_lerplightstyles);
4417 Cvar_RegisterVariable(&r_waterscroll);
4418 Cvar_RegisterVariable(&r_bloom);
4419 Cvar_RegisterVariable(&r_bloom_colorscale);
4420 Cvar_RegisterVariable(&r_bloom_brighten);
4421 Cvar_RegisterVariable(&r_bloom_blur);
4422 Cvar_RegisterVariable(&r_bloom_resolution);
4423 Cvar_RegisterVariable(&r_bloom_colorexponent);
4424 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4425 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4426 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4427 Cvar_RegisterVariable(&r_hdr_glowintensity);
4428 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4429 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4430 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4431 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4432 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4433 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4434 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4435 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4436 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4437 Cvar_RegisterVariable(&developer_texturelogging);
4438 Cvar_RegisterVariable(&gl_lightmaps);
4439 Cvar_RegisterVariable(&r_test);
4440 Cvar_RegisterVariable(&r_batch_multidraw);
4441 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4442 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4443 Cvar_RegisterVariable(&r_glsl_skeletal);
4444 Cvar_RegisterVariable(&r_glsl_saturation);
4445 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4446 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4447 Cvar_RegisterVariable(&r_framedatasize);
4448 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4449 Cvar_RegisterVariable(&r_buffermegs[i]);
4450 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4451 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4452 Cvar_SetValue("r_fullbrights", 0);
4453 #ifdef DP_MOBILETOUCH
4454 // GLES devices have terrible depth precision in general, so...
4455 Cvar_SetValueQuick(&r_nearclip, 4);
4456 Cvar_SetValueQuick(&r_farclip_base, 4096);
4457 Cvar_SetValueQuick(&r_farclip_world, 0);
4458 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4460 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4463 void Render_Init(void)
4476 R_LightningBeams_Init();
4486 extern char *ENGINE_EXTENSIONS;
4489 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4490 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4491 gl_version = (const char *)qglGetString(GL_VERSION);
4492 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4496 if (!gl_platformextensions)
4497 gl_platformextensions = "";
4499 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4500 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4501 Con_Printf("GL_VERSION: %s\n", gl_version);
4502 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4503 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4505 VID_CheckExtensions();
4507 // LordHavoc: report supported extensions
4509 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4511 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4514 // clear to black (loading plaque will be seen over this)
4515 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4519 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4523 if (r_trippy.integer)
4525 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4527 p = r_refdef.view.frustum + i;
4532 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4536 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4540 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4544 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4548 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4552 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4556 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4560 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4568 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4572 if (r_trippy.integer)
4574 for (i = 0;i < numplanes;i++)
4581 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4585 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4589 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4593 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4597 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4601 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4605 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4609 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4617 //==================================================================================
4619 // LordHavoc: this stores temporary data used within the same frame
4621 typedef struct r_framedata_mem_s
4623 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4624 size_t size; // how much usable space
4625 size_t current; // how much space in use
4626 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4627 size_t wantedsize; // how much space was allocated
4628 unsigned char *data; // start of real data (16byte aligned)
4632 static r_framedata_mem_t *r_framedata_mem;
4634 void R_FrameData_Reset(void)
4636 while (r_framedata_mem)
4638 r_framedata_mem_t *next = r_framedata_mem->purge;
4639 Mem_Free(r_framedata_mem);
4640 r_framedata_mem = next;
4644 static void R_FrameData_Resize(qboolean mustgrow)
4647 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4648 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4649 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4651 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4652 newmem->wantedsize = wantedsize;
4653 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4654 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4655 newmem->current = 0;
4657 newmem->purge = r_framedata_mem;
4658 r_framedata_mem = newmem;
4662 void R_FrameData_NewFrame(void)
4664 R_FrameData_Resize(false);
4665 if (!r_framedata_mem)
4667 // if we ran out of space on the last frame, free the old memory now
4668 while (r_framedata_mem->purge)
4670 // repeatedly remove the second item in the list, leaving only head
4671 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4672 Mem_Free(r_framedata_mem->purge);
4673 r_framedata_mem->purge = next;
4675 // reset the current mem pointer
4676 r_framedata_mem->current = 0;
4677 r_framedata_mem->mark = 0;
4680 void *R_FrameData_Alloc(size_t size)
4685 // align to 16 byte boundary - the data pointer is already aligned, so we
4686 // only need to ensure the size of every allocation is also aligned
4687 size = (size + 15) & ~15;
4689 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4691 // emergency - we ran out of space, allocate more memory
4692 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4693 // this might not be a growing it, but we'll allocate another buffer every time
4694 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4695 R_FrameData_Resize(true);
4698 data = r_framedata_mem->data + r_framedata_mem->current;
4699 r_framedata_mem->current += size;
4701 // count the usage for stats
4702 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4703 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4705 return (void *)data;
4708 void *R_FrameData_Store(size_t size, void *data)
4710 void *d = R_FrameData_Alloc(size);
4712 memcpy(d, data, size);
4716 void R_FrameData_SetMark(void)
4718 if (!r_framedata_mem)
4720 r_framedata_mem->mark = r_framedata_mem->current;
4723 void R_FrameData_ReturnToMark(void)
4725 if (!r_framedata_mem)
4727 r_framedata_mem->current = r_framedata_mem->mark;
4730 //==================================================================================
4732 // avoid reusing the same buffer objects on consecutive frames
4733 #define R_BUFFERDATA_CYCLE 3
4735 typedef struct r_bufferdata_buffer_s
4737 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4738 size_t size; // how much usable space
4739 size_t current; // how much space in use
4740 r_meshbuffer_t *buffer; // the buffer itself
4742 r_bufferdata_buffer_t;
4744 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4745 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4747 /// frees all dynamic buffers
4748 void R_BufferData_Reset(void)
4751 r_bufferdata_buffer_t **p, *mem;
4752 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4754 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4757 p = &r_bufferdata_buffer[cycle][type];
4763 R_Mesh_DestroyMeshBuffer(mem->buffer);
4770 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4771 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4773 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4775 float newvalue = r_buffermegs[type].value;
4777 // increase the cvar if we have to (but only if we already have a mem)
4778 if (mustgrow && mem)
4780 newvalue = bound(0.25f, newvalue, 256.0f);
4781 while (newvalue * 1024*1024 < minsize)
4784 // clamp the cvar to valid range
4785 newvalue = bound(0.25f, newvalue, 256.0f);
4786 if (r_buffermegs[type].value != newvalue)
4787 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4789 // calculate size in bytes
4790 size = (size_t)(newvalue * 1024*1024);
4791 size = bound(131072, size, 256*1024*1024);
4793 // allocate a new buffer if the size is different (purge old one later)
4794 // or if we were told we must grow the buffer
4795 if (!mem || mem->size != size || mustgrow)
4797 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4800 if (type == R_BUFFERDATA_VERTEX)
4801 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4802 else if (type == R_BUFFERDATA_INDEX16)
4803 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4804 else if (type == R_BUFFERDATA_INDEX32)
4805 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4806 else if (type == R_BUFFERDATA_UNIFORM)
4807 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4808 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4809 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4813 void R_BufferData_NewFrame(void)
4816 r_bufferdata_buffer_t **p, *mem;
4817 // cycle to the next frame's buffers
4818 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4819 // if we ran out of space on the last time we used these buffers, free the old memory now
4820 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4822 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4824 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4825 // free all but the head buffer, this is how we recycle obsolete
4826 // buffers after they are no longer in use
4827 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4833 R_Mesh_DestroyMeshBuffer(mem->buffer);
4836 // reset the current offset
4837 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4842 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4844 r_bufferdata_buffer_t *mem;
4848 *returnbufferoffset = 0;
4850 // align size to a byte boundary appropriate for the buffer type, this
4851 // makes all allocations have aligned start offsets
4852 if (type == R_BUFFERDATA_UNIFORM)
4853 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4855 padsize = (datasize + 15) & ~15;
4857 // if we ran out of space in this buffer we must allocate a new one
4858 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4859 R_BufferData_Resize(type, true, padsize);
4861 // if the resize did not give us enough memory, fail
4862 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4863 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4865 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4866 offset = (int)mem->current;
4867 mem->current += padsize;
4869 // upload the data to the buffer at the chosen offset
4871 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4872 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4874 // count the usage for stats
4875 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4876 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4878 // return the buffer offset
4879 *returnbufferoffset = offset;
4884 //==================================================================================
4886 // LordHavoc: animcache originally written by Echon, rewritten since then
4889 * Animation cache prevents re-generating mesh data for an animated model
4890 * multiple times in one frame for lighting, shadowing, reflections, etc.
4893 void R_AnimCache_Free(void)
4897 void R_AnimCache_ClearCache(void)
4900 entity_render_t *ent;
4902 for (i = 0;i < r_refdef.scene.numentities;i++)
4904 ent = r_refdef.scene.entities[i];
4905 ent->animcache_vertex3f = NULL;
4906 ent->animcache_vertex3f_vertexbuffer = NULL;
4907 ent->animcache_vertex3f_bufferoffset = 0;
4908 ent->animcache_normal3f = NULL;
4909 ent->animcache_normal3f_vertexbuffer = NULL;
4910 ent->animcache_normal3f_bufferoffset = 0;
4911 ent->animcache_svector3f = NULL;
4912 ent->animcache_svector3f_vertexbuffer = NULL;
4913 ent->animcache_svector3f_bufferoffset = 0;
4914 ent->animcache_tvector3f = NULL;
4915 ent->animcache_tvector3f_vertexbuffer = NULL;
4916 ent->animcache_tvector3f_bufferoffset = 0;
4917 ent->animcache_vertexmesh = NULL;
4918 ent->animcache_vertexmesh_vertexbuffer = NULL;
4919 ent->animcache_vertexmesh_bufferoffset = 0;
4920 ent->animcache_skeletaltransform3x4 = NULL;
4921 ent->animcache_skeletaltransform3x4buffer = NULL;
4922 ent->animcache_skeletaltransform3x4offset = 0;
4923 ent->animcache_skeletaltransform3x4size = 0;
4927 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4931 // check if we need the meshbuffers
4932 if (!vid.useinterleavedarrays)
4935 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4936 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4937 // TODO: upload vertexbuffer?
4938 if (ent->animcache_vertexmesh)
4940 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4941 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4942 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4943 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4944 for (i = 0;i < numvertices;i++)
4945 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4946 if (ent->animcache_svector3f)
4947 for (i = 0;i < numvertices;i++)
4948 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4949 if (ent->animcache_tvector3f)
4950 for (i = 0;i < numvertices;i++)
4951 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4952 if (ent->animcache_normal3f)
4953 for (i = 0;i < numvertices;i++)
4954 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4958 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4960 dp_model_t *model = ent->model;
4963 // see if this ent is worth caching
4964 if (!model || !model->Draw || !model->AnimateVertices)
4966 // nothing to cache if it contains no animations and has no skeleton
4967 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4969 // see if it is already cached for gpuskeletal
4970 if (ent->animcache_skeletaltransform3x4)
4972 // see if it is already cached as a mesh
4973 if (ent->animcache_vertex3f)
4975 // check if we need to add normals or tangents
4976 if (ent->animcache_normal3f)
4977 wantnormals = false;
4978 if (ent->animcache_svector3f)
4979 wanttangents = false;
4980 if (!wantnormals && !wanttangents)
4984 // check which kind of cache we need to generate
4985 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4987 // cache the skeleton so the vertex shader can use it
4988 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4989 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4990 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4991 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4992 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4993 // note: this can fail if the buffer is at the grow limit
4994 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4995 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4997 else if (ent->animcache_vertex3f)
4999 // mesh was already cached but we may need to add normals/tangents
5000 // (this only happens with multiple views, reflections, cameras, etc)
5001 if (wantnormals || wanttangents)
5003 numvertices = model->surfmesh.num_vertices;
5005 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5008 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5009 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5011 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
5012 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5013 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5014 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5015 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5020 // generate mesh cache
5021 numvertices = model->surfmesh.num_vertices;
5022 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5024 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5027 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5028 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5030 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5031 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5032 if (wantnormals || wanttangents)
5034 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5035 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5036 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5038 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5039 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5040 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5045 void R_AnimCache_CacheVisibleEntities(void)
5048 qboolean wantnormals = true;
5049 qboolean wanttangents = !r_showsurfaces.integer;
5051 switch(vid.renderpath)
5053 case RENDERPATH_GL20:
5054 case RENDERPATH_D3D9:
5055 case RENDERPATH_D3D10:
5056 case RENDERPATH_D3D11:
5057 case RENDERPATH_GLES2:
5059 case RENDERPATH_GL11:
5060 case RENDERPATH_GL13:
5061 case RENDERPATH_GLES1:
5062 wanttangents = false;
5064 case RENDERPATH_SOFT:
5068 if (r_shownormals.integer)
5069 wanttangents = wantnormals = true;
5071 // TODO: thread this
5072 // NOTE: R_PrepareRTLights() also caches entities
5074 for (i = 0;i < r_refdef.scene.numentities;i++)
5075 if (r_refdef.viewcache.entityvisible[i])
5076 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5079 //==================================================================================
5081 extern cvar_t r_overheadsprites_pushback;
5083 static void R_View_UpdateEntityLighting (void)
5086 entity_render_t *ent;
5087 vec3_t tempdiffusenormal, avg;
5088 vec_t f, fa, fd, fdd;
5089 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5091 for (i = 0;i < r_refdef.scene.numentities;i++)
5093 ent = r_refdef.scene.entities[i];
5095 // skip unseen models
5096 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5100 if (ent->model && ent->model == cl.worldmodel)
5102 // TODO: use modellight for r_ambient settings on world?
5103 VectorSet(ent->modellight_ambient, 0, 0, 0);
5104 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5105 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5109 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5111 // aleady updated by CSQC
5112 // TODO: force modellight on BSP models in this case?
5113 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5117 // fetch the lighting from the worldmodel data
5118 VectorClear(ent->modellight_ambient);
5119 VectorClear(ent->modellight_diffuse);
5120 VectorClear(tempdiffusenormal);
5121 if (ent->flags & RENDER_LIGHT)
5124 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5126 // complete lightning for lit sprites
5127 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5128 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5130 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5131 org[2] = org[2] + r_overheadsprites_pushback.value;
5132 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5135 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5137 if(ent->flags & RENDER_EQUALIZE)
5139 // first fix up ambient lighting...
5140 if(r_equalize_entities_minambient.value > 0)
5142 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5145 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5146 if(fa < r_equalize_entities_minambient.value * fd)
5149 // fa'/fd' = minambient
5150 // fa'+0.25*fd' = fa+0.25*fd
5152 // fa' = fd' * minambient
5153 // fd'*(0.25+minambient) = fa+0.25*fd
5155 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5156 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5158 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5159 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
5160 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5161 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5166 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5168 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5169 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5173 // adjust brightness and saturation to target
5174 avg[0] = avg[1] = avg[2] = fa / f;
5175 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5176 avg[0] = avg[1] = avg[2] = fd / f;
5177 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5183 VectorSet(ent->modellight_ambient, 1, 1, 1);
5186 // move the light direction into modelspace coordinates for lighting code
5187 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5188 if(VectorLength2(ent->modellight_lightdir) == 0)
5189 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5190 VectorNormalize(ent->modellight_lightdir);
5194 #define MAX_LINEOFSIGHTTRACES 64
5196 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5199 vec3_t boxmins, boxmaxs;
5202 dp_model_t *model = r_refdef.scene.worldmodel;
5204 if (!model || !model->brush.TraceLineOfSight)
5207 // expand the box a little
5208 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5209 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5210 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5211 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5212 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5213 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5215 // return true if eye is inside enlarged box
5216 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5220 VectorCopy(eye, start);
5221 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5222 if (model->brush.TraceLineOfSight(model, start, end))
5225 // try various random positions
5226 for (i = 0;i < numsamples;i++)
5228 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5229 if (model->brush.TraceLineOfSight(model, start, end))
5237 static void R_View_UpdateEntityVisible (void)
5242 entity_render_t *ent;
5244 if (r_refdef.envmap || r_fb.water.hideplayer)
5245 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5246 else if (chase_active.integer || r_fb.water.renderingscene)
5247 renderimask = RENDER_VIEWMODEL;
5249 renderimask = RENDER_EXTERIORMODEL;
5250 if (!r_drawviewmodel.integer)
5251 renderimask |= RENDER_VIEWMODEL;
5252 if (!r_drawexteriormodel.integer)
5253 renderimask |= RENDER_EXTERIORMODEL;
5254 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5255 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5257 // worldmodel can check visibility
5258 for (i = 0;i < r_refdef.scene.numentities;i++)
5260 ent = r_refdef.scene.entities[i];
5261 if (!(ent->flags & renderimask))
5262 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
5263 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
5264 r_refdef.viewcache.entityvisible[i] = true;
5269 // no worldmodel or it can't check visibility
5270 for (i = 0;i < r_refdef.scene.numentities;i++)
5272 ent = r_refdef.scene.entities[i];
5273 if (!(ent->flags & renderimask))
5274 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
5275 r_refdef.viewcache.entityvisible[i] = true;
5278 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5279 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5281 for (i = 0;i < r_refdef.scene.numentities;i++)
5283 if (!r_refdef.viewcache.entityvisible[i])
5285 ent = r_refdef.scene.entities[i];
5286 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5288 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5290 continue; // temp entities do pvs only
5291 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5292 ent->last_trace_visibility = realtime;
5293 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5294 r_refdef.viewcache.entityvisible[i] = 0;
5300 /// only used if skyrendermasked, and normally returns false
5301 static int R_DrawBrushModelsSky (void)
5304 entity_render_t *ent;
5307 for (i = 0;i < r_refdef.scene.numentities;i++)
5309 if (!r_refdef.viewcache.entityvisible[i])
5311 ent = r_refdef.scene.entities[i];
5312 if (!ent->model || !ent->model->DrawSky)
5314 ent->model->DrawSky(ent);
5320 static void R_DrawNoModel(entity_render_t *ent);
5321 static void R_DrawModels(void)
5324 entity_render_t *ent;
5326 for (i = 0;i < r_refdef.scene.numentities;i++)
5328 if (!r_refdef.viewcache.entityvisible[i])
5330 ent = r_refdef.scene.entities[i];
5331 r_refdef.stats[r_stat_entities]++;
5333 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5336 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5337 Con_Printf("R_DrawModels\n");
5338 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5339 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5340 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5343 if (ent->model && ent->model->Draw != NULL)
5344 ent->model->Draw(ent);
5350 static void R_DrawModelsDepth(void)
5353 entity_render_t *ent;
5355 for (i = 0;i < r_refdef.scene.numentities;i++)
5357 if (!r_refdef.viewcache.entityvisible[i])
5359 ent = r_refdef.scene.entities[i];
5360 if (ent->model && ent->model->DrawDepth != NULL)
5361 ent->model->DrawDepth(ent);
5365 static void R_DrawModelsDebug(void)
5368 entity_render_t *ent;
5370 for (i = 0;i < r_refdef.scene.numentities;i++)
5372 if (!r_refdef.viewcache.entityvisible[i])
5374 ent = r_refdef.scene.entities[i];
5375 if (ent->model && ent->model->DrawDebug != NULL)
5376 ent->model->DrawDebug(ent);
5380 static void R_DrawModelsAddWaterPlanes(void)
5383 entity_render_t *ent;
5385 for (i = 0;i < r_refdef.scene.numentities;i++)
5387 if (!r_refdef.viewcache.entityvisible[i])
5389 ent = r_refdef.scene.entities[i];
5390 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5391 ent->model->DrawAddWaterPlanes(ent);
5395 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5397 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5399 if (r_hdr_irisadaptation.integer)
5404 vec3_t diffusenormal;
5406 vec_t brightness = 0.0f;
5411 VectorCopy(r_refdef.view.forward, forward);
5412 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5414 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5415 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5416 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5417 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5418 d = DotProduct(forward, diffusenormal);
5419 brightness += VectorLength(ambient);
5421 brightness += d * VectorLength(diffuse);
5423 brightness *= 1.0f / c;
5424 brightness += 0.00001f; // make sure it's never zero
5425 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5426 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5427 current = r_hdr_irisadaptation_value.value;
5429 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5430 else if (current > goal)
5431 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5432 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5433 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5435 else if (r_hdr_irisadaptation_value.value != 1.0f)
5436 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5439 static void R_View_SetFrustum(const int *scissor)
5442 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5443 vec3_t forward, left, up, origin, v;
5447 // flipped x coordinates (because x points left here)
5448 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5449 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5451 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5452 switch(vid.renderpath)
5454 case RENDERPATH_D3D9:
5455 case RENDERPATH_D3D10:
5456 case RENDERPATH_D3D11:
5457 // non-flipped y coordinates
5458 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5459 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5461 case RENDERPATH_SOFT:
5462 case RENDERPATH_GL11:
5463 case RENDERPATH_GL13:
5464 case RENDERPATH_GL20:
5465 case RENDERPATH_GLES1:
5466 case RENDERPATH_GLES2:
5467 // non-flipped y coordinates
5468 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5469 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5474 // we can't trust r_refdef.view.forward and friends in reflected scenes
5475 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5478 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5479 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5480 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5481 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5482 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5483 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5484 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5485 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5486 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5487 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5488 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5489 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5493 zNear = r_refdef.nearclip;
5494 nudge = 1.0 - 1.0 / (1<<23);
5495 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5496 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5497 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5498 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5499 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5500 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5501 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5502 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5508 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5509 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5510 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5511 r_refdef.view.frustum[0].dist = m[15] - m[12];
5513 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5514 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5515 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5516 r_refdef.view.frustum[1].dist = m[15] + m[12];
5518 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5519 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5520 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5521 r_refdef.view.frustum[2].dist = m[15] - m[13];
5523 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5524 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5525 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5526 r_refdef.view.frustum[3].dist = m[15] + m[13];
5528 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5529 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5530 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5531 r_refdef.view.frustum[4].dist = m[15] - m[14];
5533 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5534 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5535 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5536 r_refdef.view.frustum[5].dist = m[15] + m[14];
5539 if (r_refdef.view.useperspective)
5541 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5542 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5543 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5544 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5545 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5547 // then the normals from the corners relative to origin
5548 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5549 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5550 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5551 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5553 // in a NORMAL view, forward cross left == up
5554 // in a REFLECTED view, forward cross left == down
5555 // so our cross products above need to be adjusted for a left handed coordinate system
5556 CrossProduct(forward, left, v);
5557 if(DotProduct(v, up) < 0)
5559 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5560 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5561 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5562 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5565 // Leaving those out was a mistake, those were in the old code, and they
5566 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5567 // I couldn't reproduce it after adding those normalizations. --blub
5568 VectorNormalize(r_refdef.view.frustum[0].normal);
5569 VectorNormalize(r_refdef.view.frustum[1].normal);
5570 VectorNormalize(r_refdef.view.frustum[2].normal);
5571 VectorNormalize(r_refdef.view.frustum[3].normal);
5573 // make the corners absolute
5574 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5575 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5576 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5577 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5580 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5582 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5583 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5584 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5585 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5586 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5590 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5591 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5592 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5593 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5594 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5595 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5596 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5597 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5598 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5599 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5601 r_refdef.view.numfrustumplanes = 5;
5603 if (r_refdef.view.useclipplane)
5605 r_refdef.view.numfrustumplanes = 6;
5606 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5609 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5610 PlaneClassify(r_refdef.view.frustum + i);
5612 // LordHavoc: note to all quake engine coders, Quake had a special case
5613 // for 90 degrees which assumed a square view (wrong), so I removed it,
5614 // Quake2 has it disabled as well.
5616 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5617 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5618 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5619 //PlaneClassify(&frustum[0]);
5621 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5622 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5623 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5624 //PlaneClassify(&frustum[1]);
5626 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5627 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5628 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5629 //PlaneClassify(&frustum[2]);
5631 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5632 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5633 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5634 //PlaneClassify(&frustum[3]);
5637 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5638 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5639 //PlaneClassify(&frustum[4]);
5642 static void R_View_UpdateWithScissor(const int *myscissor)
5644 R_Main_ResizeViewCache();
5645 R_View_SetFrustum(myscissor);
5646 R_View_WorldVisibility(r_refdef.view.useclipplane);
5647 R_View_UpdateEntityVisible();
5648 R_View_UpdateEntityLighting();
5651 static void R_View_Update(void)
5653 R_Main_ResizeViewCache();
5654 R_View_SetFrustum(NULL);
5655 R_View_WorldVisibility(r_refdef.view.useclipplane);
5656 R_View_UpdateEntityVisible();
5657 R_View_UpdateEntityLighting();
5660 float viewscalefpsadjusted = 1.0f;
5662 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5664 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5665 scale = bound(0.03125f, scale, 1.0f);
5666 *outwidth = (int)ceil(width * scale);
5667 *outheight = (int)ceil(height * scale);
5670 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5672 const float *customclipplane = NULL;
5674 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5675 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5677 // LordHavoc: couldn't figure out how to make this approach the
5678 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5679 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5680 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5681 dist = r_refdef.view.clipplane.dist;
5682 plane[0] = r_refdef.view.clipplane.normal[0];
5683 plane[1] = r_refdef.view.clipplane.normal[1];
5684 plane[2] = r_refdef.view.clipplane.normal[2];
5686 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5689 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5690 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5692 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5693 if (!r_refdef.view.useperspective)
5694 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5695 else if (vid.stencil && r_useinfinitefarclip.integer)
5696 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5698 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5699 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5700 R_SetViewport(&r_refdef.view.viewport);
5701 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5703 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5704 float screenplane[4];
5705 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5706 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5707 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5708 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5709 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5713 void R_EntityMatrix(const matrix4x4_t *matrix)
5715 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5717 gl_modelmatrixchanged = false;
5718 gl_modelmatrix = *matrix;
5719 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5720 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5721 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5722 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5724 switch(vid.renderpath)
5726 case RENDERPATH_D3D9:
5728 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5729 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5732 case RENDERPATH_D3D10:
5733 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5735 case RENDERPATH_D3D11:
5736 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5738 case RENDERPATH_GL11:
5739 case RENDERPATH_GL13:
5740 case RENDERPATH_GLES1:
5742 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5745 case RENDERPATH_SOFT:
5746 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5747 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5749 case RENDERPATH_GL20:
5750 case RENDERPATH_GLES2:
5751 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5752 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5758 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5760 r_viewport_t viewport;
5764 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5765 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5766 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5767 R_SetViewport(&viewport);
5768 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5769 GL_Color(1, 1, 1, 1);
5770 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5771 GL_BlendFunc(GL_ONE, GL_ZERO);
5772 GL_ScissorTest(false);
5773 GL_DepthMask(false);
5774 GL_DepthRange(0, 1);
5775 GL_DepthTest(false);
5776 GL_DepthFunc(GL_LEQUAL);
5777 R_EntityMatrix(&identitymatrix);
5778 R_Mesh_ResetTextureState();
5779 GL_PolygonOffset(0, 0);
5780 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5781 switch(vid.renderpath)
5783 case RENDERPATH_GL11:
5784 case RENDERPATH_GL13:
5785 case RENDERPATH_GL20:
5786 case RENDERPATH_GLES1:
5787 case RENDERPATH_GLES2:
5788 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5790 case RENDERPATH_D3D9:
5791 case RENDERPATH_D3D10:
5792 case RENDERPATH_D3D11:
5793 case RENDERPATH_SOFT:
5796 GL_CullFace(GL_NONE);
5801 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5805 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5808 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5812 R_SetupView(true, fbo, depthtexture, colortexture);
5813 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5814 GL_Color(1, 1, 1, 1);
5815 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5816 GL_BlendFunc(GL_ONE, GL_ZERO);
5817 GL_ScissorTest(true);
5819 GL_DepthRange(0, 1);
5821 GL_DepthFunc(GL_LEQUAL);
5822 R_EntityMatrix(&identitymatrix);
5823 R_Mesh_ResetTextureState();
5824 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5825 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5826 switch(vid.renderpath)
5828 case RENDERPATH_GL11:
5829 case RENDERPATH_GL13:
5830 case RENDERPATH_GL20:
5831 case RENDERPATH_GLES1:
5832 case RENDERPATH_GLES2:
5833 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5835 case RENDERPATH_D3D9:
5836 case RENDERPATH_D3D10:
5837 case RENDERPATH_D3D11:
5838 case RENDERPATH_SOFT:
5841 GL_CullFace(r_refdef.view.cullface_back);
5846 R_RenderView_UpdateViewVectors
5849 void R_RenderView_UpdateViewVectors(void)
5851 // break apart the view matrix into vectors for various purposes
5852 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5853 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5854 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5855 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5856 // make an inverted copy of the view matrix for tracking sprites
5857 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5860 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5861 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5863 static void R_Water_StartFrame(void)
5866 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5867 r_waterstate_waterplane_t *p;
5868 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5870 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5873 switch(vid.renderpath)
5875 case RENDERPATH_GL20:
5876 case RENDERPATH_D3D9:
5877 case RENDERPATH_D3D10:
5878 case RENDERPATH_D3D11:
5879 case RENDERPATH_SOFT:
5880 case RENDERPATH_GLES2:
5882 case RENDERPATH_GL11:
5883 case RENDERPATH_GL13:
5884 case RENDERPATH_GLES1:
5888 // set waterwidth and waterheight to the water resolution that will be
5889 // used (often less than the screen resolution for faster rendering)
5890 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5892 // calculate desired texture sizes
5893 // can't use water if the card does not support the texture size
5894 if (!r_water.integer || r_showsurfaces.integer)
5895 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5896 else if (vid.support.arb_texture_non_power_of_two)
5898 texturewidth = waterwidth;
5899 textureheight = waterheight;
5900 camerawidth = waterwidth;
5901 cameraheight = waterheight;
5905 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5906 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5907 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5908 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5911 // allocate textures as needed
5912 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5914 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5915 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5917 if (p->texture_refraction)
5918 R_FreeTexture(p->texture_refraction);
5919 p->texture_refraction = NULL;
5920 if (p->fbo_refraction)
5921 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5922 p->fbo_refraction = 0;
5923 if (p->texture_reflection)
5924 R_FreeTexture(p->texture_reflection);
5925 p->texture_reflection = NULL;
5926 if (p->fbo_reflection)
5927 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5928 p->fbo_reflection = 0;
5929 if (p->texture_camera)
5930 R_FreeTexture(p->texture_camera);
5931 p->texture_camera = NULL;
5933 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5936 memset(&r_fb.water, 0, sizeof(r_fb.water));
5937 r_fb.water.texturewidth = texturewidth;
5938 r_fb.water.textureheight = textureheight;
5939 r_fb.water.camerawidth = camerawidth;
5940 r_fb.water.cameraheight = cameraheight;
5943 if (r_fb.water.texturewidth)
5945 int scaledwidth, scaledheight;
5947 r_fb.water.enabled = true;
5949 // water resolution is usually reduced
5950 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5951 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5952 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5954 // set up variables that will be used in shader setup
5955 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5956 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5957 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5958 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5961 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5962 r_fb.water.numwaterplanes = 0;
5965 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5967 int planeindex, bestplaneindex, vertexindex;
5968 vec3_t mins, maxs, normal, center, v, n;
5969 vec_t planescore, bestplanescore;
5971 r_waterstate_waterplane_t *p;
5972 texture_t *t = R_GetCurrentTexture(surface->texture);
5974 rsurface.texture = t;
5975 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5976 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5977 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5979 // average the vertex normals, find the surface bounds (after deformvertexes)
5980 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5981 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5982 VectorCopy(n, normal);
5983 VectorCopy(v, mins);
5984 VectorCopy(v, maxs);
5985 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5987 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5988 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5989 VectorAdd(normal, n, normal);
5990 mins[0] = min(mins[0], v[0]);
5991 mins[1] = min(mins[1], v[1]);
5992 mins[2] = min(mins[2], v[2]);
5993 maxs[0] = max(maxs[0], v[0]);
5994 maxs[1] = max(maxs[1], v[1]);
5995 maxs[2] = max(maxs[2], v[2]);
5997 VectorNormalize(normal);
5998 VectorMAM(0.5f, mins, 0.5f, maxs, center);
6000 VectorCopy(normal, plane.normal);
6001 VectorNormalize(plane.normal);
6002 plane.dist = DotProduct(center, plane.normal);
6003 PlaneClassify(&plane);
6004 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6006 // skip backfaces (except if nocullface is set)
6007 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6009 VectorNegate(plane.normal, plane.normal);
6011 PlaneClassify(&plane);
6015 // find a matching plane if there is one
6016 bestplaneindex = -1;
6017 bestplanescore = 1048576.0f;
6018 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6020 if(p->camera_entity == t->camera_entity)
6022 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
6023 if (bestplaneindex < 0 || bestplanescore > planescore)
6025 bestplaneindex = planeindex;
6026 bestplanescore = planescore;
6030 planeindex = bestplaneindex;
6032 // if this surface does not fit any known plane rendered this frame, add one
6033 if (planeindex < 0 || bestplanescore > 0.001f)
6035 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6037 // store the new plane
6038 planeindex = r_fb.water.numwaterplanes++;
6039 p = r_fb.water.waterplanes + planeindex;
6041 // clear materialflags and pvs
6042 p->materialflags = 0;
6043 p->pvsvalid = false;
6044 p->camera_entity = t->camera_entity;
6045 VectorCopy(mins, p->mins);
6046 VectorCopy(maxs, p->maxs);
6050 // We're totally screwed.
6056 // merge mins/maxs when we're adding this surface to the plane
6057 p = r_fb.water.waterplanes + planeindex;
6058 p->mins[0] = min(p->mins[0], mins[0]);
6059 p->mins[1] = min(p->mins[1], mins[1]);
6060 p->mins[2] = min(p->mins[2], mins[2]);
6061 p->maxs[0] = max(p->maxs[0], maxs[0]);
6062 p->maxs[1] = max(p->maxs[1], maxs[1]);
6063 p->maxs[2] = max(p->maxs[2], maxs[2]);
6065 // merge this surface's materialflags into the waterplane
6066 p->materialflags |= t->currentmaterialflags;
6067 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6069 // merge this surface's PVS into the waterplane
6070 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6071 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6073 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6079 extern cvar_t r_drawparticles;
6080 extern cvar_t r_drawdecals;
6082 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6085 r_refdef_view_t originalview;
6086 r_refdef_view_t myview;
6087 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
6088 r_waterstate_waterplane_t *p;
6090 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6093 originalview = r_refdef.view;
6095 // lowquality hack, temporarily shut down some cvars and restore afterwards
6096 qualityreduction = r_water_lowquality.integer;
6097 if (qualityreduction > 0)
6099 if (qualityreduction >= 1)
6101 old_r_shadows = r_shadows.integer;
6102 old_r_worldrtlight = r_shadow_realtime_world.integer;
6103 old_r_dlight = r_shadow_realtime_dlight.integer;
6104 Cvar_SetValueQuick(&r_shadows, 0);
6105 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6106 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6108 if (qualityreduction >= 2)
6110 old_r_dynamic = r_dynamic.integer;
6111 old_r_particles = r_drawparticles.integer;
6112 old_r_decals = r_drawdecals.integer;
6113 Cvar_SetValueQuick(&r_dynamic, 0);
6114 Cvar_SetValueQuick(&r_drawparticles, 0);
6115 Cvar_SetValueQuick(&r_drawdecals, 0);
6119 // make sure enough textures are allocated
6120 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6122 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6124 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6126 if (!p->texture_refraction)
6127 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6128 if (!p->texture_refraction)
6132 if (r_fb.water.depthtexture == NULL)
6133 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6134 if (p->fbo_refraction == 0)
6135 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6138 else if (p->materialflags & MATERIALFLAG_CAMERA)
6140 if (!p->texture_camera)
6141 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
6142 if (!p->texture_camera)
6146 if (r_fb.water.depthtexture == NULL)
6147 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6148 if (p->fbo_camera == 0)
6149 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6153 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6155 if (!p->texture_reflection)
6156 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6157 if (!p->texture_reflection)
6161 if (r_fb.water.depthtexture == NULL)
6162 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6163 if (p->fbo_reflection == 0)
6164 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6170 r_refdef.view = originalview;
6171 r_refdef.view.showdebug = false;
6172 r_refdef.view.width = r_fb.water.waterwidth;
6173 r_refdef.view.height = r_fb.water.waterheight;
6174 r_refdef.view.useclipplane = true;
6175 myview = r_refdef.view;
6176 r_fb.water.renderingscene = true;
6177 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6179 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6181 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6183 r_refdef.view = myview;
6184 if(r_water_scissormode.integer)
6186 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6187 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6188 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6191 // render reflected scene and copy into texture
6192 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6193 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6194 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6195 r_refdef.view.clipplane = p->plane;
6196 // reverse the cullface settings for this render
6197 r_refdef.view.cullface_front = GL_FRONT;
6198 r_refdef.view.cullface_back = GL_BACK;
6199 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6201 r_refdef.view.usecustompvs = true;
6203 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6205 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6208 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6209 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6210 R_ClearScreen(r_refdef.fogenabled);
6211 if(r_water_scissormode.integer & 2)
6212 R_View_UpdateWithScissor(myscissor);
6215 R_AnimCache_CacheVisibleEntities();
6216 if(r_water_scissormode.integer & 1)
6217 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6218 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6220 if (!p->fbo_reflection)
6221 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6222 r_fb.water.hideplayer = false;
6225 // render the normal view scene and copy into texture
6226 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
6227 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6229 r_refdef.view = myview;
6230 if(r_water_scissormode.integer)
6232 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6233 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6234 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6237 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6239 r_refdef.view.clipplane = p->plane;
6240 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6241 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6243 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6245 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6246 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6247 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6248 R_RenderView_UpdateViewVectors();
6249 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6251 r_refdef.view.usecustompvs = true;
6252 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6256 PlaneClassify(&r_refdef.view.clipplane);
6258 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6259 R_ClearScreen(r_refdef.fogenabled);
6260 if(r_water_scissormode.integer & 2)
6261 R_View_UpdateWithScissor(myscissor);
6264 R_AnimCache_CacheVisibleEntities();
6265 if(r_water_scissormode.integer & 1)
6266 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6267 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6269 if (!p->fbo_refraction)
6270 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6271 r_fb.water.hideplayer = false;
6273 else if (p->materialflags & MATERIALFLAG_CAMERA)
6275 r_refdef.view = myview;
6277 r_refdef.view.clipplane = p->plane;
6278 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6279 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6281 r_refdef.view.width = r_fb.water.camerawidth;
6282 r_refdef.view.height = r_fb.water.cameraheight;
6283 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6284 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6285 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6286 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6288 if(p->camera_entity)
6290 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6291 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6294 // note: all of the view is used for displaying... so
6295 // there is no use in scissoring
6297 // reverse the cullface settings for this render
6298 r_refdef.view.cullface_front = GL_FRONT;
6299 r_refdef.view.cullface_back = GL_BACK;
6300 // also reverse the view matrix
6301 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
6302 R_RenderView_UpdateViewVectors();
6303 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6305 r_refdef.view.usecustompvs = true;
6306 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6309 // camera needs no clipplane
6310 r_refdef.view.useclipplane = false;
6312 PlaneClassify(&r_refdef.view.clipplane);
6314 r_fb.water.hideplayer = false;
6316 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6317 R_ClearScreen(r_refdef.fogenabled);
6319 R_AnimCache_CacheVisibleEntities();
6320 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6323 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6324 r_fb.water.hideplayer = false;
6328 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6329 r_fb.water.renderingscene = false;
6330 r_refdef.view = originalview;
6331 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6332 if (!r_fb.water.depthtexture)
6333 R_ClearScreen(r_refdef.fogenabled);
6335 R_AnimCache_CacheVisibleEntities();
6338 r_refdef.view = originalview;
6339 r_fb.water.renderingscene = false;
6340 Cvar_SetValueQuick(&r_water, 0);
6341 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6343 // lowquality hack, restore cvars
6344 if (qualityreduction > 0)
6346 if (qualityreduction >= 1)
6348 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6349 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6350 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6352 if (qualityreduction >= 2)
6354 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6355 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6356 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6361 static void R_Bloom_StartFrame(void)
6364 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6365 int viewwidth, viewheight;
6366 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6367 textype_t textype = TEXTYPE_COLORBUFFER;
6369 switch (vid.renderpath)
6371 case RENDERPATH_GL20:
6372 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6373 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6375 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6376 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6379 case RENDERPATH_GL11:
6380 case RENDERPATH_GL13:
6381 case RENDERPATH_GLES1:
6382 case RENDERPATH_GLES2:
6383 case RENDERPATH_D3D9:
6384 case RENDERPATH_D3D10:
6385 case RENDERPATH_D3D11:
6386 r_fb.usedepthtextures = false;
6388 case RENDERPATH_SOFT:
6389 r_fb.usedepthtextures = true;
6393 if (r_viewscale_fpsscaling.integer)
6395 double actualframetime;
6396 double targetframetime;
6398 actualframetime = r_refdef.lastdrawscreentime;
6399 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6400 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6401 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6402 if (r_viewscale_fpsscaling_stepsize.value > 0)
6403 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6404 viewscalefpsadjusted += adjust;
6405 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6408 viewscalefpsadjusted = 1.0f;
6410 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6412 switch(vid.renderpath)
6414 case RENDERPATH_GL20:
6415 case RENDERPATH_D3D9:
6416 case RENDERPATH_D3D10:
6417 case RENDERPATH_D3D11:
6418 case RENDERPATH_SOFT:
6419 case RENDERPATH_GLES2:
6421 case RENDERPATH_GL11:
6422 case RENDERPATH_GL13:
6423 case RENDERPATH_GLES1:
6427 // set bloomwidth and bloomheight to the bloom resolution that will be
6428 // used (often less than the screen resolution for faster rendering)
6429 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6430 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6431 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6432 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6433 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6435 // calculate desired texture sizes
6436 if (vid.support.arb_texture_non_power_of_two)
6438 screentexturewidth = vid.width;
6439 screentextureheight = vid.height;
6440 bloomtexturewidth = r_fb.bloomwidth;
6441 bloomtextureheight = r_fb.bloomheight;
6445 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6446 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6447 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6448 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6451 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6453 Cvar_SetValueQuick(&r_bloom, 0);
6454 Cvar_SetValueQuick(&r_motionblur, 0);
6455 Cvar_SetValueQuick(&r_damageblur, 0);
6458 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6460 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6462 && r_viewscale.value == 1.0f
6463 && !r_viewscale_fpsscaling.integer)
6464 screentexturewidth = screentextureheight = 0;
6465 if (!r_bloom.integer)
6466 bloomtexturewidth = bloomtextureheight = 0;
6468 // allocate textures as needed
6469 if (r_fb.screentexturewidth != screentexturewidth
6470 || r_fb.screentextureheight != screentextureheight
6471 || r_fb.bloomtexturewidth != bloomtexturewidth
6472 || r_fb.bloomtextureheight != bloomtextureheight
6473 || r_fb.textype != textype
6474 || useviewfbo != (r_fb.fbo != 0))
6476 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6478 if (r_fb.bloomtexture[i])
6479 R_FreeTexture(r_fb.bloomtexture[i]);
6480 r_fb.bloomtexture[i] = NULL;
6482 if (r_fb.bloomfbo[i])
6483 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6484 r_fb.bloomfbo[i] = 0;
6488 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6491 if (r_fb.colortexture)
6492 R_FreeTexture(r_fb.colortexture);
6493 r_fb.colortexture = NULL;
6495 if (r_fb.depthtexture)
6496 R_FreeTexture(r_fb.depthtexture);
6497 r_fb.depthtexture = NULL;
6499 if (r_fb.ghosttexture)
6500 R_FreeTexture(r_fb.ghosttexture);
6501 r_fb.ghosttexture = NULL;
6503 r_fb.screentexturewidth = screentexturewidth;
6504 r_fb.screentextureheight = screentextureheight;
6505 r_fb.bloomtexturewidth = bloomtexturewidth;
6506 r_fb.bloomtextureheight = bloomtextureheight;
6507 r_fb.textype = textype;
6509 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6511 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6512 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6513 r_fb.ghosttexture_valid = false;
6514 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6517 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6518 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6519 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6523 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6525 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6527 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6529 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6534 // bloom texture is a different resolution
6535 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6536 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6537 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6538 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6539 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6541 // set up a texcoord array for the full resolution screen image
6542 // (we have to keep this around to copy back during final render)
6543 r_fb.screentexcoord2f[0] = 0;
6544 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6545 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6546 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6547 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6548 r_fb.screentexcoord2f[5] = 0;
6549 r_fb.screentexcoord2f[6] = 0;
6550 r_fb.screentexcoord2f[7] = 0;
6554 for (i = 1;i < 8;i += 2)
6556 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6560 // set up a texcoord array for the reduced resolution bloom image
6561 // (which will be additive blended over the screen image)
6562 r_fb.bloomtexcoord2f[0] = 0;
6563 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6564 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6565 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6566 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6567 r_fb.bloomtexcoord2f[5] = 0;
6568 r_fb.bloomtexcoord2f[6] = 0;
6569 r_fb.bloomtexcoord2f[7] = 0;
6571 switch(vid.renderpath)
6573 case RENDERPATH_GL11:
6574 case RENDERPATH_GL13:
6575 case RENDERPATH_GL20:
6576 case RENDERPATH_SOFT:
6577 case RENDERPATH_GLES1:
6578 case RENDERPATH_GLES2:
6580 case RENDERPATH_D3D9:
6581 case RENDERPATH_D3D10:
6582 case RENDERPATH_D3D11:
6583 for (i = 0;i < 4;i++)
6585 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6586 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6587 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6588 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6593 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6596 r_refdef.view.clear = true;
6599 static void R_Bloom_MakeTexture(void)
6602 float xoffset, yoffset, r, brighten;
6604 float colorscale = r_bloom_colorscale.value;
6606 r_refdef.stats[r_stat_bloom]++;
6609 // this copy is unnecessary since it happens in R_BlendView already
6612 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6613 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6617 // scale down screen texture to the bloom texture size
6619 r_fb.bloomindex = 0;
6620 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6621 R_SetViewport(&r_fb.bloomviewport);
6622 GL_DepthTest(false);
6623 GL_BlendFunc(GL_ONE, GL_ZERO);
6624 GL_Color(colorscale, colorscale, colorscale, 1);
6625 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6626 switch(vid.renderpath)
6628 case RENDERPATH_GL11:
6629 case RENDERPATH_GL13:
6630 case RENDERPATH_GL20:
6631 case RENDERPATH_GLES1:
6632 case RENDERPATH_GLES2:
6633 case RENDERPATH_SOFT:
6634 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6636 case RENDERPATH_D3D9:
6637 case RENDERPATH_D3D10:
6638 case RENDERPATH_D3D11:
6639 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6642 // TODO: do boxfilter scale-down in shader?
6643 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6644 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6645 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6647 // we now have a properly scaled bloom image
6648 if (!r_fb.bloomfbo[r_fb.bloomindex])
6650 // copy it into the bloom texture
6651 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6652 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6655 // multiply bloom image by itself as many times as desired
6656 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6658 intex = r_fb.bloomtexture[r_fb.bloomindex];
6659 r_fb.bloomindex ^= 1;
6660 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6662 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6663 if (!r_fb.bloomfbo[r_fb.bloomindex])
6665 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6666 GL_Color(r,r,r,1); // apply fix factor
6671 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6672 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6673 GL_Color(1,1,1,1); // no fix factor supported here
6675 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6676 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6677 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6678 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6680 if (!r_fb.bloomfbo[r_fb.bloomindex])
6682 // copy the darkened image to a texture
6683 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6684 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6688 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6689 brighten = r_bloom_brighten.value;
6690 brighten = sqrt(brighten);
6692 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6694 for (dir = 0;dir < 2;dir++)
6696 intex = r_fb.bloomtexture[r_fb.bloomindex];
6697 r_fb.bloomindex ^= 1;
6698 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6699 // blend on at multiple vertical offsets to achieve a vertical blur
6700 // TODO: do offset blends using GLSL
6701 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6702 GL_BlendFunc(GL_ONE, GL_ZERO);
6703 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6704 for (x = -range;x <= range;x++)
6706 if (!dir){xoffset = 0;yoffset = x;}
6707 else {xoffset = x;yoffset = 0;}
6708 xoffset /= (float)r_fb.bloomtexturewidth;
6709 yoffset /= (float)r_fb.bloomtextureheight;
6710 // compute a texcoord array with the specified x and y offset
6711 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6712 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6713 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6714 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6715 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6716 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6717 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6718 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6719 // this r value looks like a 'dot' particle, fading sharply to
6720 // black at the edges
6721 // (probably not realistic but looks good enough)
6722 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6723 //r = brighten/(range*2+1);
6724 r = brighten / (range * 2 + 1);
6726 r *= (1 - x*x/(float)(range*range));
6727 GL_Color(r, r, r, 1);
6728 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6729 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6730 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6731 GL_BlendFunc(GL_ONE, GL_ONE);
6734 if (!r_fb.bloomfbo[r_fb.bloomindex])
6736 // copy the vertically or horizontally blurred bloom view to a texture
6737 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6738 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6743 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6745 unsigned int permutation;
6746 float uservecs[4][4];
6748 R_EntityMatrix(&identitymatrix);
6750 switch (vid.renderpath)
6752 case RENDERPATH_GL20:
6753 case RENDERPATH_D3D9:
6754 case RENDERPATH_D3D10:
6755 case RENDERPATH_D3D11:
6756 case RENDERPATH_SOFT:
6757 case RENDERPATH_GLES2:
6759 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6760 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6761 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6762 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6763 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6765 if (r_fb.colortexture)
6769 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6770 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6773 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6775 // declare variables
6776 float blur_factor, blur_mouseaccel, blur_velocity;
6777 static float blur_average;
6778 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6780 // set a goal for the factoring
6781 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6782 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6783 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6784 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6785 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6786 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6788 // from the goal, pick an averaged value between goal and last value
6789 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6790 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6792 // enforce minimum amount of blur
6793 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6795 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6797 // calculate values into a standard alpha
6798 cl.motionbluralpha = 1 - exp(-
6800 (r_motionblur.value * blur_factor / 80)
6802 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6805 max(0.0001, cl.time - cl.oldtime) // fps independent
6808 // randomization for the blur value to combat persistent ghosting
6809 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6810 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6813 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6814 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6816 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6817 GL_Color(1, 1, 1, cl.motionbluralpha);
6818 switch(vid.renderpath)
6820 case RENDERPATH_GL11:
6821 case RENDERPATH_GL13:
6822 case RENDERPATH_GL20:
6823 case RENDERPATH_GLES1:
6824 case RENDERPATH_GLES2:
6825 case RENDERPATH_SOFT:
6826 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6828 case RENDERPATH_D3D9:
6829 case RENDERPATH_D3D10:
6830 case RENDERPATH_D3D11:
6831 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6834 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6835 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6836 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6839 // updates old view angles for next pass
6840 VectorCopy(cl.viewangles, blur_oldangles);
6842 // copy view into the ghost texture
6843 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6844 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6845 r_fb.ghosttexture_valid = true;
6850 // no r_fb.colortexture means we're rendering to the real fb
6851 // we may still have to do view tint...
6852 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6854 // apply a color tint to the whole view
6855 R_ResetViewRendering2D(0, NULL, NULL);
6856 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6857 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6858 R_SetupShader_Generic_NoTexture(false, true);
6859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6860 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6862 break; // no screen processing, no bloom, skip it
6865 if (r_fb.bloomtexture[0])
6867 // make the bloom texture
6868 R_Bloom_MakeTexture();
6871 #if _MSC_VER >= 1400
6872 #define sscanf sscanf_s
6874 memset(uservecs, 0, sizeof(uservecs));
6875 if (r_glsl_postprocess_uservec1_enable.integer)
6876 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6877 if (r_glsl_postprocess_uservec2_enable.integer)
6878 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6879 if (r_glsl_postprocess_uservec3_enable.integer)
6880 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6881 if (r_glsl_postprocess_uservec4_enable.integer)
6882 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6884 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6885 GL_Color(1, 1, 1, 1);
6886 GL_BlendFunc(GL_ONE, GL_ZERO);
6888 switch(vid.renderpath)
6890 case RENDERPATH_GL20:
6891 case RENDERPATH_GLES2:
6892 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6893 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6894 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6895 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6896 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6897 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6898 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6899 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6900 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6901 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6902 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6903 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6904 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6905 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6907 case RENDERPATH_D3D9:
6909 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6910 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6911 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6912 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6913 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6914 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6915 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6916 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6917 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6918 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6919 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6920 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6921 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6922 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6923 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6926 case RENDERPATH_D3D10:
6927 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6929 case RENDERPATH_D3D11:
6930 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6932 case RENDERPATH_SOFT:
6933 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6934 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6935 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6936 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6937 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6938 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6939 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6940 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6941 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6942 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6943 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6945 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6946 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6951 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6952 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6954 case RENDERPATH_GL11:
6955 case RENDERPATH_GL13:
6956 case RENDERPATH_GLES1:
6957 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6959 // apply a color tint to the whole view
6960 R_ResetViewRendering2D(0, NULL, NULL);
6961 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6962 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6963 R_SetupShader_Generic_NoTexture(false, true);
6964 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6965 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6971 matrix4x4_t r_waterscrollmatrix;
6973 void R_UpdateFog(void)
6976 if (gamemode == GAME_NEHAHRA)
6978 if (gl_fogenable.integer)
6980 r_refdef.oldgl_fogenable = true;
6981 r_refdef.fog_density = gl_fogdensity.value;
6982 r_refdef.fog_red = gl_fogred.value;
6983 r_refdef.fog_green = gl_foggreen.value;
6984 r_refdef.fog_blue = gl_fogblue.value;
6985 r_refdef.fog_alpha = 1;
6986 r_refdef.fog_start = 0;
6987 r_refdef.fog_end = gl_skyclip.value;
6988 r_refdef.fog_height = 1<<30;
6989 r_refdef.fog_fadedepth = 128;
6991 else if (r_refdef.oldgl_fogenable)
6993 r_refdef.oldgl_fogenable = false;
6994 r_refdef.fog_density = 0;
6995 r_refdef.fog_red = 0;
6996 r_refdef.fog_green = 0;
6997 r_refdef.fog_blue = 0;
6998 r_refdef.fog_alpha = 0;
6999 r_refdef.fog_start = 0;
7000 r_refdef.fog_end = 0;
7001 r_refdef.fog_height = 1<<30;
7002 r_refdef.fog_fadedepth = 128;
7007 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7008 r_refdef.fog_start = max(0, r_refdef.fog_start);
7009 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7011 if (r_refdef.fog_density && r_drawfog.integer)
7013 r_refdef.fogenabled = true;
7014 // this is the point where the fog reaches 0.9986 alpha, which we
7015 // consider a good enough cutoff point for the texture
7016 // (0.9986 * 256 == 255.6)
7017 if (r_fog_exp2.integer)
7018 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7020 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7021 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7022 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7023 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7024 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
7025 R_BuildFogHeightTexture();
7026 // fog color was already set
7027 // update the fog texture
7028 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
7029 R_BuildFogTexture();
7030 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
7031 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
7034 r_refdef.fogenabled = false;
7037 if (r_refdef.fog_density)
7039 r_refdef.fogcolor[0] = r_refdef.fog_red;
7040 r_refdef.fogcolor[1] = r_refdef.fog_green;
7041 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7043 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7044 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7045 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7046 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7050 VectorCopy(r_refdef.fogcolor, fogvec);
7051 // color.rgb *= ContrastBoost * SceneBrightness;
7052 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7053 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7054 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7055 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7060 void R_UpdateVariables(void)
7064 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7066 r_refdef.farclip = r_farclip_base.value;
7067 if (r_refdef.scene.worldmodel)
7068 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7069 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7071 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7072 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7073 r_refdef.polygonfactor = 0;
7074 r_refdef.polygonoffset = 0;
7075 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7076 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7078 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7079 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7080 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7081 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7082 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7083 if (FAKELIGHT_ENABLED)
7085 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7087 else if (r_refdef.scene.worldmodel)
7089 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7091 if (r_showsurfaces.integer)
7093 r_refdef.scene.rtworld = false;
7094 r_refdef.scene.rtworldshadows = false;
7095 r_refdef.scene.rtdlight = false;
7096 r_refdef.scene.rtdlightshadows = false;
7097 r_refdef.lightmapintensity = 0;
7100 r_gpuskeletal = false;
7101 switch(vid.renderpath)
7103 case RENDERPATH_GL20:
7104 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7105 case RENDERPATH_D3D9:
7106 case RENDERPATH_D3D10:
7107 case RENDERPATH_D3D11:
7108 case RENDERPATH_SOFT:
7109 case RENDERPATH_GLES2:
7110 if(v_glslgamma.integer && !vid_gammatables_trivial)
7112 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7114 // build GLSL gamma texture
7115 #define RAMPWIDTH 256
7116 unsigned short ramp[RAMPWIDTH * 3];
7117 unsigned char rampbgr[RAMPWIDTH][4];
7120 r_texture_gammaramps_serial = vid_gammatables_serial;
7122 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7123 for(i = 0; i < RAMPWIDTH; ++i)
7125 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7126 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7127 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7130 if (r_texture_gammaramps)
7132 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7136 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7142 // remove GLSL gamma texture
7145 case RENDERPATH_GL11:
7146 case RENDERPATH_GL13:
7147 case RENDERPATH_GLES1:
7152 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7153 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7159 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7160 if( scenetype != r_currentscenetype ) {
7161 // store the old scenetype
7162 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7163 r_currentscenetype = scenetype;
7164 // move in the new scene
7165 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7174 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7176 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7177 if( scenetype == r_currentscenetype ) {
7178 return &r_refdef.scene;
7180 return &r_scenes_store[ scenetype ];
7184 static int R_SortEntities_Compare(const void *ap, const void *bp)
7186 const entity_render_t *a = *(const entity_render_t **)ap;
7187 const entity_render_t *b = *(const entity_render_t **)bp;
7190 if(a->model < b->model)
7192 if(a->model > b->model)
7196 // TODO possibly calculate the REAL skinnum here first using
7198 if(a->skinnum < b->skinnum)
7200 if(a->skinnum > b->skinnum)
7203 // everything we compared is equal
7206 static void R_SortEntities(void)
7208 // below or equal 2 ents, sorting never gains anything
7209 if(r_refdef.scene.numentities <= 2)
7212 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7220 int dpsoftrast_test;
7221 extern cvar_t r_shadow_bouncegrid;
7222 void R_RenderView(void)
7224 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7226 rtexture_t *depthtexture;
7227 rtexture_t *colortexture;
7229 dpsoftrast_test = r_test.integer;
7231 if (r_timereport_active)
7232 R_TimeReport("start");
7233 r_textureframe++; // used only by R_GetCurrentTexture
7234 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7236 if(R_CompileShader_CheckStaticParms())
7239 if (!r_drawentities.integer)
7240 r_refdef.scene.numentities = 0;
7241 else if (r_sortentities.integer)
7244 R_AnimCache_ClearCache();
7246 /* adjust for stereo display */
7247 if(R_Stereo_Active())
7249 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
7250 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7253 if (r_refdef.view.isoverlay)
7255 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7256 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7257 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7258 R_TimeReport("depthclear");
7260 r_refdef.view.showdebug = false;
7262 r_fb.water.enabled = false;
7263 r_fb.water.numwaterplanes = 0;
7265 R_RenderScene(0, NULL, NULL);
7267 r_refdef.view.matrix = originalmatrix;
7273 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7275 r_refdef.view.matrix = originalmatrix;
7279 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7281 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7282 // in sRGB fallback, behave similar to true sRGB: convert this
7283 // value from linear to sRGB
7284 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7286 R_RenderView_UpdateViewVectors();
7288 R_Shadow_UpdateWorldLightSelection();
7290 R_Bloom_StartFrame();
7292 // apply bloom brightness offset
7293 if(r_fb.bloomtexture[0])
7294 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7296 R_Water_StartFrame();
7298 // now we probably have an fbo to render into
7300 depthtexture = r_fb.depthtexture;
7301 colortexture = r_fb.colortexture;
7304 if (r_timereport_active)
7305 R_TimeReport("viewsetup");
7307 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7309 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7311 R_ClearScreen(r_refdef.fogenabled);
7312 if (r_timereport_active)
7313 R_TimeReport("viewclear");
7315 r_refdef.view.clear = true;
7317 r_refdef.view.showdebug = true;
7320 if (r_timereport_active)
7321 R_TimeReport("visibility");
7323 R_AnimCache_CacheVisibleEntities();
7324 if (r_timereport_active)
7325 R_TimeReport("animcache");
7327 R_Shadow_UpdateBounceGridTexture();
7328 if (r_timereport_active && r_shadow_bouncegrid.integer)
7329 R_TimeReport("bouncegrid");
7331 r_fb.water.numwaterplanes = 0;
7332 if (r_fb.water.enabled)
7333 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7335 R_RenderScene(fbo, depthtexture, colortexture);
7336 r_fb.water.numwaterplanes = 0;
7338 R_BlendView(fbo, depthtexture, colortexture);
7339 if (r_timereport_active)
7340 R_TimeReport("blendview");
7342 GL_Scissor(0, 0, vid.width, vid.height);
7343 GL_ScissorTest(false);
7345 r_refdef.view.matrix = originalmatrix;
7350 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7352 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7354 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7355 if (r_timereport_active)
7356 R_TimeReport("waterworld");
7359 // don't let sound skip if going slow
7360 if (r_refdef.scene.extraupdate)
7363 R_DrawModelsAddWaterPlanes();
7364 if (r_timereport_active)
7365 R_TimeReport("watermodels");
7367 if (r_fb.water.numwaterplanes)
7369 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7370 if (r_timereport_active)
7371 R_TimeReport("waterscenes");
7375 extern cvar_t cl_locs_show;
7376 static void R_DrawLocs(void);
7377 static void R_DrawEntityBBoxes(void);
7378 static void R_DrawModelDecals(void);
7379 extern cvar_t cl_decals_newsystem;
7380 extern qboolean r_shadow_usingdeferredprepass;
7381 extern int r_shadow_shadowmapatlas_modelshadows_size;
7382 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7384 qboolean shadowmapping = false;
7386 if (r_timereport_active)
7387 R_TimeReport("beginscene");
7389 r_refdef.stats[r_stat_renders]++;
7393 // don't let sound skip if going slow
7394 if (r_refdef.scene.extraupdate)
7397 R_MeshQueue_BeginScene();
7401 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7403 if (r_timereport_active)
7404 R_TimeReport("skystartframe");
7406 if (cl.csqc_vidvars.drawworld)
7408 // don't let sound skip if going slow
7409 if (r_refdef.scene.extraupdate)
7412 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7414 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7415 if (r_timereport_active)
7416 R_TimeReport("worldsky");
7419 if (R_DrawBrushModelsSky() && r_timereport_active)
7420 R_TimeReport("bmodelsky");
7422 if (skyrendermasked && skyrenderlater)
7424 // we have to force off the water clipping plane while rendering sky
7425 R_SetupView(false, fbo, depthtexture, colortexture);
7427 R_SetupView(true, fbo, depthtexture, colortexture);
7428 if (r_timereport_active)
7429 R_TimeReport("sky");
7433 R_Shadow_PrepareModelShadows();
7434 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7435 if (r_timereport_active)
7436 R_TimeReport("preparelights");
7438 // render all the shadowmaps that will be used for this view
7439 shadowmapping = R_Shadow_ShadowMappingEnabled();
7440 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7442 R_Shadow_DrawShadowMaps();
7443 if (r_timereport_active)
7444 R_TimeReport("shadowmaps");
7447 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7448 if (r_shadow_usingdeferredprepass)
7449 R_Shadow_DrawPrepass();
7451 // now we begin the forward pass of the view render
7452 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7454 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7455 if (r_timereport_active)
7456 R_TimeReport("worlddepth");
7458 if (r_depthfirst.integer >= 2)
7460 R_DrawModelsDepth();
7461 if (r_timereport_active)
7462 R_TimeReport("modeldepth");
7465 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7467 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7468 if (r_timereport_active)
7469 R_TimeReport("world");
7472 // don't let sound skip if going slow
7473 if (r_refdef.scene.extraupdate)
7477 if (r_timereport_active)
7478 R_TimeReport("models");
7480 // don't let sound skip if going slow
7481 if (r_refdef.scene.extraupdate)
7484 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7486 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7487 R_Shadow_DrawModelShadows();
7488 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7489 // don't let sound skip if going slow
7490 if (r_refdef.scene.extraupdate)
7494 if (!r_shadow_usingdeferredprepass)
7496 R_Shadow_DrawLights();
7497 if (r_timereport_active)
7498 R_TimeReport("rtlights");
7501 // don't let sound skip if going slow
7502 if (r_refdef.scene.extraupdate)
7505 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7507 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7508 R_Shadow_DrawModelShadows();
7509 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7510 // don't let sound skip if going slow
7511 if (r_refdef.scene.extraupdate)
7515 if (cl.csqc_vidvars.drawworld)
7517 if (cl_decals_newsystem.integer)
7519 R_DrawModelDecals();
7520 if (r_timereport_active)
7521 R_TimeReport("modeldecals");
7526 if (r_timereport_active)
7527 R_TimeReport("decals");
7531 if (r_timereport_active)
7532 R_TimeReport("particles");
7535 if (r_timereport_active)
7536 R_TimeReport("explosions");
7538 R_DrawLightningBeams();
7539 if (r_timereport_active)
7540 R_TimeReport("lightning");
7544 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7546 if (r_refdef.view.showdebug)
7548 if (cl_locs_show.integer)
7551 if (r_timereport_active)
7552 R_TimeReport("showlocs");
7555 if (r_drawportals.integer)
7558 if (r_timereport_active)
7559 R_TimeReport("portals");
7562 if (r_showbboxes.value > 0)
7564 R_DrawEntityBBoxes();
7565 if (r_timereport_active)
7566 R_TimeReport("bboxes");
7570 if (r_transparent.integer)
7572 R_MeshQueue_RenderTransparent();
7573 if (r_timereport_active)
7574 R_TimeReport("drawtrans");
7577 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7579 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7580 if (r_timereport_active)
7581 R_TimeReport("worlddebug");
7582 R_DrawModelsDebug();
7583 if (r_timereport_active)
7584 R_TimeReport("modeldebug");
7587 if (cl.csqc_vidvars.drawworld)
7589 R_Shadow_DrawCoronas();
7590 if (r_timereport_active)
7591 R_TimeReport("coronas");
7596 GL_DepthTest(false);
7597 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7598 GL_Color(1, 1, 1, 1);
7599 qglBegin(GL_POLYGON);
7600 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7601 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7602 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7603 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7605 qglBegin(GL_POLYGON);
7606 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7607 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7608 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7609 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7611 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7615 // don't let sound skip if going slow
7616 if (r_refdef.scene.extraupdate)
7620 static const unsigned short bboxelements[36] =
7630 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7633 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7635 RSurf_ActiveWorldEntity();
7637 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7638 GL_DepthMask(false);
7639 GL_DepthRange(0, 1);
7640 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7641 // R_Mesh_ResetTextureState();
7643 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7644 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7645 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7646 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7647 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7648 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7649 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7650 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7651 R_FillColors(color4f, 8, cr, cg, cb, ca);
7652 if (r_refdef.fogenabled)
7654 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7656 f1 = RSurf_FogVertex(v);
7658 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7659 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7660 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7663 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7664 R_Mesh_ResetTextureState();
7665 R_SetupShader_Generic_NoTexture(false, false);
7666 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7669 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7671 prvm_prog_t *prog = SVVM_prog;
7674 prvm_edict_t *edict;
7676 // this function draws bounding boxes of server entities
7680 GL_CullFace(GL_NONE);
7681 R_SetupShader_Generic_NoTexture(false, false);
7683 for (i = 0;i < numsurfaces;i++)
7685 edict = PRVM_EDICT_NUM(surfacelist[i]);
7686 switch ((int)PRVM_serveredictfloat(edict, solid))
7688 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7689 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7690 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7691 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7692 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7693 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7694 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7696 color[3] *= r_showbboxes.value;
7697 color[3] = bound(0, color[3], 1);
7698 GL_DepthTest(!r_showdisabledepthtest.integer);
7699 GL_CullFace(r_refdef.view.cullface_front);
7700 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7704 static void R_DrawEntityBBoxes(void)
7707 prvm_edict_t *edict;
7709 prvm_prog_t *prog = SVVM_prog;
7711 // this function draws bounding boxes of server entities
7715 for (i = 0;i < prog->num_edicts;i++)
7717 edict = PRVM_EDICT_NUM(i);
7718 if (edict->priv.server->free)
7720 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7721 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7723 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7725 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7726 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7730 static const int nomodelelement3i[24] =
7742 static const unsigned short nomodelelement3s[24] =
7754 static const float nomodelvertex3f[6*3] =
7764 static const float nomodelcolor4f[6*4] =
7766 0.0f, 0.0f, 0.5f, 1.0f,
7767 0.0f, 0.0f, 0.5f, 1.0f,
7768 0.0f, 0.5f, 0.0f, 1.0f,
7769 0.0f, 0.5f, 0.0f, 1.0f,
7770 0.5f, 0.0f, 0.0f, 1.0f,
7771 0.5f, 0.0f, 0.0f, 1.0f
7774 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7780 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7782 // this is only called once per entity so numsurfaces is always 1, and
7783 // surfacelist is always {0}, so this code does not handle batches
7785 if (rsurface.ent_flags & RENDER_ADDITIVE)
7787 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7788 GL_DepthMask(false);
7790 else if (rsurface.colormod[3] < 1)
7792 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7793 GL_DepthMask(false);
7797 GL_BlendFunc(GL_ONE, GL_ZERO);
7800 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7801 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7802 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7803 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7804 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7805 for (i = 0, c = color4f;i < 6;i++, c += 4)
7807 c[0] *= rsurface.colormod[0];
7808 c[1] *= rsurface.colormod[1];
7809 c[2] *= rsurface.colormod[2];
7810 c[3] *= rsurface.colormod[3];
7812 if (r_refdef.fogenabled)
7814 for (i = 0, c = color4f;i < 6;i++, c += 4)
7816 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7818 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7819 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7820 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7823 // R_Mesh_ResetTextureState();
7824 R_SetupShader_Generic_NoTexture(false, false);
7825 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7826 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7829 void R_DrawNoModel(entity_render_t *ent)
7832 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7833 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7834 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7836 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7839 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7841 vec3_t right1, right2, diff, normal;
7843 VectorSubtract (org2, org1, normal);
7845 // calculate 'right' vector for start
7846 VectorSubtract (r_refdef.view.origin, org1, diff);
7847 CrossProduct (normal, diff, right1);
7848 VectorNormalize (right1);
7850 // calculate 'right' vector for end
7851 VectorSubtract (r_refdef.view.origin, org2, diff);
7852 CrossProduct (normal, diff, right2);
7853 VectorNormalize (right2);
7855 vert[ 0] = org1[0] + width * right1[0];
7856 vert[ 1] = org1[1] + width * right1[1];
7857 vert[ 2] = org1[2] + width * right1[2];
7858 vert[ 3] = org1[0] - width * right1[0];
7859 vert[ 4] = org1[1] - width * right1[1];
7860 vert[ 5] = org1[2] - width * right1[2];
7861 vert[ 6] = org2[0] - width * right2[0];
7862 vert[ 7] = org2[1] - width * right2[1];
7863 vert[ 8] = org2[2] - width * right2[2];
7864 vert[ 9] = org2[0] + width * right2[0];
7865 vert[10] = org2[1] + width * right2[1];
7866 vert[11] = org2[2] + width * right2[2];
7869 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7871 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7872 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7873 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7874 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7875 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7876 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7877 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7878 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7879 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7880 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7881 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7882 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7885 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7890 VectorSet(v, x, y, z);
7891 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7892 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7894 if (i == mesh->numvertices)
7896 if (mesh->numvertices < mesh->maxvertices)
7898 VectorCopy(v, vertex3f);
7899 mesh->numvertices++;
7901 return mesh->numvertices;
7907 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7911 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7912 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7913 e = mesh->element3i + mesh->numtriangles * 3;
7914 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7916 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7917 if (mesh->numtriangles < mesh->maxtriangles)
7922 mesh->numtriangles++;
7924 element[1] = element[2];
7928 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7932 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7933 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7934 e = mesh->element3i + mesh->numtriangles * 3;
7935 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7937 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7938 if (mesh->numtriangles < mesh->maxtriangles)
7943 mesh->numtriangles++;
7945 element[1] = element[2];
7949 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7950 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7952 int planenum, planenum2;
7955 mplane_t *plane, *plane2;
7957 double temppoints[2][256*3];
7958 // figure out how large a bounding box we need to properly compute this brush
7960 for (w = 0;w < numplanes;w++)
7961 maxdist = max(maxdist, fabs(planes[w].dist));
7962 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7963 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7964 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7968 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7969 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7971 if (planenum2 == planenum)
7973 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);
7976 if (tempnumpoints < 3)
7978 // generate elements forming a triangle fan for this polygon
7979 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7983 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)
7985 texturelayer_t *layer;
7986 layer = t->currentlayers + t->currentnumlayers++;
7988 layer->depthmask = depthmask;
7989 layer->blendfunc1 = blendfunc1;
7990 layer->blendfunc2 = blendfunc2;
7991 layer->texture = texture;
7992 layer->texmatrix = *matrix;
7993 layer->color[0] = r;
7994 layer->color[1] = g;
7995 layer->color[2] = b;
7996 layer->color[3] = a;
7999 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
8001 if(parms[0] == 0 && parms[1] == 0)
8003 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8004 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
8009 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8012 index = parms[2] + rsurface.shadertime * parms[3];
8013 index -= floor(index);
8014 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
8017 case Q3WAVEFUNC_NONE:
8018 case Q3WAVEFUNC_NOISE:
8019 case Q3WAVEFUNC_COUNT:
8022 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8023 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8024 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8025 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8026 case Q3WAVEFUNC_TRIANGLE:
8028 f = index - floor(index);
8041 f = parms[0] + parms[1] * f;
8042 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8043 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8047 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8054 matrix4x4_t matrix, temp;
8055 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8056 // it's better to have one huge fixup every 9 hours than gradual
8057 // degradation over time which looks consistently bad after many hours.
8059 // tcmod scroll in particular suffers from this degradation which can't be
8060 // effectively worked around even with floor() tricks because we don't
8061 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8062 // a workaround involving floor() would be incorrect anyway...
8063 shadertime = rsurface.shadertime;
8064 if (shadertime >= 32768.0f)
8065 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8066 switch(tcmod->tcmod)
8070 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8071 matrix = r_waterscrollmatrix;
8073 matrix = identitymatrix;
8075 case Q3TCMOD_ENTITYTRANSLATE:
8076 // this is used in Q3 to allow the gamecode to control texcoord
8077 // scrolling on the entity, which is not supported in darkplaces yet.
8078 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8080 case Q3TCMOD_ROTATE:
8081 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8082 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8083 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8086 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8088 case Q3TCMOD_SCROLL:
8089 // this particular tcmod is a "bug for bug" compatible one with regards to
8090 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8091 // specifically did the wrapping and so we must mimic that...
8092 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8093 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8094 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8096 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8097 w = (int) tcmod->parms[0];
8098 h = (int) tcmod->parms[1];
8099 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8101 idx = (int) floor(f * w * h);
8102 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8104 case Q3TCMOD_STRETCH:
8105 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8106 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8108 case Q3TCMOD_TRANSFORM:
8109 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8110 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8111 VectorSet(tcmat + 6, 0 , 0 , 1);
8112 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8113 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8115 case Q3TCMOD_TURBULENT:
8116 // this is handled in the RSurf_PrepareVertices function
8117 matrix = identitymatrix;
8121 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8124 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8126 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8127 char name[MAX_QPATH];
8128 skinframe_t *skinframe;
8129 unsigned char pixels[296*194];
8130 strlcpy(cache->name, skinname, sizeof(cache->name));
8131 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8132 if (developer_loading.integer)
8133 Con_Printf("loading %s\n", name);
8134 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8135 if (!skinframe || !skinframe->base)
8138 fs_offset_t filesize;
8140 f = FS_LoadFile(name, tempmempool, true, &filesize);
8143 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8144 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8148 cache->skinframe = skinframe;
8151 texture_t *R_GetCurrentTexture(texture_t *t)
8154 const entity_render_t *ent = rsurface.entity;
8155 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8156 q3shaderinfo_layer_tcmod_t *tcmod;
8158 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8159 return t->currentframe;
8160 t->update_lastrenderframe = r_textureframe;
8161 t->update_lastrenderentity = (void *)ent;
8163 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8164 t->camera_entity = ent->entitynumber;
8166 t->camera_entity = 0;
8168 // switch to an alternate material if this is a q1bsp animated material
8170 texture_t *texture = t;
8171 int s = rsurface.ent_skinnum;
8172 if ((unsigned int)s >= (unsigned int)model->numskins)
8174 if (model->skinscenes)
8176 if (model->skinscenes[s].framecount > 1)
8177 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8179 s = model->skinscenes[s].firstframe;
8182 t = t + s * model->num_surfaces;
8185 // use an alternate animation if the entity's frame is not 0,
8186 // and only if the texture has an alternate animation
8187 if (t->animated == 2) // q2bsp
8188 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8189 else if (rsurface.ent_alttextures && t->anim_total[1])
8190 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8192 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8194 texture->currentframe = t;
8197 // update currentskinframe to be a qw skin or animation frame
8198 if (rsurface.ent_qwskin >= 0)
8200 i = rsurface.ent_qwskin;
8201 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8203 r_qwskincache_size = cl.maxclients;
8205 Mem_Free(r_qwskincache);
8206 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8208 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8209 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8210 t->currentskinframe = r_qwskincache[i].skinframe;
8211 if (t->currentskinframe == NULL)
8212 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8214 else if (t->numskinframes >= 2)
8215 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8216 if (t->backgroundnumskinframes >= 2)
8217 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8219 t->currentmaterialflags = t->basematerialflags;
8220 t->currentalpha = rsurface.colormod[3] * t->basealpha;
8221 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8222 t->currentalpha *= r_wateralpha.value;
8223 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8224 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8225 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8226 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8227 if (!(rsurface.ent_flags & RENDER_LIGHT))
8228 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8229 else if (FAKELIGHT_ENABLED)
8231 // no modellight if using fakelight for the map
8233 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8235 // pick a model lighting mode
8236 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8237 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8239 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8241 if (rsurface.ent_flags & RENDER_ADDITIVE)
8242 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8243 else if (t->currentalpha < 1)
8244 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8245 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8246 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8247 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8248 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8249 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8250 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8251 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8252 if (t->backgroundnumskinframes)
8253 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8254 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8256 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8257 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8260 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8261 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8263 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8264 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8266 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8267 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8269 // there is no tcmod
8270 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8272 t->currenttexmatrix = r_waterscrollmatrix;
8273 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8275 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8277 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8278 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8281 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8282 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8283 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8284 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8286 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8287 if (t->currentskinframe->qpixels)
8288 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8289 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8290 if (!t->basetexture)
8291 t->basetexture = r_texture_notexture;
8292 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8293 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8294 t->nmaptexture = t->currentskinframe->nmap;
8295 if (!t->nmaptexture)
8296 t->nmaptexture = r_texture_blanknormalmap;
8297 t->glosstexture = r_texture_black;
8298 t->glowtexture = t->currentskinframe->glow;
8299 t->fogtexture = t->currentskinframe->fog;
8300 t->reflectmasktexture = t->currentskinframe->reflect;
8301 if (t->backgroundnumskinframes)
8303 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8304 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8305 t->backgroundglosstexture = r_texture_black;
8306 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8307 if (!t->backgroundnmaptexture)
8308 t->backgroundnmaptexture = r_texture_blanknormalmap;
8309 // make sure that if glow is going to be used, both textures are not NULL
8310 if (!t->backgroundglowtexture && t->glowtexture)
8311 t->backgroundglowtexture = r_texture_black;
8312 if (!t->glowtexture && t->backgroundglowtexture)
8313 t->glowtexture = r_texture_black;
8317 t->backgroundbasetexture = r_texture_white;
8318 t->backgroundnmaptexture = r_texture_blanknormalmap;
8319 t->backgroundglosstexture = r_texture_black;
8320 t->backgroundglowtexture = NULL;
8322 t->specularpower = r_shadow_glossexponent.value;
8323 // TODO: store reference values for these in the texture?
8324 t->specularscale = 0;
8325 if (r_shadow_gloss.integer > 0)
8327 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8329 if (r_shadow_glossintensity.value > 0)
8331 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8332 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8333 t->specularscale = r_shadow_glossintensity.value;
8336 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8338 t->glosstexture = r_texture_white;
8339 t->backgroundglosstexture = r_texture_white;
8340 t->specularscale = r_shadow_gloss2intensity.value;
8341 t->specularpower = r_shadow_gloss2exponent.value;
8344 t->specularscale *= t->specularscalemod;
8345 t->specularpower *= t->specularpowermod;
8346 t->rtlightambient = 0;
8348 // lightmaps mode looks bad with dlights using actual texturing, so turn
8349 // off the colormap and glossmap, but leave the normalmap on as it still
8350 // accurately represents the shading involved
8351 if (gl_lightmaps.integer)
8353 t->basetexture = r_texture_grey128;
8354 t->pantstexture = r_texture_black;
8355 t->shirttexture = r_texture_black;
8356 if (gl_lightmaps.integer < 2)
8357 t->nmaptexture = r_texture_blanknormalmap;
8358 t->glosstexture = r_texture_black;
8359 t->glowtexture = NULL;
8360 t->fogtexture = NULL;
8361 t->reflectmasktexture = NULL;
8362 t->backgroundbasetexture = NULL;
8363 if (gl_lightmaps.integer < 2)
8364 t->backgroundnmaptexture = r_texture_blanknormalmap;
8365 t->backgroundglosstexture = r_texture_black;
8366 t->backgroundglowtexture = NULL;
8367 t->specularscale = 0;
8368 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8371 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8372 VectorClear(t->dlightcolor);
8373 t->currentnumlayers = 0;
8374 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8376 int blendfunc1, blendfunc2;
8378 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8380 blendfunc1 = GL_SRC_ALPHA;
8381 blendfunc2 = GL_ONE;
8383 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8385 blendfunc1 = GL_SRC_ALPHA;
8386 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8388 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8390 blendfunc1 = t->customblendfunc[0];
8391 blendfunc2 = t->customblendfunc[1];
8395 blendfunc1 = GL_ONE;
8396 blendfunc2 = GL_ZERO;
8398 // don't colormod evilblend textures
8399 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8400 VectorSet(t->lightmapcolor, 1, 1, 1);
8401 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8402 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8404 // fullbright is not affected by r_refdef.lightmapintensity
8405 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8406 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8407 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8408 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8409 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8413 vec3_t ambientcolor;
8415 // set the color tint used for lights affecting this surface
8416 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8418 // q3bsp has no lightmap updates, so the lightstylevalue that
8419 // would normally be baked into the lightmap must be
8420 // applied to the color
8421 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8422 if (model->type == mod_brushq3)
8423 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8424 colorscale *= r_refdef.lightmapintensity;
8425 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8426 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8427 // basic lit geometry
8428 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8429 // add pants/shirt if needed
8430 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8431 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8432 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8433 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8434 // now add ambient passes if needed
8435 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8437 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8438 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8439 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8440 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8441 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8444 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8445 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8446 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8448 // if this is opaque use alpha blend which will darken the earlier
8451 // if this is an alpha blended material, all the earlier passes
8452 // were darkened by fog already, so we only need to add the fog
8453 // color ontop through the fog mask texture
8455 // if this is an additive blended material, all the earlier passes
8456 // were darkened by fog already, and we should not add fog color
8457 // (because the background was not darkened, there is no fog color
8458 // that was lost behind it).
8459 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8466 rsurfacestate_t rsurface;
8468 void RSurf_ActiveWorldEntity(void)
8470 dp_model_t *model = r_refdef.scene.worldmodel;
8471 //if (rsurface.entity == r_refdef.scene.worldentity)
8473 rsurface.entity = r_refdef.scene.worldentity;
8474 rsurface.skeleton = NULL;
8475 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8476 rsurface.ent_skinnum = 0;
8477 rsurface.ent_qwskin = -1;
8478 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8479 rsurface.shadertime = r_refdef.scene.time;
8480 rsurface.matrix = identitymatrix;
8481 rsurface.inversematrix = identitymatrix;
8482 rsurface.matrixscale = 1;
8483 rsurface.inversematrixscale = 1;
8484 R_EntityMatrix(&identitymatrix);
8485 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8486 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8487 rsurface.fograngerecip = r_refdef.fograngerecip;
8488 rsurface.fogheightfade = r_refdef.fogheightfade;
8489 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8490 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8491 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8492 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8493 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8494 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8495 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8496 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8497 rsurface.colormod[3] = 1;
8498 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8499 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8500 rsurface.frameblend[0].lerp = 1;
8501 rsurface.ent_alttextures = false;
8502 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8503 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8504 rsurface.entityskeletaltransform3x4 = NULL;
8505 rsurface.entityskeletaltransform3x4buffer = NULL;
8506 rsurface.entityskeletaltransform3x4offset = 0;
8507 rsurface.entityskeletaltransform3x4size = 0;;
8508 rsurface.entityskeletalnumtransforms = 0;
8509 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8510 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8511 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8512 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8513 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8514 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8515 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8516 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8517 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8518 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8519 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8520 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8521 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8522 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8523 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8524 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8525 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8526 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8527 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8528 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8529 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8530 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8531 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8532 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8533 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8534 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8535 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8536 rsurface.modelelement3i = model->surfmesh.data_element3i;
8537 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8538 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8539 rsurface.modelelement3s = model->surfmesh.data_element3s;
8540 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8541 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8542 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8543 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8544 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8545 rsurface.modelsurfaces = model->data_surfaces;
8546 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8547 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8548 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8549 rsurface.modelgeneratedvertex = false;
8550 rsurface.batchgeneratedvertex = false;
8551 rsurface.batchfirstvertex = 0;
8552 rsurface.batchnumvertices = 0;
8553 rsurface.batchfirsttriangle = 0;
8554 rsurface.batchnumtriangles = 0;
8555 rsurface.batchvertex3f = NULL;
8556 rsurface.batchvertex3f_vertexbuffer = NULL;
8557 rsurface.batchvertex3f_bufferoffset = 0;
8558 rsurface.batchsvector3f = NULL;
8559 rsurface.batchsvector3f_vertexbuffer = NULL;
8560 rsurface.batchsvector3f_bufferoffset = 0;
8561 rsurface.batchtvector3f = NULL;
8562 rsurface.batchtvector3f_vertexbuffer = NULL;
8563 rsurface.batchtvector3f_bufferoffset = 0;
8564 rsurface.batchnormal3f = NULL;
8565 rsurface.batchnormal3f_vertexbuffer = NULL;
8566 rsurface.batchnormal3f_bufferoffset = 0;
8567 rsurface.batchlightmapcolor4f = NULL;
8568 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8569 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8570 rsurface.batchtexcoordtexture2f = NULL;
8571 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8572 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8573 rsurface.batchtexcoordlightmap2f = NULL;
8574 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8575 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8576 rsurface.batchskeletalindex4ub = NULL;
8577 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8578 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8579 rsurface.batchskeletalweight4ub = NULL;
8580 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8581 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8582 rsurface.batchvertexmesh = NULL;
8583 rsurface.batchvertexmesh_vertexbuffer = NULL;
8584 rsurface.batchvertexmesh_bufferoffset = 0;
8585 rsurface.batchelement3i = NULL;
8586 rsurface.batchelement3i_indexbuffer = NULL;
8587 rsurface.batchelement3i_bufferoffset = 0;
8588 rsurface.batchelement3s = NULL;
8589 rsurface.batchelement3s_indexbuffer = NULL;
8590 rsurface.batchelement3s_bufferoffset = 0;
8591 rsurface.passcolor4f = NULL;
8592 rsurface.passcolor4f_vertexbuffer = NULL;
8593 rsurface.passcolor4f_bufferoffset = 0;
8594 rsurface.forcecurrenttextureupdate = false;
8597 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8599 dp_model_t *model = ent->model;
8600 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8602 rsurface.entity = (entity_render_t *)ent;
8603 rsurface.skeleton = ent->skeleton;
8604 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8605 rsurface.ent_skinnum = ent->skinnum;
8606 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8607 rsurface.ent_flags = ent->flags;
8608 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8609 rsurface.matrix = ent->matrix;
8610 rsurface.inversematrix = ent->inversematrix;
8611 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8612 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8613 R_EntityMatrix(&rsurface.matrix);
8614 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8615 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8616 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8617 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8618 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8619 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8620 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8621 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8622 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8623 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8624 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8625 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8626 rsurface.colormod[3] = ent->alpha;
8627 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8628 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8629 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8630 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8631 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8632 if (ent->model->brush.submodel && !prepass)
8634 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8635 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8637 // if the animcache code decided it should use the shader path, skip the deform step
8638 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8639 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8640 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8641 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8642 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8643 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8645 if (ent->animcache_vertex3f)
8647 r_refdef.stats[r_stat_batch_entitycache_count]++;
8648 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8649 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8650 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8651 rsurface.modelvertex3f = ent->animcache_vertex3f;
8652 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8653 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8654 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8655 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8656 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8657 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8658 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8659 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8660 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8661 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8662 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8663 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8664 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8665 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8667 else if (wanttangents)
8669 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8670 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8671 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8672 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8673 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8674 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8675 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8676 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8677 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8678 rsurface.modelvertexmesh = NULL;
8679 rsurface.modelvertexmesh_vertexbuffer = NULL;
8680 rsurface.modelvertexmesh_bufferoffset = 0;
8681 rsurface.modelvertex3f_vertexbuffer = NULL;
8682 rsurface.modelvertex3f_bufferoffset = 0;
8683 rsurface.modelvertex3f_vertexbuffer = 0;
8684 rsurface.modelvertex3f_bufferoffset = 0;
8685 rsurface.modelsvector3f_vertexbuffer = 0;
8686 rsurface.modelsvector3f_bufferoffset = 0;
8687 rsurface.modeltvector3f_vertexbuffer = 0;
8688 rsurface.modeltvector3f_bufferoffset = 0;
8689 rsurface.modelnormal3f_vertexbuffer = 0;
8690 rsurface.modelnormal3f_bufferoffset = 0;
8692 else if (wantnormals)
8694 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8695 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8696 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8697 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8698 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8699 rsurface.modelsvector3f = NULL;
8700 rsurface.modeltvector3f = NULL;
8701 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8702 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8703 rsurface.modelvertexmesh = NULL;
8704 rsurface.modelvertexmesh_vertexbuffer = NULL;
8705 rsurface.modelvertexmesh_bufferoffset = 0;
8706 rsurface.modelvertex3f_vertexbuffer = NULL;
8707 rsurface.modelvertex3f_bufferoffset = 0;
8708 rsurface.modelvertex3f_vertexbuffer = 0;
8709 rsurface.modelvertex3f_bufferoffset = 0;
8710 rsurface.modelsvector3f_vertexbuffer = 0;
8711 rsurface.modelsvector3f_bufferoffset = 0;
8712 rsurface.modeltvector3f_vertexbuffer = 0;
8713 rsurface.modeltvector3f_bufferoffset = 0;
8714 rsurface.modelnormal3f_vertexbuffer = 0;
8715 rsurface.modelnormal3f_bufferoffset = 0;
8719 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8720 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8721 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8722 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8723 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8724 rsurface.modelsvector3f = NULL;
8725 rsurface.modeltvector3f = NULL;
8726 rsurface.modelnormal3f = NULL;
8727 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8728 rsurface.modelvertexmesh = NULL;
8729 rsurface.modelvertexmesh_vertexbuffer = NULL;
8730 rsurface.modelvertexmesh_bufferoffset = 0;
8731 rsurface.modelvertex3f_vertexbuffer = NULL;
8732 rsurface.modelvertex3f_bufferoffset = 0;
8733 rsurface.modelvertex3f_vertexbuffer = 0;
8734 rsurface.modelvertex3f_bufferoffset = 0;
8735 rsurface.modelsvector3f_vertexbuffer = 0;
8736 rsurface.modelsvector3f_bufferoffset = 0;
8737 rsurface.modeltvector3f_vertexbuffer = 0;
8738 rsurface.modeltvector3f_bufferoffset = 0;
8739 rsurface.modelnormal3f_vertexbuffer = 0;
8740 rsurface.modelnormal3f_bufferoffset = 0;
8742 rsurface.modelgeneratedvertex = true;
8746 if (rsurface.entityskeletaltransform3x4)
8748 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8749 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8750 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8751 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8755 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8756 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8757 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8758 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8760 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8761 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8762 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8763 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8764 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8765 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8766 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8767 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8768 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8769 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8770 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8771 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8772 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8773 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8774 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8775 rsurface.modelgeneratedvertex = false;
8777 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8778 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8779 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8780 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8781 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8782 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8783 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8784 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8785 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8786 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8787 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8788 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8789 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8790 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8791 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8792 rsurface.modelelement3i = model->surfmesh.data_element3i;
8793 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8794 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8795 rsurface.modelelement3s = model->surfmesh.data_element3s;
8796 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8797 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8798 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8799 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8800 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8801 rsurface.modelsurfaces = model->data_surfaces;
8802 rsurface.batchgeneratedvertex = false;
8803 rsurface.batchfirstvertex = 0;
8804 rsurface.batchnumvertices = 0;
8805 rsurface.batchfirsttriangle = 0;
8806 rsurface.batchnumtriangles = 0;
8807 rsurface.batchvertex3f = NULL;
8808 rsurface.batchvertex3f_vertexbuffer = NULL;
8809 rsurface.batchvertex3f_bufferoffset = 0;
8810 rsurface.batchsvector3f = NULL;
8811 rsurface.batchsvector3f_vertexbuffer = NULL;
8812 rsurface.batchsvector3f_bufferoffset = 0;
8813 rsurface.batchtvector3f = NULL;
8814 rsurface.batchtvector3f_vertexbuffer = NULL;
8815 rsurface.batchtvector3f_bufferoffset = 0;
8816 rsurface.batchnormal3f = NULL;
8817 rsurface.batchnormal3f_vertexbuffer = NULL;
8818 rsurface.batchnormal3f_bufferoffset = 0;
8819 rsurface.batchlightmapcolor4f = NULL;
8820 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8821 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8822 rsurface.batchtexcoordtexture2f = NULL;
8823 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8824 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8825 rsurface.batchtexcoordlightmap2f = NULL;
8826 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8827 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8828 rsurface.batchskeletalindex4ub = NULL;
8829 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8830 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8831 rsurface.batchskeletalweight4ub = NULL;
8832 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8833 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8834 rsurface.batchvertexmesh = NULL;
8835 rsurface.batchvertexmesh_vertexbuffer = NULL;
8836 rsurface.batchvertexmesh_bufferoffset = 0;
8837 rsurface.batchelement3i = NULL;
8838 rsurface.batchelement3i_indexbuffer = NULL;
8839 rsurface.batchelement3i_bufferoffset = 0;
8840 rsurface.batchelement3s = NULL;
8841 rsurface.batchelement3s_indexbuffer = NULL;
8842 rsurface.batchelement3s_bufferoffset = 0;
8843 rsurface.passcolor4f = NULL;
8844 rsurface.passcolor4f_vertexbuffer = NULL;
8845 rsurface.passcolor4f_bufferoffset = 0;
8846 rsurface.forcecurrenttextureupdate = false;
8849 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8851 rsurface.entity = r_refdef.scene.worldentity;
8852 rsurface.skeleton = NULL;
8853 rsurface.ent_skinnum = 0;
8854 rsurface.ent_qwskin = -1;
8855 rsurface.ent_flags = entflags;
8856 rsurface.shadertime = r_refdef.scene.time - shadertime;
8857 rsurface.modelnumvertices = numvertices;
8858 rsurface.modelnumtriangles = numtriangles;
8859 rsurface.matrix = *matrix;
8860 rsurface.inversematrix = *inversematrix;
8861 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8862 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8863 R_EntityMatrix(&rsurface.matrix);
8864 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8865 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8866 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8867 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8868 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8869 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8870 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8871 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8872 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8873 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8874 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8875 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8876 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8877 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8878 rsurface.frameblend[0].lerp = 1;
8879 rsurface.ent_alttextures = false;
8880 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8881 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8882 rsurface.entityskeletaltransform3x4 = NULL;
8883 rsurface.entityskeletaltransform3x4buffer = NULL;
8884 rsurface.entityskeletaltransform3x4offset = 0;
8885 rsurface.entityskeletaltransform3x4size = 0;
8886 rsurface.entityskeletalnumtransforms = 0;
8887 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8888 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8889 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8890 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8893 rsurface.modelvertex3f = (float *)vertex3f;
8894 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8895 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8896 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8898 else if (wantnormals)
8900 rsurface.modelvertex3f = (float *)vertex3f;
8901 rsurface.modelsvector3f = NULL;
8902 rsurface.modeltvector3f = NULL;
8903 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8907 rsurface.modelvertex3f = (float *)vertex3f;
8908 rsurface.modelsvector3f = NULL;
8909 rsurface.modeltvector3f = NULL;
8910 rsurface.modelnormal3f = NULL;
8912 rsurface.modelvertexmesh = NULL;
8913 rsurface.modelvertexmesh_vertexbuffer = NULL;
8914 rsurface.modelvertexmesh_bufferoffset = 0;
8915 rsurface.modelvertex3f_vertexbuffer = 0;
8916 rsurface.modelvertex3f_bufferoffset = 0;
8917 rsurface.modelsvector3f_vertexbuffer = 0;
8918 rsurface.modelsvector3f_bufferoffset = 0;
8919 rsurface.modeltvector3f_vertexbuffer = 0;
8920 rsurface.modeltvector3f_bufferoffset = 0;
8921 rsurface.modelnormal3f_vertexbuffer = 0;
8922 rsurface.modelnormal3f_bufferoffset = 0;
8923 rsurface.modelgeneratedvertex = true;
8924 rsurface.modellightmapcolor4f = (float *)color4f;
8925 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8926 rsurface.modellightmapcolor4f_bufferoffset = 0;
8927 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8928 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8929 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8930 rsurface.modeltexcoordlightmap2f = NULL;
8931 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8932 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8933 rsurface.modelskeletalindex4ub = NULL;
8934 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8935 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8936 rsurface.modelskeletalweight4ub = NULL;
8937 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8938 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8939 rsurface.modelelement3i = (int *)element3i;
8940 rsurface.modelelement3i_indexbuffer = NULL;
8941 rsurface.modelelement3i_bufferoffset = 0;
8942 rsurface.modelelement3s = (unsigned short *)element3s;
8943 rsurface.modelelement3s_indexbuffer = NULL;
8944 rsurface.modelelement3s_bufferoffset = 0;
8945 rsurface.modellightmapoffsets = NULL;
8946 rsurface.modelsurfaces = NULL;
8947 rsurface.batchgeneratedvertex = false;
8948 rsurface.batchfirstvertex = 0;
8949 rsurface.batchnumvertices = 0;
8950 rsurface.batchfirsttriangle = 0;
8951 rsurface.batchnumtriangles = 0;
8952 rsurface.batchvertex3f = NULL;
8953 rsurface.batchvertex3f_vertexbuffer = NULL;
8954 rsurface.batchvertex3f_bufferoffset = 0;
8955 rsurface.batchsvector3f = NULL;
8956 rsurface.batchsvector3f_vertexbuffer = NULL;
8957 rsurface.batchsvector3f_bufferoffset = 0;
8958 rsurface.batchtvector3f = NULL;
8959 rsurface.batchtvector3f_vertexbuffer = NULL;
8960 rsurface.batchtvector3f_bufferoffset = 0;
8961 rsurface.batchnormal3f = NULL;
8962 rsurface.batchnormal3f_vertexbuffer = NULL;
8963 rsurface.batchnormal3f_bufferoffset = 0;
8964 rsurface.batchlightmapcolor4f = NULL;
8965 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8966 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8967 rsurface.batchtexcoordtexture2f = NULL;
8968 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8969 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8970 rsurface.batchtexcoordlightmap2f = NULL;
8971 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8972 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8973 rsurface.batchskeletalindex4ub = NULL;
8974 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8975 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8976 rsurface.batchskeletalweight4ub = NULL;
8977 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8978 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8979 rsurface.batchvertexmesh = NULL;
8980 rsurface.batchvertexmesh_vertexbuffer = NULL;
8981 rsurface.batchvertexmesh_bufferoffset = 0;
8982 rsurface.batchelement3i = NULL;
8983 rsurface.batchelement3i_indexbuffer = NULL;
8984 rsurface.batchelement3i_bufferoffset = 0;
8985 rsurface.batchelement3s = NULL;
8986 rsurface.batchelement3s_indexbuffer = NULL;
8987 rsurface.batchelement3s_bufferoffset = 0;
8988 rsurface.passcolor4f = NULL;
8989 rsurface.passcolor4f_vertexbuffer = NULL;
8990 rsurface.passcolor4f_bufferoffset = 0;
8991 rsurface.forcecurrenttextureupdate = true;
8993 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8995 if ((wantnormals || wanttangents) && !normal3f)
8997 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8998 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9000 if (wanttangents && !svector3f)
9002 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9003 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9004 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9009 float RSurf_FogPoint(const float *v)
9011 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9012 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9013 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9014 float FogHeightFade = r_refdef.fogheightfade;
9016 unsigned int fogmasktableindex;
9017 if (r_refdef.fogplaneviewabove)
9018 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9020 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9021 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9022 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9025 float RSurf_FogVertex(const float *v)
9027 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9028 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9029 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9030 float FogHeightFade = rsurface.fogheightfade;
9032 unsigned int fogmasktableindex;
9033 if (r_refdef.fogplaneviewabove)
9034 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9036 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9037 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9038 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9041 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9044 for (i = 0;i < numelements;i++)
9045 outelement3i[i] = inelement3i[i] + adjust;
9048 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9049 extern cvar_t gl_vbo;
9050 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9058 int surfacefirsttriangle;
9059 int surfacenumtriangles;
9060 int surfacefirstvertex;
9061 int surfaceendvertex;
9062 int surfacenumvertices;
9063 int batchnumsurfaces = texturenumsurfaces;
9064 int batchnumvertices;
9065 int batchnumtriangles;
9069 qboolean dynamicvertex;
9072 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9075 q3shaderinfo_deform_t *deform;
9076 const msurface_t *surface, *firstsurface;
9077 r_vertexmesh_t *vertexmesh;
9078 if (!texturenumsurfaces)
9080 // find vertex range of this surface batch
9082 firstsurface = texturesurfacelist[0];
9083 firsttriangle = firstsurface->num_firsttriangle;
9084 batchnumvertices = 0;
9085 batchnumtriangles = 0;
9086 firstvertex = endvertex = firstsurface->num_firstvertex;
9087 for (i = 0;i < texturenumsurfaces;i++)
9089 surface = texturesurfacelist[i];
9090 if (surface != firstsurface + i)
9092 surfacefirstvertex = surface->num_firstvertex;
9093 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9094 surfacenumvertices = surface->num_vertices;
9095 surfacenumtriangles = surface->num_triangles;
9096 if (firstvertex > surfacefirstvertex)
9097 firstvertex = surfacefirstvertex;
9098 if (endvertex < surfaceendvertex)
9099 endvertex = surfaceendvertex;
9100 batchnumvertices += surfacenumvertices;
9101 batchnumtriangles += surfacenumtriangles;
9104 r_refdef.stats[r_stat_batch_batches]++;
9106 r_refdef.stats[r_stat_batch_withgaps]++;
9107 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9108 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9109 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9111 // we now know the vertex range used, and if there are any gaps in it
9112 rsurface.batchfirstvertex = firstvertex;
9113 rsurface.batchnumvertices = endvertex - firstvertex;
9114 rsurface.batchfirsttriangle = firsttriangle;
9115 rsurface.batchnumtriangles = batchnumtriangles;
9117 // this variable holds flags for which properties have been updated that
9118 // may require regenerating vertexmesh array...
9121 // check if any dynamic vertex processing must occur
9122 dynamicvertex = false;
9124 // a cvar to force the dynamic vertex path to be taken, for debugging
9125 if (r_batch_debugdynamicvertexpath.integer)
9129 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9130 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9131 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9132 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9134 dynamicvertex = true;
9137 // if there is a chance of animated vertex colors, it's a dynamic batch
9138 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9142 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9143 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9144 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9145 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9147 dynamicvertex = true;
9148 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9151 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9153 switch (deform->deform)
9156 case Q3DEFORM_PROJECTIONSHADOW:
9157 case Q3DEFORM_TEXT0:
9158 case Q3DEFORM_TEXT1:
9159 case Q3DEFORM_TEXT2:
9160 case Q3DEFORM_TEXT3:
9161 case Q3DEFORM_TEXT4:
9162 case Q3DEFORM_TEXT5:
9163 case Q3DEFORM_TEXT6:
9164 case Q3DEFORM_TEXT7:
9167 case Q3DEFORM_AUTOSPRITE:
9170 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9171 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9172 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9173 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9175 dynamicvertex = true;
9176 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9177 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9179 case Q3DEFORM_AUTOSPRITE2:
9182 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9183 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9184 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9185 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9187 dynamicvertex = true;
9188 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9189 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9191 case Q3DEFORM_NORMAL:
9194 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9195 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9196 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9197 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9199 dynamicvertex = true;
9200 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9201 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9204 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9205 break; // if wavefunc is a nop, ignore this transform
9208 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9209 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9210 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9211 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9213 dynamicvertex = true;
9214 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9215 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9217 case Q3DEFORM_BULGE:
9220 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9221 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9222 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9223 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9225 dynamicvertex = true;
9226 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9227 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9230 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9231 break; // if wavefunc is a nop, ignore this transform
9234 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9235 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9236 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9237 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9239 dynamicvertex = true;
9240 batchneed |= BATCHNEED_ARRAY_VERTEX;
9241 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9245 switch(rsurface.texture->tcgen.tcgen)
9248 case Q3TCGEN_TEXTURE:
9250 case Q3TCGEN_LIGHTMAP:
9253 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9254 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9255 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9256 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9258 dynamicvertex = true;
9259 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9260 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9262 case Q3TCGEN_VECTOR:
9265 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9266 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9267 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9268 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9270 dynamicvertex = true;
9271 batchneed |= BATCHNEED_ARRAY_VERTEX;
9272 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9274 case Q3TCGEN_ENVIRONMENT:
9277 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9278 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9279 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9280 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9282 dynamicvertex = true;
9283 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9284 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9287 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9291 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9292 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9293 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9294 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9296 dynamicvertex = true;
9297 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9298 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9301 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9305 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9306 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9307 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9308 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9310 dynamicvertex = true;
9311 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9314 // when the model data has no vertex buffer (dynamic mesh), we need to
9316 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9317 batchneed |= BATCHNEED_NOGAPS;
9319 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9320 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9321 // we ensure this by treating the vertex batch as dynamic...
9322 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9326 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9327 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9328 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9329 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9331 dynamicvertex = true;
9336 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9337 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9338 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9339 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9340 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9341 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9342 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9343 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9346 // if needsupdate, we have to do a dynamic vertex batch for sure
9347 if (needsupdate & batchneed)
9351 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9352 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9353 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9354 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9356 dynamicvertex = true;
9359 // see if we need to build vertexmesh from arrays
9360 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9364 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9365 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9366 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9367 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9369 dynamicvertex = true;
9372 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9373 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9374 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9376 rsurface.batchvertex3f = rsurface.modelvertex3f;
9377 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9378 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9379 rsurface.batchsvector3f = rsurface.modelsvector3f;
9380 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9381 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9382 rsurface.batchtvector3f = rsurface.modeltvector3f;
9383 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9384 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9385 rsurface.batchnormal3f = rsurface.modelnormal3f;
9386 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9387 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9388 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9389 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9390 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9391 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9392 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9393 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9394 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9395 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9396 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9397 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9398 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9399 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9400 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9401 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9402 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9403 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9404 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9405 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9406 rsurface.batchelement3i = rsurface.modelelement3i;
9407 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9408 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9409 rsurface.batchelement3s = rsurface.modelelement3s;
9410 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9411 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9412 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9413 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9414 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9415 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9416 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9418 // if any dynamic vertex processing has to occur in software, we copy the
9419 // entire surface list together before processing to rebase the vertices
9420 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9422 // if any gaps exist and we do not have a static vertex buffer, we have to
9423 // copy the surface list together to avoid wasting upload bandwidth on the
9424 // vertices in the gaps.
9426 // if gaps exist and we have a static vertex buffer, we can choose whether
9427 // to combine the index buffer ranges into one dynamic index buffer or
9428 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9430 // in many cases the batch is reduced to one draw call.
9432 rsurface.batchmultidraw = false;
9433 rsurface.batchmultidrawnumsurfaces = 0;
9434 rsurface.batchmultidrawsurfacelist = NULL;
9438 // static vertex data, just set pointers...
9439 rsurface.batchgeneratedvertex = false;
9440 // if there are gaps, we want to build a combined index buffer,
9441 // otherwise use the original static buffer with an appropriate offset
9444 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9445 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9446 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9447 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9448 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9450 rsurface.batchmultidraw = true;
9451 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9452 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9455 // build a new triangle elements array for this batch
9456 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9457 rsurface.batchfirsttriangle = 0;
9459 for (i = 0;i < texturenumsurfaces;i++)
9461 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9462 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9463 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9464 numtriangles += surfacenumtriangles;
9466 rsurface.batchelement3i_indexbuffer = NULL;
9467 rsurface.batchelement3i_bufferoffset = 0;
9468 rsurface.batchelement3s = NULL;
9469 rsurface.batchelement3s_indexbuffer = NULL;
9470 rsurface.batchelement3s_bufferoffset = 0;
9471 if (endvertex <= 65536)
9473 // make a 16bit (unsigned short) index array if possible
9474 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9475 for (i = 0;i < numtriangles*3;i++)
9476 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9478 // upload buffer data for the copytriangles batch
9479 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9481 if (rsurface.batchelement3s)
9482 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9483 else if (rsurface.batchelement3i)
9484 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9489 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9490 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9491 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9492 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9497 // something needs software processing, do it for real...
9498 // we only directly handle separate array data in this case and then
9499 // generate interleaved data if needed...
9500 rsurface.batchgeneratedvertex = true;
9501 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9502 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9503 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9504 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9506 // now copy the vertex data into a combined array and make an index array
9507 // (this is what Quake3 does all the time)
9508 // we also apply any skeletal animation here that would have been done in
9509 // the vertex shader, because most of the dynamic vertex animation cases
9510 // need actual vertex positions and normals
9511 //if (dynamicvertex)
9513 rsurface.batchvertexmesh = NULL;
9514 rsurface.batchvertexmesh_vertexbuffer = NULL;
9515 rsurface.batchvertexmesh_bufferoffset = 0;
9516 rsurface.batchvertex3f = NULL;
9517 rsurface.batchvertex3f_vertexbuffer = NULL;
9518 rsurface.batchvertex3f_bufferoffset = 0;
9519 rsurface.batchsvector3f = NULL;
9520 rsurface.batchsvector3f_vertexbuffer = NULL;
9521 rsurface.batchsvector3f_bufferoffset = 0;
9522 rsurface.batchtvector3f = NULL;
9523 rsurface.batchtvector3f_vertexbuffer = NULL;
9524 rsurface.batchtvector3f_bufferoffset = 0;
9525 rsurface.batchnormal3f = NULL;
9526 rsurface.batchnormal3f_vertexbuffer = NULL;
9527 rsurface.batchnormal3f_bufferoffset = 0;
9528 rsurface.batchlightmapcolor4f = NULL;
9529 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9530 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9531 rsurface.batchtexcoordtexture2f = NULL;
9532 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9533 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9534 rsurface.batchtexcoordlightmap2f = NULL;
9535 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9536 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9537 rsurface.batchskeletalindex4ub = NULL;
9538 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9539 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9540 rsurface.batchskeletalweight4ub = NULL;
9541 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9542 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9543 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9544 rsurface.batchelement3i_indexbuffer = NULL;
9545 rsurface.batchelement3i_bufferoffset = 0;
9546 rsurface.batchelement3s = NULL;
9547 rsurface.batchelement3s_indexbuffer = NULL;
9548 rsurface.batchelement3s_bufferoffset = 0;
9549 rsurface.batchskeletaltransform3x4buffer = NULL;
9550 rsurface.batchskeletaltransform3x4offset = 0;
9551 rsurface.batchskeletaltransform3x4size = 0;
9552 // we'll only be setting up certain arrays as needed
9553 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9554 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9555 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9556 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9557 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9558 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9559 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9561 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9562 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9564 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9565 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9566 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9567 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9568 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9569 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9570 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9572 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9573 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9577 for (i = 0;i < texturenumsurfaces;i++)
9579 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9580 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9581 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9582 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9583 // copy only the data requested
9584 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9585 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9586 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9588 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9590 if (rsurface.batchvertex3f)
9591 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9593 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9595 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9597 if (rsurface.modelnormal3f)
9598 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9600 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9602 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9604 if (rsurface.modelsvector3f)
9606 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9607 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9611 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9612 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9615 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9617 if (rsurface.modellightmapcolor4f)
9618 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9620 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9622 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9624 if (rsurface.modeltexcoordtexture2f)
9625 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9627 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9629 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9631 if (rsurface.modeltexcoordlightmap2f)
9632 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9634 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9636 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9638 if (rsurface.modelskeletalindex4ub)
9640 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9641 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9645 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9646 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9647 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9648 for (j = 0;j < surfacenumvertices;j++)
9653 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9654 numvertices += surfacenumvertices;
9655 numtriangles += surfacenumtriangles;
9658 // generate a 16bit index array as well if possible
9659 // (in general, dynamic batches fit)
9660 if (numvertices <= 65536)
9662 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9663 for (i = 0;i < numtriangles*3;i++)
9664 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9667 // since we've copied everything, the batch now starts at 0
9668 rsurface.batchfirstvertex = 0;
9669 rsurface.batchnumvertices = batchnumvertices;
9670 rsurface.batchfirsttriangle = 0;
9671 rsurface.batchnumtriangles = batchnumtriangles;
9674 // apply skeletal animation that would have been done in the vertex shader
9675 if (rsurface.batchskeletaltransform3x4)
9677 const unsigned char *si;
9678 const unsigned char *sw;
9680 const float *b = rsurface.batchskeletaltransform3x4;
9681 float *vp, *vs, *vt, *vn;
9683 float m[3][4], n[3][4];
9684 float tp[3], ts[3], tt[3], tn[3];
9685 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9686 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9687 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9688 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9689 si = rsurface.batchskeletalindex4ub;
9690 sw = rsurface.batchskeletalweight4ub;
9691 vp = rsurface.batchvertex3f;
9692 vs = rsurface.batchsvector3f;
9693 vt = rsurface.batchtvector3f;
9694 vn = rsurface.batchnormal3f;
9695 memset(m[0], 0, sizeof(m));
9696 memset(n[0], 0, sizeof(n));
9697 for (i = 0;i < batchnumvertices;i++)
9699 t[0] = b + si[0]*12;
9702 // common case - only one matrix
9716 else if (sw[2] + sw[3])
9719 t[1] = b + si[1]*12;
9720 t[2] = b + si[2]*12;
9721 t[3] = b + si[3]*12;
9722 w[0] = sw[0] * (1.0f / 255.0f);
9723 w[1] = sw[1] * (1.0f / 255.0f);
9724 w[2] = sw[2] * (1.0f / 255.0f);
9725 w[3] = sw[3] * (1.0f / 255.0f);
9726 // blend the matrices
9727 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9728 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9729 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9730 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9731 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9732 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9733 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9734 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9735 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9736 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9737 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9738 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9743 t[1] = b + si[1]*12;
9744 w[0] = sw[0] * (1.0f / 255.0f);
9745 w[1] = sw[1] * (1.0f / 255.0f);
9746 // blend the matrices
9747 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9748 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9749 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9750 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9751 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9752 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9753 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9754 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9755 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9756 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9757 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9758 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9762 // modify the vertex
9764 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9765 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9766 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9770 // the normal transformation matrix is a set of cross products...
9771 CrossProduct(m[1], m[2], n[0]);
9772 CrossProduct(m[2], m[0], n[1]);
9773 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9775 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9776 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9777 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9778 VectorNormalize(vn);
9783 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9784 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9785 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9786 VectorNormalize(vs);
9789 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9790 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9791 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9792 VectorNormalize(vt);
9797 rsurface.batchskeletaltransform3x4 = NULL;
9798 rsurface.batchskeletalnumtransforms = 0;
9801 // q1bsp surfaces rendered in vertex color mode have to have colors
9802 // calculated based on lightstyles
9803 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9805 // generate color arrays for the surfaces in this list
9810 const unsigned char *lm;
9811 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9812 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9813 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9815 for (i = 0;i < texturenumsurfaces;i++)
9817 surface = texturesurfacelist[i];
9818 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9819 surfacenumvertices = surface->num_vertices;
9820 if (surface->lightmapinfo->samples)
9822 for (j = 0;j < surfacenumvertices;j++)
9824 lm = surface->lightmapinfo->samples + offsets[j];
9825 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9826 VectorScale(lm, scale, c);
9827 if (surface->lightmapinfo->styles[1] != 255)
9829 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9831 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9832 VectorMA(c, scale, lm, c);
9833 if (surface->lightmapinfo->styles[2] != 255)
9836 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9837 VectorMA(c, scale, lm, c);
9838 if (surface->lightmapinfo->styles[3] != 255)
9841 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9842 VectorMA(c, scale, lm, c);
9849 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
9855 for (j = 0;j < surfacenumvertices;j++)
9857 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9864 // if vertices are deformed (sprite flares and things in maps, possibly
9865 // water waves, bulges and other deformations), modify the copied vertices
9867 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9870 switch (deform->deform)
9873 case Q3DEFORM_PROJECTIONSHADOW:
9874 case Q3DEFORM_TEXT0:
9875 case Q3DEFORM_TEXT1:
9876 case Q3DEFORM_TEXT2:
9877 case Q3DEFORM_TEXT3:
9878 case Q3DEFORM_TEXT4:
9879 case Q3DEFORM_TEXT5:
9880 case Q3DEFORM_TEXT6:
9881 case Q3DEFORM_TEXT7:
9884 case Q3DEFORM_AUTOSPRITE:
9885 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9886 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9887 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9888 VectorNormalize(newforward);
9889 VectorNormalize(newright);
9890 VectorNormalize(newup);
9891 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9892 // rsurface.batchvertex3f_vertexbuffer = NULL;
9893 // rsurface.batchvertex3f_bufferoffset = 0;
9894 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9895 // rsurface.batchsvector3f_vertexbuffer = NULL;
9896 // rsurface.batchsvector3f_bufferoffset = 0;
9897 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9898 // rsurface.batchtvector3f_vertexbuffer = NULL;
9899 // rsurface.batchtvector3f_bufferoffset = 0;
9900 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9901 // rsurface.batchnormal3f_vertexbuffer = NULL;
9902 // rsurface.batchnormal3f_bufferoffset = 0;
9903 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9904 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9905 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9906 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9907 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9908 // a single autosprite surface can contain multiple sprites...
9909 for (j = 0;j < batchnumvertices - 3;j += 4)
9911 VectorClear(center);
9912 for (i = 0;i < 4;i++)
9913 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9914 VectorScale(center, 0.25f, center);
9915 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9916 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9917 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9918 for (i = 0;i < 4;i++)
9920 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9921 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9924 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9925 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9926 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9928 case Q3DEFORM_AUTOSPRITE2:
9929 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9930 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9931 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9932 VectorNormalize(newforward);
9933 VectorNormalize(newright);
9934 VectorNormalize(newup);
9935 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9936 // rsurface.batchvertex3f_vertexbuffer = NULL;
9937 // rsurface.batchvertex3f_bufferoffset = 0;
9939 const float *v1, *v2;
9949 memset(shortest, 0, sizeof(shortest));
9950 // a single autosprite surface can contain multiple sprites...
9951 for (j = 0;j < batchnumvertices - 3;j += 4)
9953 VectorClear(center);
9954 for (i = 0;i < 4;i++)
9955 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9956 VectorScale(center, 0.25f, center);
9957 // find the two shortest edges, then use them to define the
9958 // axis vectors for rotating around the central axis
9959 for (i = 0;i < 6;i++)
9961 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9962 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9963 l = VectorDistance2(v1, v2);
9964 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9966 l += (1.0f / 1024.0f);
9967 if (shortest[0].length2 > l || i == 0)
9969 shortest[1] = shortest[0];
9970 shortest[0].length2 = l;
9971 shortest[0].v1 = v1;
9972 shortest[0].v2 = v2;
9974 else if (shortest[1].length2 > l || i == 1)
9976 shortest[1].length2 = l;
9977 shortest[1].v1 = v1;
9978 shortest[1].v2 = v2;
9981 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9982 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9983 // this calculates the right vector from the shortest edge
9984 // and the up vector from the edge midpoints
9985 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9986 VectorNormalize(right);
9987 VectorSubtract(end, start, up);
9988 VectorNormalize(up);
9989 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9990 VectorSubtract(rsurface.localvieworigin, center, forward);
9991 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9992 VectorNegate(forward, forward);
9993 VectorReflect(forward, 0, up, forward);
9994 VectorNormalize(forward);
9995 CrossProduct(up, forward, newright);
9996 VectorNormalize(newright);
9997 // rotate the quad around the up axis vector, this is made
9998 // especially easy by the fact we know the quad is flat,
9999 // so we only have to subtract the center position and
10000 // measure distance along the right vector, and then
10001 // multiply that by the newright vector and add back the
10003 // we also need to subtract the old position to undo the
10004 // displacement from the center, which we do with a
10005 // DotProduct, the subtraction/addition of center is also
10006 // optimized into DotProducts here
10007 l = DotProduct(right, center);
10008 for (i = 0;i < 4;i++)
10010 v1 = rsurface.batchvertex3f + 3*(j+i);
10011 f = DotProduct(right, v1) - l;
10012 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10016 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10018 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10019 // rsurface.batchnormal3f_vertexbuffer = NULL;
10020 // rsurface.batchnormal3f_bufferoffset = 0;
10021 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10023 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10025 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10026 // rsurface.batchsvector3f_vertexbuffer = NULL;
10027 // rsurface.batchsvector3f_bufferoffset = 0;
10028 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10029 // rsurface.batchtvector3f_vertexbuffer = NULL;
10030 // rsurface.batchtvector3f_bufferoffset = 0;
10031 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10034 case Q3DEFORM_NORMAL:
10035 // deform the normals to make reflections wavey
10036 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10037 rsurface.batchnormal3f_vertexbuffer = NULL;
10038 rsurface.batchnormal3f_bufferoffset = 0;
10039 for (j = 0;j < batchnumvertices;j++)
10042 float *normal = rsurface.batchnormal3f + 3*j;
10043 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10044 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10045 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10046 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10047 VectorNormalize(normal);
10049 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10051 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10052 // rsurface.batchsvector3f_vertexbuffer = NULL;
10053 // rsurface.batchsvector3f_bufferoffset = 0;
10054 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10055 // rsurface.batchtvector3f_vertexbuffer = NULL;
10056 // rsurface.batchtvector3f_bufferoffset = 0;
10057 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10060 case Q3DEFORM_WAVE:
10061 // deform vertex array to make wavey water and flags and such
10062 waveparms[0] = deform->waveparms[0];
10063 waveparms[1] = deform->waveparms[1];
10064 waveparms[2] = deform->waveparms[2];
10065 waveparms[3] = deform->waveparms[3];
10066 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10067 break; // if wavefunc is a nop, don't make a dynamic vertex array
10068 // this is how a divisor of vertex influence on deformation
10069 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10070 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10071 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10072 // rsurface.batchvertex3f_vertexbuffer = NULL;
10073 // rsurface.batchvertex3f_bufferoffset = 0;
10074 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10075 // rsurface.batchnormal3f_vertexbuffer = NULL;
10076 // rsurface.batchnormal3f_bufferoffset = 0;
10077 for (j = 0;j < batchnumvertices;j++)
10079 // if the wavefunc depends on time, evaluate it per-vertex
10082 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10083 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10085 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10087 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10088 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10089 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10091 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10092 // rsurface.batchsvector3f_vertexbuffer = NULL;
10093 // rsurface.batchsvector3f_bufferoffset = 0;
10094 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10095 // rsurface.batchtvector3f_vertexbuffer = NULL;
10096 // rsurface.batchtvector3f_bufferoffset = 0;
10097 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10100 case Q3DEFORM_BULGE:
10101 // deform vertex array to make the surface have moving bulges
10102 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10103 // rsurface.batchvertex3f_vertexbuffer = NULL;
10104 // rsurface.batchvertex3f_bufferoffset = 0;
10105 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10106 // rsurface.batchnormal3f_vertexbuffer = NULL;
10107 // rsurface.batchnormal3f_bufferoffset = 0;
10108 for (j = 0;j < batchnumvertices;j++)
10110 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10111 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10113 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10114 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10115 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10117 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10118 // rsurface.batchsvector3f_vertexbuffer = NULL;
10119 // rsurface.batchsvector3f_bufferoffset = 0;
10120 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10121 // rsurface.batchtvector3f_vertexbuffer = NULL;
10122 // rsurface.batchtvector3f_bufferoffset = 0;
10123 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
10126 case Q3DEFORM_MOVE:
10127 // deform vertex array
10128 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10129 break; // if wavefunc is a nop, don't make a dynamic vertex array
10130 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10131 VectorScale(deform->parms, scale, waveparms);
10132 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10133 // rsurface.batchvertex3f_vertexbuffer = NULL;
10134 // rsurface.batchvertex3f_bufferoffset = 0;
10135 for (j = 0;j < batchnumvertices;j++)
10136 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10141 if (rsurface.batchtexcoordtexture2f)
10143 // generate texcoords based on the chosen texcoord source
10144 switch(rsurface.texture->tcgen.tcgen)
10147 case Q3TCGEN_TEXTURE:
10149 case Q3TCGEN_LIGHTMAP:
10150 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10151 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10152 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10153 if (rsurface.batchtexcoordlightmap2f)
10154 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10156 case Q3TCGEN_VECTOR:
10157 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10158 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10159 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10160 for (j = 0;j < batchnumvertices;j++)
10162 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10163 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10166 case Q3TCGEN_ENVIRONMENT:
10167 // make environment reflections using a spheremap
10168 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10169 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10170 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10171 for (j = 0;j < batchnumvertices;j++)
10173 // identical to Q3A's method, but executed in worldspace so
10174 // carried models can be shiny too
10176 float viewer[3], d, reflected[3], worldreflected[3];
10178 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10179 // VectorNormalize(viewer);
10181 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10183 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10184 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10185 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10186 // note: this is proportinal to viewer, so we can normalize later
10188 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10189 VectorNormalize(worldreflected);
10191 // note: this sphere map only uses world x and z!
10192 // so positive and negative y will LOOK THE SAME.
10193 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10194 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10198 // the only tcmod that needs software vertex processing is turbulent, so
10199 // check for it here and apply the changes if needed
10200 // and we only support that as the first one
10201 // (handling a mixture of turbulent and other tcmods would be problematic
10202 // without punting it entirely to a software path)
10203 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10205 amplitude = rsurface.texture->tcmods[0].parms[1];
10206 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10207 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10208 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10209 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10210 for (j = 0;j < batchnumvertices;j++)
10212 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10213 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10218 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10220 // convert the modified arrays to vertex structs
10221 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10222 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10223 // rsurface.batchvertexmesh_bufferoffset = 0;
10224 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10225 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10226 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10227 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10228 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10229 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10230 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10232 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10234 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10235 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10238 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10239 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10240 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10241 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10242 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10243 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10244 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10245 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10246 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10247 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10249 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10251 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10252 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10257 // upload buffer data for the dynamic batch
10258 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10260 if (rsurface.batchvertexmesh)
10261 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10264 if (rsurface.batchvertex3f)
10265 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10266 if (rsurface.batchsvector3f)
10267 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10268 if (rsurface.batchtvector3f)
10269 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10270 if (rsurface.batchnormal3f)
10271 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10272 if (rsurface.batchlightmapcolor4f)
10273 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10274 if (rsurface.batchtexcoordtexture2f)
10275 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10276 if (rsurface.batchtexcoordlightmap2f)
10277 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10278 if (rsurface.batchskeletalindex4ub)
10279 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10280 if (rsurface.batchskeletalweight4ub)
10281 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10283 if (rsurface.batchelement3s)
10284 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10285 else if (rsurface.batchelement3i)
10286 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10290 void RSurf_DrawBatch(void)
10292 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10293 // through the pipeline, killing it earlier in the pipeline would have
10294 // per-surface overhead rather than per-batch overhead, so it's best to
10295 // reject it here, before it hits glDraw.
10296 if (rsurface.batchnumtriangles == 0)
10299 // batch debugging code
10300 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10306 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10307 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10310 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10312 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10314 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10315 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
10322 if (rsurface.batchmultidraw)
10324 // issue multiple draws rather than copying index data
10325 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10326 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10327 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10328 for (i = 0;i < numsurfaces;)
10330 // combine consecutive surfaces as one draw
10331 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10332 if (surfacelist[j] != surfacelist[k] + 1)
10334 firstvertex = surfacelist[i]->num_firstvertex;
10335 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10336 firsttriangle = surfacelist[i]->num_firsttriangle;
10337 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10338 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10344 // there is only one consecutive run of index data (may have been combined)
10345 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10349 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10351 // pick the closest matching water plane
10352 int planeindex, vertexindex, bestplaneindex = -1;
10356 r_waterstate_waterplane_t *p;
10357 qboolean prepared = false;
10359 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10361 if(p->camera_entity != rsurface.texture->camera_entity)
10366 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10368 if(rsurface.batchnumvertices == 0)
10371 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10373 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10374 d += fabs(PlaneDiff(vert, &p->plane));
10376 if (bestd > d || bestplaneindex < 0)
10379 bestplaneindex = planeindex;
10382 return bestplaneindex;
10383 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10384 // this situation though, as it might be better to render single larger
10385 // batches with useless stuff (backface culled for example) than to
10386 // render multiple smaller batches
10389 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10392 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10393 rsurface.passcolor4f_vertexbuffer = 0;
10394 rsurface.passcolor4f_bufferoffset = 0;
10395 for (i = 0;i < rsurface.batchnumvertices;i++)
10396 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10399 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10406 if (rsurface.passcolor4f)
10408 // generate color arrays
10409 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10410 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10411 rsurface.passcolor4f_vertexbuffer = 0;
10412 rsurface.passcolor4f_bufferoffset = 0;
10413 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10415 f = RSurf_FogVertex(v);
10424 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10425 rsurface.passcolor4f_vertexbuffer = 0;
10426 rsurface.passcolor4f_bufferoffset = 0;
10427 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10429 f = RSurf_FogVertex(v);
10438 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10445 if (!rsurface.passcolor4f)
10447 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10448 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10449 rsurface.passcolor4f_vertexbuffer = 0;
10450 rsurface.passcolor4f_bufferoffset = 0;
10451 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10453 f = RSurf_FogVertex(v);
10454 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10455 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10456 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10461 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10466 if (!rsurface.passcolor4f)
10468 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10469 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10470 rsurface.passcolor4f_vertexbuffer = 0;
10471 rsurface.passcolor4f_bufferoffset = 0;
10472 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10481 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10486 if (!rsurface.passcolor4f)
10488 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10489 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10490 rsurface.passcolor4f_vertexbuffer = 0;
10491 rsurface.passcolor4f_bufferoffset = 0;
10492 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10494 c2[0] = c[0] + r_refdef.scene.ambient;
10495 c2[1] = c[1] + r_refdef.scene.ambient;
10496 c2[2] = c[2] + r_refdef.scene.ambient;
10501 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10504 rsurface.passcolor4f = NULL;
10505 rsurface.passcolor4f_vertexbuffer = 0;
10506 rsurface.passcolor4f_bufferoffset = 0;
10507 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10508 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10509 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10510 GL_Color(r, g, b, a);
10511 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10512 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10513 R_Mesh_TexMatrix(0, NULL);
10517 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10519 // TODO: optimize applyfog && applycolor case
10520 // just apply fog if necessary, and tint the fog color array if necessary
10521 rsurface.passcolor4f = NULL;
10522 rsurface.passcolor4f_vertexbuffer = 0;
10523 rsurface.passcolor4f_bufferoffset = 0;
10524 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10525 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10526 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10527 GL_Color(r, g, b, a);
10531 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10534 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10535 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10536 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10537 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10538 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10539 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10540 GL_Color(r, g, b, a);
10544 static void RSurf_DrawBatch_GL11_ClampColor(void)
10549 if (!rsurface.passcolor4f)
10551 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10553 c2[0] = bound(0.0f, c1[0], 1.0f);
10554 c2[1] = bound(0.0f, c1[1], 1.0f);
10555 c2[2] = bound(0.0f, c1[2], 1.0f);
10556 c2[3] = bound(0.0f, c1[3], 1.0f);
10560 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10570 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10571 rsurface.passcolor4f_vertexbuffer = 0;
10572 rsurface.passcolor4f_bufferoffset = 0;
10573 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10575 f = -DotProduct(r_refdef.view.forward, n);
10577 f = f * 0.85 + 0.15; // work around so stuff won't get black
10578 f *= r_refdef.lightmapintensity;
10579 Vector4Set(c, f, f, f, 1);
10583 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10585 RSurf_DrawBatch_GL11_ApplyFakeLight();
10586 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10587 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10588 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10589 GL_Color(r, g, b, a);
10593 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10601 vec3_t ambientcolor;
10602 vec3_t diffusecolor;
10606 VectorCopy(rsurface.modellight_lightdir, lightdir);
10607 f = 0.5f * r_refdef.lightmapintensity;
10608 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10609 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10610 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10611 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10612 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10613 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10615 if (VectorLength2(diffusecolor) > 0)
10617 // q3-style directional shading
10618 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10619 rsurface.passcolor4f_vertexbuffer = 0;
10620 rsurface.passcolor4f_bufferoffset = 0;
10621 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10623 if ((f = DotProduct(n, lightdir)) > 0)
10624 VectorMA(ambientcolor, f, diffusecolor, c);
10626 VectorCopy(ambientcolor, c);
10633 *applycolor = false;
10637 *r = ambientcolor[0];
10638 *g = ambientcolor[1];
10639 *b = ambientcolor[2];
10640 rsurface.passcolor4f = NULL;
10641 rsurface.passcolor4f_vertexbuffer = 0;
10642 rsurface.passcolor4f_bufferoffset = 0;
10646 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10648 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10649 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10650 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10651 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10652 GL_Color(r, g, b, a);
10656 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10664 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10665 rsurface.passcolor4f_vertexbuffer = 0;
10666 rsurface.passcolor4f_bufferoffset = 0;
10668 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10670 f = 1 - RSurf_FogVertex(v);
10678 void RSurf_SetupDepthAndCulling(void)
10680 // submodels are biased to avoid z-fighting with world surfaces that they
10681 // may be exactly overlapping (avoids z-fighting artifacts on certain
10682 // doors and things in Quake maps)
10683 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10684 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10685 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10686 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10689 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10691 // transparent sky would be ridiculous
10692 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10694 R_SetupShader_Generic_NoTexture(false, false);
10695 skyrenderlater = true;
10696 RSurf_SetupDepthAndCulling();
10697 GL_DepthMask(true);
10698 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10699 // skymasking on them, and Quake3 never did sky masking (unlike
10700 // software Quake and software Quake2), so disable the sky masking
10701 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10702 // and skymasking also looks very bad when noclipping outside the
10703 // level, so don't use it then either.
10704 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10706 R_Mesh_ResetTextureState();
10707 if (skyrendermasked)
10709 R_SetupShader_DepthOrShadow(false, false, false);
10710 // depth-only (masking)
10711 GL_ColorMask(0,0,0,0);
10712 // just to make sure that braindead drivers don't draw
10713 // anything despite that colormask...
10714 GL_BlendFunc(GL_ZERO, GL_ONE);
10715 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10716 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10720 R_SetupShader_Generic_NoTexture(false, false);
10722 GL_BlendFunc(GL_ONE, GL_ZERO);
10723 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10724 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10725 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10728 if (skyrendermasked)
10729 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10731 R_Mesh_ResetTextureState();
10732 GL_Color(1, 1, 1, 1);
10735 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10736 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10737 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10739 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10743 // render screenspace normalmap to texture
10744 GL_DepthMask(true);
10745 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10750 // bind lightmap texture
10752 // water/refraction/reflection/camera surfaces have to be handled specially
10753 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10755 int start, end, startplaneindex;
10756 for (start = 0;start < texturenumsurfaces;start = end)
10758 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10759 if(startplaneindex < 0)
10761 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10762 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10766 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10768 // now that we have a batch using the same planeindex, render it
10769 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10771 // render water or distortion background
10772 GL_DepthMask(true);
10773 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10775 // blend surface on top
10776 GL_DepthMask(false);
10777 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10780 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10782 // render surface with reflection texture as input
10783 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10784 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10791 // render surface batch normally
10792 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10793 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10797 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10799 // OpenGL 1.3 path - anything not completely ancient
10800 qboolean applycolor;
10803 const texturelayer_t *layer;
10804 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10805 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10807 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10810 int layertexrgbscale;
10811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10813 if (layerindex == 0)
10814 GL_AlphaTest(true);
10817 GL_AlphaTest(false);
10818 GL_DepthFunc(GL_EQUAL);
10821 GL_DepthMask(layer->depthmask && writedepth);
10822 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10823 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10825 layertexrgbscale = 4;
10826 VectorScale(layer->color, 0.25f, layercolor);
10828 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10830 layertexrgbscale = 2;
10831 VectorScale(layer->color, 0.5f, layercolor);
10835 layertexrgbscale = 1;
10836 VectorScale(layer->color, 1.0f, layercolor);
10838 layercolor[3] = layer->color[3];
10839 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10840 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10841 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10842 switch (layer->type)
10844 case TEXTURELAYERTYPE_LITTEXTURE:
10845 // single-pass lightmapped texture with 2x rgbscale
10846 R_Mesh_TexBind(0, r_texture_white);
10847 R_Mesh_TexMatrix(0, NULL);
10848 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10849 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10850 R_Mesh_TexBind(1, layer->texture);
10851 R_Mesh_TexMatrix(1, &layer->texmatrix);
10852 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10853 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10854 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10855 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10856 else if (FAKELIGHT_ENABLED)
10857 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10858 else if (rsurface.uselightmaptexture)
10859 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10861 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10863 case TEXTURELAYERTYPE_TEXTURE:
10864 // singletexture unlit texture with transparency support
10865 R_Mesh_TexBind(0, layer->texture);
10866 R_Mesh_TexMatrix(0, &layer->texmatrix);
10867 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10868 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10869 R_Mesh_TexBind(1, 0);
10870 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10871 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10873 case TEXTURELAYERTYPE_FOG:
10874 // singletexture fogging
10875 if (layer->texture)
10877 R_Mesh_TexBind(0, layer->texture);
10878 R_Mesh_TexMatrix(0, &layer->texmatrix);
10879 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10880 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10884 R_Mesh_TexBind(0, 0);
10885 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10887 R_Mesh_TexBind(1, 0);
10888 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10889 // generate a color array for the fog pass
10890 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10891 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10895 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10898 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10900 GL_DepthFunc(GL_LEQUAL);
10901 GL_AlphaTest(false);
10905 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10907 // OpenGL 1.1 - crusty old voodoo path
10910 const texturelayer_t *layer;
10911 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10912 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10914 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10916 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10918 if (layerindex == 0)
10919 GL_AlphaTest(true);
10922 GL_AlphaTest(false);
10923 GL_DepthFunc(GL_EQUAL);
10926 GL_DepthMask(layer->depthmask && writedepth);
10927 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10928 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10929 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10930 switch (layer->type)
10932 case TEXTURELAYERTYPE_LITTEXTURE:
10933 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10935 // two-pass lit texture with 2x rgbscale
10936 // first the lightmap pass
10937 R_Mesh_TexBind(0, r_texture_white);
10938 R_Mesh_TexMatrix(0, NULL);
10939 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10940 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10941 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10942 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10943 else if (FAKELIGHT_ENABLED)
10944 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10945 else if (rsurface.uselightmaptexture)
10946 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10948 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10949 // then apply the texture to it
10950 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10951 R_Mesh_TexBind(0, layer->texture);
10952 R_Mesh_TexMatrix(0, &layer->texmatrix);
10953 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10954 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10955 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10959 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10960 R_Mesh_TexBind(0, layer->texture);
10961 R_Mesh_TexMatrix(0, &layer->texmatrix);
10962 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10963 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10964 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10965 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10966 else if (FAKELIGHT_ENABLED)
10967 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10969 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10972 case TEXTURELAYERTYPE_TEXTURE:
10973 // singletexture unlit texture with transparency support
10974 R_Mesh_TexBind(0, layer->texture);
10975 R_Mesh_TexMatrix(0, &layer->texmatrix);
10976 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10977 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10978 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10980 case TEXTURELAYERTYPE_FOG:
10981 // singletexture fogging
10982 if (layer->texture)
10984 R_Mesh_TexBind(0, layer->texture);
10985 R_Mesh_TexMatrix(0, &layer->texmatrix);
10986 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10987 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10991 R_Mesh_TexBind(0, 0);
10992 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10994 // generate a color array for the fog pass
10995 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10996 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
11000 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11003 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11005 GL_DepthFunc(GL_LEQUAL);
11006 GL_AlphaTest(false);
11010 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11014 r_vertexgeneric_t *batchvertex;
11017 // R_Mesh_ResetTextureState();
11018 R_SetupShader_Generic_NoTexture(false, false);
11020 if(rsurface.texture && rsurface.texture->currentskinframe)
11022 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11023 c[3] *= rsurface.texture->currentalpha;
11033 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11035 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11036 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11037 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11040 // brighten it up (as texture value 127 means "unlit")
11041 c[0] *= 2 * r_refdef.view.colorscale;
11042 c[1] *= 2 * r_refdef.view.colorscale;
11043 c[2] *= 2 * r_refdef.view.colorscale;
11045 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11046 c[3] *= r_wateralpha.value;
11048 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11050 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11051 GL_DepthMask(false);
11053 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11055 GL_BlendFunc(GL_ONE, GL_ONE);
11056 GL_DepthMask(false);
11058 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11060 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11061 GL_DepthMask(false);
11063 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11065 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11066 GL_DepthMask(false);
11070 GL_BlendFunc(GL_ONE, GL_ZERO);
11071 GL_DepthMask(writedepth);
11074 if (r_showsurfaces.integer == 3)
11076 rsurface.passcolor4f = NULL;
11078 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11080 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11082 rsurface.passcolor4f = NULL;
11083 rsurface.passcolor4f_vertexbuffer = 0;
11084 rsurface.passcolor4f_bufferoffset = 0;
11086 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11088 qboolean applycolor = true;
11091 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11093 r_refdef.lightmapintensity = 1;
11094 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11095 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11097 else if (FAKELIGHT_ENABLED)
11099 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11101 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11102 RSurf_DrawBatch_GL11_ApplyFakeLight();
11103 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11107 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11109 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11110 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11111 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11114 if(!rsurface.passcolor4f)
11115 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11117 RSurf_DrawBatch_GL11_ApplyAmbient();
11118 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11119 if(r_refdef.fogenabled)
11120 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11121 RSurf_DrawBatch_GL11_ClampColor();
11123 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11124 R_SetupShader_Generic_NoTexture(false, false);
11127 else if (!r_refdef.view.showdebug)
11129 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11130 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11131 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11133 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11134 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11136 R_Mesh_PrepareVertices_Generic_Unlock();
11139 else if (r_showsurfaces.integer == 4)
11141 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11142 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11143 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11145 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11146 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11147 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11149 R_Mesh_PrepareVertices_Generic_Unlock();
11152 else if (r_showsurfaces.integer == 2)
11155 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11156 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11157 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11159 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11160 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11161 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11162 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11163 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11164 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11165 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11167 R_Mesh_PrepareVertices_Generic_Unlock();
11168 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11172 int texturesurfaceindex;
11174 const msurface_t *surface;
11175 float surfacecolor4f[4];
11176 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11177 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11179 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11181 surface = texturesurfacelist[texturesurfaceindex];
11182 k = (int)(((size_t)surface) / sizeof(msurface_t));
11183 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11184 for (j = 0;j < surface->num_vertices;j++)
11186 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11187 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11191 R_Mesh_PrepareVertices_Generic_Unlock();
11196 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11199 RSurf_SetupDepthAndCulling();
11200 if (r_showsurfaces.integer)
11202 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11205 switch (vid.renderpath)
11207 case RENDERPATH_GL20:
11208 case RENDERPATH_D3D9:
11209 case RENDERPATH_D3D10:
11210 case RENDERPATH_D3D11:
11211 case RENDERPATH_SOFT:
11212 case RENDERPATH_GLES2:
11213 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11215 case RENDERPATH_GL13:
11216 case RENDERPATH_GLES1:
11217 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11219 case RENDERPATH_GL11:
11220 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11226 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11229 RSurf_SetupDepthAndCulling();
11230 if (r_showsurfaces.integer)
11232 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11235 switch (vid.renderpath)
11237 case RENDERPATH_GL20:
11238 case RENDERPATH_D3D9:
11239 case RENDERPATH_D3D10:
11240 case RENDERPATH_D3D11:
11241 case RENDERPATH_SOFT:
11242 case RENDERPATH_GLES2:
11243 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11245 case RENDERPATH_GL13:
11246 case RENDERPATH_GLES1:
11247 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11249 case RENDERPATH_GL11:
11250 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11256 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11259 int texturenumsurfaces, endsurface;
11260 texture_t *texture;
11261 const msurface_t *surface;
11262 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11264 // if the model is static it doesn't matter what value we give for
11265 // wantnormals and wanttangents, so this logic uses only rules applicable
11266 // to a model, knowing that they are meaningless otherwise
11267 if (ent == r_refdef.scene.worldentity)
11268 RSurf_ActiveWorldEntity();
11269 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11270 RSurf_ActiveModelEntity(ent, false, false, false);
11273 switch (vid.renderpath)
11275 case RENDERPATH_GL20:
11276 case RENDERPATH_D3D9:
11277 case RENDERPATH_D3D10:
11278 case RENDERPATH_D3D11:
11279 case RENDERPATH_SOFT:
11280 case RENDERPATH_GLES2:
11281 RSurf_ActiveModelEntity(ent, true, true, false);
11283 case RENDERPATH_GL11:
11284 case RENDERPATH_GL13:
11285 case RENDERPATH_GLES1:
11286 RSurf_ActiveModelEntity(ent, true, false, false);
11291 if (r_transparentdepthmasking.integer)
11293 qboolean setup = false;
11294 for (i = 0;i < numsurfaces;i = j)
11297 surface = rsurface.modelsurfaces + surfacelist[i];
11298 texture = surface->texture;
11299 rsurface.texture = R_GetCurrentTexture(texture);
11300 rsurface.lightmaptexture = NULL;
11301 rsurface.deluxemaptexture = NULL;
11302 rsurface.uselightmaptexture = false;
11303 // scan ahead until we find a different texture
11304 endsurface = min(i + 1024, numsurfaces);
11305 texturenumsurfaces = 0;
11306 texturesurfacelist[texturenumsurfaces++] = surface;
11307 for (;j < endsurface;j++)
11309 surface = rsurface.modelsurfaces + surfacelist[j];
11310 if (texture != surface->texture)
11312 texturesurfacelist[texturenumsurfaces++] = surface;
11314 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11316 // render the range of surfaces as depth
11320 GL_ColorMask(0,0,0,0);
11322 GL_DepthTest(true);
11323 GL_BlendFunc(GL_ONE, GL_ZERO);
11324 GL_DepthMask(true);
11325 // R_Mesh_ResetTextureState();
11327 RSurf_SetupDepthAndCulling();
11328 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11329 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11330 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11334 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11337 for (i = 0;i < numsurfaces;i = j)
11340 surface = rsurface.modelsurfaces + surfacelist[i];
11341 texture = surface->texture;
11342 rsurface.texture = R_GetCurrentTexture(texture);
11343 // scan ahead until we find a different texture
11344 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11345 texturenumsurfaces = 0;
11346 texturesurfacelist[texturenumsurfaces++] = surface;
11347 if(FAKELIGHT_ENABLED)
11349 rsurface.lightmaptexture = NULL;
11350 rsurface.deluxemaptexture = NULL;
11351 rsurface.uselightmaptexture = false;
11352 for (;j < endsurface;j++)
11354 surface = rsurface.modelsurfaces + surfacelist[j];
11355 if (texture != surface->texture)
11357 texturesurfacelist[texturenumsurfaces++] = surface;
11362 rsurface.lightmaptexture = surface->lightmaptexture;
11363 rsurface.deluxemaptexture = surface->deluxemaptexture;
11364 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11365 for (;j < endsurface;j++)
11367 surface = rsurface.modelsurfaces + surfacelist[j];
11368 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11370 texturesurfacelist[texturenumsurfaces++] = surface;
11373 // render the range of surfaces
11374 if (ent == r_refdef.scene.worldentity)
11375 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11377 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11379 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11382 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11384 // transparent surfaces get pushed off into the transparent queue
11385 int surfacelistindex;
11386 const msurface_t *surface;
11387 vec3_t tempcenter, center;
11388 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11390 surface = texturesurfacelist[surfacelistindex];
11391 if (r_transparent_sortsurfacesbynearest.integer)
11393 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11394 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11395 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11399 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11400 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11401 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11403 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11404 if (rsurface.entity->transparent_offset) // transparent offset
11406 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11407 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11408 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11410 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11414 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11416 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11418 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11420 RSurf_SetupDepthAndCulling();
11421 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11422 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11423 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11427 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11431 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11434 if (!rsurface.texture->currentnumlayers)
11436 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11437 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11439 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11441 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11442 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11443 else if (!rsurface.texture->currentnumlayers)
11445 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11447 // in the deferred case, transparent surfaces were queued during prepass
11448 if (!r_shadow_usingdeferredprepass)
11449 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11453 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11454 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11459 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11462 texture_t *texture;
11463 R_FrameData_SetMark();
11464 // break the surface list down into batches by texture and use of lightmapping
11465 for (i = 0;i < numsurfaces;i = j)
11468 // texture is the base texture pointer, rsurface.texture is the
11469 // current frame/skin the texture is directing us to use (for example
11470 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11471 // use skin 1 instead)
11472 texture = surfacelist[i]->texture;
11473 rsurface.texture = R_GetCurrentTexture(texture);
11474 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11476 // if this texture is not the kind we want, skip ahead to the next one
11477 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11481 if(FAKELIGHT_ENABLED || depthonly || prepass)
11483 rsurface.lightmaptexture = NULL;
11484 rsurface.deluxemaptexture = NULL;
11485 rsurface.uselightmaptexture = false;
11486 // simply scan ahead until we find a different texture or lightmap state
11487 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11492 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11493 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11494 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11495 // simply scan ahead until we find a different texture or lightmap state
11496 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11499 // render the range of surfaces
11500 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11502 R_FrameData_ReturnToMark();
11505 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11509 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11512 if (!rsurface.texture->currentnumlayers)
11514 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11515 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11517 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11519 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11520 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11521 else if (!rsurface.texture->currentnumlayers)
11523 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11525 // in the deferred case, transparent surfaces were queued during prepass
11526 if (!r_shadow_usingdeferredprepass)
11527 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11531 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11532 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11537 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11540 texture_t *texture;
11541 R_FrameData_SetMark();
11542 // break the surface list down into batches by texture and use of lightmapping
11543 for (i = 0;i < numsurfaces;i = j)
11546 // texture is the base texture pointer, rsurface.texture is the
11547 // current frame/skin the texture is directing us to use (for example
11548 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11549 // use skin 1 instead)
11550 texture = surfacelist[i]->texture;
11551 rsurface.texture = R_GetCurrentTexture(texture);
11552 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11554 // if this texture is not the kind we want, skip ahead to the next one
11555 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11559 if(FAKELIGHT_ENABLED || depthonly || prepass)
11561 rsurface.lightmaptexture = NULL;
11562 rsurface.deluxemaptexture = NULL;
11563 rsurface.uselightmaptexture = false;
11564 // simply scan ahead until we find a different texture or lightmap state
11565 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11570 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11571 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11572 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11573 // simply scan ahead until we find a different texture or lightmap state
11574 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11577 // render the range of surfaces
11578 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11580 R_FrameData_ReturnToMark();
11583 float locboxvertex3f[6*4*3] =
11585 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11586 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11587 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11588 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11589 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11590 1,0,0, 0,0,0, 0,1,0, 1,1,0
11593 unsigned short locboxelements[6*2*3] =
11598 12,13,14, 12,14,15,
11599 16,17,18, 16,18,19,
11603 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11606 cl_locnode_t *loc = (cl_locnode_t *)ent;
11608 float vertex3f[6*4*3];
11610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11611 GL_DepthMask(false);
11612 GL_DepthRange(0, 1);
11613 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11614 GL_DepthTest(true);
11615 GL_CullFace(GL_NONE);
11616 R_EntityMatrix(&identitymatrix);
11618 // R_Mesh_ResetTextureState();
11620 i = surfacelist[0];
11621 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11622 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11623 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11624 surfacelist[0] < 0 ? 0.5f : 0.125f);
11626 if (VectorCompare(loc->mins, loc->maxs))
11628 VectorSet(size, 2, 2, 2);
11629 VectorMA(loc->mins, -0.5f, size, mins);
11633 VectorCopy(loc->mins, mins);
11634 VectorSubtract(loc->maxs, loc->mins, size);
11637 for (i = 0;i < 6*4*3;)
11638 for (j = 0;j < 3;j++, i++)
11639 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11641 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11642 R_SetupShader_Generic_NoTexture(false, false);
11643 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11646 void R_DrawLocs(void)
11649 cl_locnode_t *loc, *nearestloc;
11651 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11652 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11654 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11655 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11659 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11661 if (decalsystem->decals)
11662 Mem_Free(decalsystem->decals);
11663 memset(decalsystem, 0, sizeof(*decalsystem));
11666 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11669 tridecal_t *decals;
11672 // expand or initialize the system
11673 if (decalsystem->maxdecals <= decalsystem->numdecals)
11675 decalsystem_t old = *decalsystem;
11676 qboolean useshortelements;
11677 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11678 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11679 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11680 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11681 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11682 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11683 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11684 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11685 if (decalsystem->numdecals)
11686 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11688 Mem_Free(old.decals);
11689 for (i = 0;i < decalsystem->maxdecals*3;i++)
11690 decalsystem->element3i[i] = i;
11691 if (useshortelements)
11692 for (i = 0;i < decalsystem->maxdecals*3;i++)
11693 decalsystem->element3s[i] = i;
11696 // grab a decal and search for another free slot for the next one
11697 decals = decalsystem->decals;
11698 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11699 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11701 decalsystem->freedecal = i;
11702 if (decalsystem->numdecals <= i)
11703 decalsystem->numdecals = i + 1;
11705 // initialize the decal
11707 decal->triangleindex = triangleindex;
11708 decal->surfaceindex = surfaceindex;
11709 decal->decalsequence = decalsequence;
11710 decal->color4f[0][0] = c0[0];
11711 decal->color4f[0][1] = c0[1];
11712 decal->color4f[0][2] = c0[2];
11713 decal->color4f[0][3] = 1;
11714 decal->color4f[1][0] = c1[0];
11715 decal->color4f[1][1] = c1[1];
11716 decal->color4f[1][2] = c1[2];
11717 decal->color4f[1][3] = 1;
11718 decal->color4f[2][0] = c2[0];
11719 decal->color4f[2][1] = c2[1];
11720 decal->color4f[2][2] = c2[2];
11721 decal->color4f[2][3] = 1;
11722 decal->vertex3f[0][0] = v0[0];
11723 decal->vertex3f[0][1] = v0[1];
11724 decal->vertex3f[0][2] = v0[2];
11725 decal->vertex3f[1][0] = v1[0];
11726 decal->vertex3f[1][1] = v1[1];
11727 decal->vertex3f[1][2] = v1[2];
11728 decal->vertex3f[2][0] = v2[0];
11729 decal->vertex3f[2][1] = v2[1];
11730 decal->vertex3f[2][2] = v2[2];
11731 decal->texcoord2f[0][0] = t0[0];
11732 decal->texcoord2f[0][1] = t0[1];
11733 decal->texcoord2f[1][0] = t1[0];
11734 decal->texcoord2f[1][1] = t1[1];
11735 decal->texcoord2f[2][0] = t2[0];
11736 decal->texcoord2f[2][1] = t2[1];
11737 TriangleNormal(v0, v1, v2, decal->plane);
11738 VectorNormalize(decal->plane);
11739 decal->plane[3] = DotProduct(v0, decal->plane);
11742 extern cvar_t cl_decals_bias;
11743 extern cvar_t cl_decals_models;
11744 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11745 // baseparms, parms, temps
11746 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11751 const float *vertex3f;
11752 const float *normal3f;
11754 float points[2][9][3];
11761 e = rsurface.modelelement3i + 3*triangleindex;
11763 vertex3f = rsurface.modelvertex3f;
11764 normal3f = rsurface.modelnormal3f;
11768 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11770 index = 3*e[cornerindex];
11771 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11776 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11778 index = 3*e[cornerindex];
11779 VectorCopy(vertex3f + index, v[cornerindex]);
11784 //TriangleNormal(v[0], v[1], v[2], normal);
11785 //if (DotProduct(normal, localnormal) < 0.0f)
11787 // clip by each of the box planes formed from the projection matrix
11788 // if anything survives, we emit the decal
11789 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11792 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11795 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11798 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11801 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11804 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11807 // some part of the triangle survived, so we have to accept it...
11810 // dynamic always uses the original triangle
11812 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11814 index = 3*e[cornerindex];
11815 VectorCopy(vertex3f + index, v[cornerindex]);
11818 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11820 // convert vertex positions to texcoords
11821 Matrix4x4_Transform(projection, v[cornerindex], temp);
11822 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11823 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11824 // calculate distance fade from the projection origin
11825 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11826 f = bound(0.0f, f, 1.0f);
11827 c[cornerindex][0] = r * f;
11828 c[cornerindex][1] = g * f;
11829 c[cornerindex][2] = b * f;
11830 c[cornerindex][3] = 1.0f;
11831 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11834 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
11836 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11837 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11839 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11841 matrix4x4_t projection;
11842 decalsystem_t *decalsystem;
11845 const msurface_t *surface;
11846 const msurface_t *surfaces;
11847 const int *surfacelist;
11848 const texture_t *texture;
11850 int numsurfacelist;
11851 int surfacelistindex;
11854 float localorigin[3];
11855 float localnormal[3];
11856 float localmins[3];
11857 float localmaxs[3];
11860 float planes[6][4];
11863 int bih_triangles_count;
11864 int bih_triangles[256];
11865 int bih_surfaces[256];
11867 decalsystem = &ent->decalsystem;
11868 model = ent->model;
11869 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11871 R_DecalSystem_Reset(&ent->decalsystem);
11875 if (!model->brush.data_leafs && !cl_decals_models.integer)
11877 if (decalsystem->model)
11878 R_DecalSystem_Reset(decalsystem);
11882 if (decalsystem->model != model)
11883 R_DecalSystem_Reset(decalsystem);
11884 decalsystem->model = model;
11886 RSurf_ActiveModelEntity(ent, true, false, false);
11888 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11889 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11890 VectorNormalize(localnormal);
11891 localsize = worldsize*rsurface.inversematrixscale;
11892 localmins[0] = localorigin[0] - localsize;
11893 localmins[1] = localorigin[1] - localsize;
11894 localmins[2] = localorigin[2] - localsize;
11895 localmaxs[0] = localorigin[0] + localsize;
11896 localmaxs[1] = localorigin[1] + localsize;
11897 localmaxs[2] = localorigin[2] + localsize;
11899 //VectorCopy(localnormal, planes[4]);
11900 //VectorVectors(planes[4], planes[2], planes[0]);
11901 AnglesFromVectors(angles, localnormal, NULL, false);
11902 AngleVectors(angles, planes[0], planes[2], planes[4]);
11903 VectorNegate(planes[0], planes[1]);
11904 VectorNegate(planes[2], planes[3]);
11905 VectorNegate(planes[4], planes[5]);
11906 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11907 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11908 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11909 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11910 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11911 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11916 matrix4x4_t forwardprojection;
11917 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11918 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11923 float projectionvector[4][3];
11924 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11925 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11926 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11927 projectionvector[0][0] = planes[0][0] * ilocalsize;
11928 projectionvector[0][1] = planes[1][0] * ilocalsize;
11929 projectionvector[0][2] = planes[2][0] * ilocalsize;
11930 projectionvector[1][0] = planes[0][1] * ilocalsize;
11931 projectionvector[1][1] = planes[1][1] * ilocalsize;
11932 projectionvector[1][2] = planes[2][1] * ilocalsize;
11933 projectionvector[2][0] = planes[0][2] * ilocalsize;
11934 projectionvector[2][1] = planes[1][2] * ilocalsize;
11935 projectionvector[2][2] = planes[2][2] * ilocalsize;
11936 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11937 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11938 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11939 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11943 dynamic = model->surfmesh.isanimated;
11944 numsurfacelist = model->nummodelsurfaces;
11945 surfacelist = model->sortedmodelsurfaces;
11946 surfaces = model->data_surfaces;
11949 bih_triangles_count = -1;
11952 if(model->render_bih.numleafs)
11953 bih = &model->render_bih;
11954 else if(model->collision_bih.numleafs)
11955 bih = &model->collision_bih;
11958 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11959 if(bih_triangles_count == 0)
11961 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11963 if(bih_triangles_count > 0)
11965 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11967 surfaceindex = bih_surfaces[triangleindex];
11968 surface = surfaces + surfaceindex;
11969 texture = surface->texture;
11970 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11972 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11974 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11979 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11981 surfaceindex = surfacelist[surfacelistindex];
11982 surface = surfaces + surfaceindex;
11983 // check cull box first because it rejects more than any other check
11984 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11986 // skip transparent surfaces
11987 texture = surface->texture;
11988 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11990 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11992 numtriangles = surface->num_triangles;
11993 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11994 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11999 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12000 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
12002 int renderentityindex;
12003 float worldmins[3];
12004 float worldmaxs[3];
12005 entity_render_t *ent;
12007 if (!cl_decals_newsystem.integer)
12010 worldmins[0] = worldorigin[0] - worldsize;
12011 worldmins[1] = worldorigin[1] - worldsize;
12012 worldmins[2] = worldorigin[2] - worldsize;
12013 worldmaxs[0] = worldorigin[0] + worldsize;
12014 worldmaxs[1] = worldorigin[1] + worldsize;
12015 worldmaxs[2] = worldorigin[2] + worldsize;
12017 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12019 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12021 ent = r_refdef.scene.entities[renderentityindex];
12022 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12025 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12029 typedef struct r_decalsystem_splatqueue_s
12031 vec3_t worldorigin;
12032 vec3_t worldnormal;
12036 unsigned int decalsequence;
12038 r_decalsystem_splatqueue_t;
12040 int r_decalsystem_numqueued = 0;
12041 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12043 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
12045 r_decalsystem_splatqueue_t *queue;
12047 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12050 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12051 VectorCopy(worldorigin, queue->worldorigin);
12052 VectorCopy(worldnormal, queue->worldnormal);
12053 Vector4Set(queue->color, r, g, b, a);
12054 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12055 queue->worldsize = worldsize;
12056 queue->decalsequence = cl.decalsequence++;
12059 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12062 r_decalsystem_splatqueue_t *queue;
12064 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12065 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
12066 r_decalsystem_numqueued = 0;
12069 extern cvar_t cl_decals_max;
12070 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12073 decalsystem_t *decalsystem = &ent->decalsystem;
12075 unsigned int killsequence;
12080 if (!decalsystem->numdecals)
12083 if (r_showsurfaces.integer)
12086 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12088 R_DecalSystem_Reset(decalsystem);
12092 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12093 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12095 if (decalsystem->lastupdatetime)
12096 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12099 decalsystem->lastupdatetime = r_refdef.scene.time;
12100 numdecals = decalsystem->numdecals;
12102 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12104 if (decal->color4f[0][3])
12106 decal->lived += frametime;
12107 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12109 memset(decal, 0, sizeof(*decal));
12110 if (decalsystem->freedecal > i)
12111 decalsystem->freedecal = i;
12115 decal = decalsystem->decals;
12116 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12119 // collapse the array by shuffling the tail decals into the gaps
12122 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12123 decalsystem->freedecal++;
12124 if (decalsystem->freedecal == numdecals)
12126 decal[decalsystem->freedecal] = decal[--numdecals];
12129 decalsystem->numdecals = numdecals;
12131 if (numdecals <= 0)
12133 // if there are no decals left, reset decalsystem
12134 R_DecalSystem_Reset(decalsystem);
12138 extern skinframe_t *decalskinframe;
12139 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12142 decalsystem_t *decalsystem = &ent->decalsystem;
12151 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12154 numdecals = decalsystem->numdecals;
12158 if (r_showsurfaces.integer)
12161 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12163 R_DecalSystem_Reset(decalsystem);
12167 // if the model is static it doesn't matter what value we give for
12168 // wantnormals and wanttangents, so this logic uses only rules applicable
12169 // to a model, knowing that they are meaningless otherwise
12170 if (ent == r_refdef.scene.worldentity)
12171 RSurf_ActiveWorldEntity();
12173 RSurf_ActiveModelEntity(ent, false, false, false);
12175 decalsystem->lastupdatetime = r_refdef.scene.time;
12177 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12179 // update vertex positions for animated models
12180 v3f = decalsystem->vertex3f;
12181 c4f = decalsystem->color4f;
12182 t2f = decalsystem->texcoord2f;
12183 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12185 if (!decal->color4f[0][3])
12188 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12192 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12195 // update color values for fading decals
12196 if (decal->lived >= cl_decals_time.value)
12197 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12201 c4f[ 0] = decal->color4f[0][0] * alpha;
12202 c4f[ 1] = decal->color4f[0][1] * alpha;
12203 c4f[ 2] = decal->color4f[0][2] * alpha;
12205 c4f[ 4] = decal->color4f[1][0] * alpha;
12206 c4f[ 5] = decal->color4f[1][1] * alpha;
12207 c4f[ 6] = decal->color4f[1][2] * alpha;
12209 c4f[ 8] = decal->color4f[2][0] * alpha;
12210 c4f[ 9] = decal->color4f[2][1] * alpha;
12211 c4f[10] = decal->color4f[2][2] * alpha;
12214 t2f[0] = decal->texcoord2f[0][0];
12215 t2f[1] = decal->texcoord2f[0][1];
12216 t2f[2] = decal->texcoord2f[1][0];
12217 t2f[3] = decal->texcoord2f[1][1];
12218 t2f[4] = decal->texcoord2f[2][0];
12219 t2f[5] = decal->texcoord2f[2][1];
12221 // update vertex positions for animated models
12222 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12224 e = rsurface.modelelement3i + 3*decal->triangleindex;
12225 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12226 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12227 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12231 VectorCopy(decal->vertex3f[0], v3f);
12232 VectorCopy(decal->vertex3f[1], v3f + 3);
12233 VectorCopy(decal->vertex3f[2], v3f + 6);
12236 if (r_refdef.fogenabled)
12238 alpha = RSurf_FogVertex(v3f);
12239 VectorScale(c4f, alpha, c4f);
12240 alpha = RSurf_FogVertex(v3f + 3);
12241 VectorScale(c4f + 4, alpha, c4f + 4);
12242 alpha = RSurf_FogVertex(v3f + 6);
12243 VectorScale(c4f + 8, alpha, c4f + 8);
12254 r_refdef.stats[r_stat_drawndecals] += numtris;
12256 // now render the decals all at once
12257 // (this assumes they all use one particle font texture!)
12258 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12259 // R_Mesh_ResetTextureState();
12260 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12261 GL_DepthMask(false);
12262 GL_DepthRange(0, 1);
12263 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12264 GL_DepthTest(true);
12265 GL_CullFace(GL_NONE);
12266 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12267 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12268 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12272 static void R_DrawModelDecals(void)
12276 // fade faster when there are too many decals
12277 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12278 for (i = 0;i < r_refdef.scene.numentities;i++)
12279 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12281 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12282 for (i = 0;i < r_refdef.scene.numentities;i++)
12283 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12284 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12286 R_DecalSystem_ApplySplatEntitiesQueue();
12288 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12289 for (i = 0;i < r_refdef.scene.numentities;i++)
12290 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12292 r_refdef.stats[r_stat_totaldecals] += numdecals;
12294 if (r_showsurfaces.integer)
12297 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12299 for (i = 0;i < r_refdef.scene.numentities;i++)
12301 if (!r_refdef.viewcache.entityvisible[i])
12303 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12304 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12308 extern cvar_t mod_collision_bih;
12309 static void R_DrawDebugModel(void)
12311 entity_render_t *ent = rsurface.entity;
12312 int i, j, flagsmask;
12313 const msurface_t *surface;
12314 dp_model_t *model = ent->model;
12316 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12319 if (r_showoverdraw.value > 0)
12321 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12322 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12323 R_SetupShader_Generic_NoTexture(false, false);
12324 GL_DepthTest(false);
12325 GL_DepthMask(false);
12326 GL_DepthRange(0, 1);
12327 GL_BlendFunc(GL_ONE, GL_ONE);
12328 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12330 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12332 rsurface.texture = R_GetCurrentTexture(surface->texture);
12333 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12335 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12336 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12337 if (!rsurface.texture->currentlayers->depthmask)
12338 GL_Color(c, 0, 0, 1.0f);
12339 else if (ent == r_refdef.scene.worldentity)
12340 GL_Color(c, c, c, 1.0f);
12342 GL_Color(0, c, 0, 1.0f);
12343 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12347 rsurface.texture = NULL;
12350 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12352 // R_Mesh_ResetTextureState();
12353 R_SetupShader_Generic_NoTexture(false, false);
12354 GL_DepthRange(0, 1);
12355 GL_DepthTest(!r_showdisabledepthtest.integer);
12356 GL_DepthMask(false);
12357 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12359 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12363 qboolean cullbox = false;
12364 const q3mbrush_t *brush;
12365 const bih_t *bih = &model->collision_bih;
12366 const bih_leaf_t *bihleaf;
12367 float vertex3f[3][3];
12368 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12369 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12371 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12373 switch (bihleaf->type)
12376 brush = model->brush.data_brushes + bihleaf->itemindex;
12377 if (brush->colbrushf && brush->colbrushf->numtriangles)
12379 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12380 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12381 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12384 case BIH_COLLISIONTRIANGLE:
12385 triangleindex = bihleaf->itemindex;
12386 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12387 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12388 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12389 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12390 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12391 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12393 case BIH_RENDERTRIANGLE:
12394 triangleindex = bihleaf->itemindex;
12395 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12396 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12397 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12398 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12399 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12400 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12406 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12409 if (r_showtris.integer && qglPolygonMode)
12411 if (r_showdisabledepthtest.integer)
12413 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12414 GL_DepthMask(false);
12418 GL_BlendFunc(GL_ONE, GL_ZERO);
12419 GL_DepthMask(true);
12421 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12422 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12424 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12426 rsurface.texture = R_GetCurrentTexture(surface->texture);
12427 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12429 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12430 if (!rsurface.texture->currentlayers->depthmask)
12431 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12432 else if (ent == r_refdef.scene.worldentity)
12433 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12435 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12436 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12440 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12441 rsurface.texture = NULL;
12444 if (r_shownormals.value != 0 && qglBegin)
12448 if (r_showdisabledepthtest.integer)
12450 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12451 GL_DepthMask(false);
12455 GL_BlendFunc(GL_ONE, GL_ZERO);
12456 GL_DepthMask(true);
12458 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12460 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12462 rsurface.texture = R_GetCurrentTexture(surface->texture);
12463 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12465 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12466 qglBegin(GL_LINES);
12467 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12469 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12471 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12472 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12473 qglVertex3f(v[0], v[1], v[2]);
12474 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12475 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12476 qglVertex3f(v[0], v[1], v[2]);
12479 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12481 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12483 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12484 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12485 qglVertex3f(v[0], v[1], v[2]);
12486 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12487 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12488 qglVertex3f(v[0], v[1], v[2]);
12491 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12493 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12495 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12496 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12497 qglVertex3f(v[0], v[1], v[2]);
12498 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12499 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12500 qglVertex3f(v[0], v[1], v[2]);
12503 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12505 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12507 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12508 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12509 qglVertex3f(v[0], v[1], v[2]);
12510 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12511 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12512 qglVertex3f(v[0], v[1], v[2]);
12519 rsurface.texture = NULL;
12524 int r_maxsurfacelist = 0;
12525 const msurface_t **r_surfacelist = NULL;
12526 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12528 int i, j, endj, flagsmask;
12529 dp_model_t *model = r_refdef.scene.worldmodel;
12530 msurface_t *surfaces;
12531 unsigned char *update;
12532 int numsurfacelist = 0;
12536 if (r_maxsurfacelist < model->num_surfaces)
12538 r_maxsurfacelist = model->num_surfaces;
12540 Mem_Free((msurface_t**)r_surfacelist);
12541 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12544 RSurf_ActiveWorldEntity();
12546 surfaces = model->data_surfaces;
12547 update = model->brushq1.lightmapupdateflags;
12549 // update light styles on this submodel
12550 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12552 model_brush_lightstyleinfo_t *style;
12553 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12555 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12557 int *list = style->surfacelist;
12558 style->value = r_refdef.scene.lightstylevalue[style->style];
12559 for (j = 0;j < style->numsurfaces;j++)
12560 update[list[j]] = true;
12565 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12569 R_DrawDebugModel();
12570 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12574 rsurface.lightmaptexture = NULL;
12575 rsurface.deluxemaptexture = NULL;
12576 rsurface.uselightmaptexture = false;
12577 rsurface.texture = NULL;
12578 rsurface.rtlight = NULL;
12579 numsurfacelist = 0;
12580 // add visible surfaces to draw list
12581 for (i = 0;i < model->nummodelsurfaces;i++)
12583 j = model->sortedmodelsurfaces[i];
12584 if (r_refdef.viewcache.world_surfacevisible[j])
12585 r_surfacelist[numsurfacelist++] = surfaces + j;
12587 // update lightmaps if needed
12588 if (model->brushq1.firstrender)
12590 model->brushq1.firstrender = false;
12591 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12593 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12597 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12598 if (r_refdef.viewcache.world_surfacevisible[j])
12600 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12602 // don't do anything if there were no surfaces
12603 if (!numsurfacelist)
12605 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12608 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12610 // add to stats if desired
12611 if (r_speeds.integer && !skysurfaces && !depthonly)
12613 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12614 for (j = 0;j < numsurfacelist;j++)
12615 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12618 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12621 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12623 int i, j, endj, flagsmask;
12624 dp_model_t *model = ent->model;
12625 msurface_t *surfaces;
12626 unsigned char *update;
12627 int numsurfacelist = 0;
12631 if (r_maxsurfacelist < model->num_surfaces)
12633 r_maxsurfacelist = model->num_surfaces;
12635 Mem_Free((msurface_t **)r_surfacelist);
12636 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12639 // if the model is static it doesn't matter what value we give for
12640 // wantnormals and wanttangents, so this logic uses only rules applicable
12641 // to a model, knowing that they are meaningless otherwise
12642 if (ent == r_refdef.scene.worldentity)
12643 RSurf_ActiveWorldEntity();
12644 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12645 RSurf_ActiveModelEntity(ent, false, false, false);
12647 RSurf_ActiveModelEntity(ent, true, true, true);
12648 else if (depthonly)
12650 switch (vid.renderpath)
12652 case RENDERPATH_GL20:
12653 case RENDERPATH_D3D9:
12654 case RENDERPATH_D3D10:
12655 case RENDERPATH_D3D11:
12656 case RENDERPATH_SOFT:
12657 case RENDERPATH_GLES2:
12658 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12660 case RENDERPATH_GL11:
12661 case RENDERPATH_GL13:
12662 case RENDERPATH_GLES1:
12663 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12669 switch (vid.renderpath)
12671 case RENDERPATH_GL20:
12672 case RENDERPATH_D3D9:
12673 case RENDERPATH_D3D10:
12674 case RENDERPATH_D3D11:
12675 case RENDERPATH_SOFT:
12676 case RENDERPATH_GLES2:
12677 RSurf_ActiveModelEntity(ent, true, true, false);
12679 case RENDERPATH_GL11:
12680 case RENDERPATH_GL13:
12681 case RENDERPATH_GLES1:
12682 RSurf_ActiveModelEntity(ent, true, false, false);
12687 surfaces = model->data_surfaces;
12688 update = model->brushq1.lightmapupdateflags;
12690 // update light styles
12691 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12693 model_brush_lightstyleinfo_t *style;
12694 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12696 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12698 int *list = style->surfacelist;
12699 style->value = r_refdef.scene.lightstylevalue[style->style];
12700 for (j = 0;j < style->numsurfaces;j++)
12701 update[list[j]] = true;
12706 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12710 R_DrawDebugModel();
12711 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12715 rsurface.lightmaptexture = NULL;
12716 rsurface.deluxemaptexture = NULL;
12717 rsurface.uselightmaptexture = false;
12718 rsurface.texture = NULL;
12719 rsurface.rtlight = NULL;
12720 numsurfacelist = 0;
12721 // add visible surfaces to draw list
12722 for (i = 0;i < model->nummodelsurfaces;i++)
12723 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12724 // don't do anything if there were no surfaces
12725 if (!numsurfacelist)
12727 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12730 // update lightmaps if needed
12734 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12739 R_BuildLightMap(ent, surfaces + j);
12744 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12746 // add to stats if desired
12747 if (r_speeds.integer && !skysurfaces && !depthonly)
12749 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12750 for (j = 0;j < numsurfacelist;j++)
12751 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12754 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12757 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12759 static texture_t texture;
12760 static msurface_t surface;
12761 const msurface_t *surfacelist = &surface;
12763 // fake enough texture and surface state to render this geometry
12765 texture.update_lastrenderframe = -1; // regenerate this texture
12766 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12767 texture.basealpha = 1.0f;
12768 texture.currentskinframe = skinframe;
12769 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12770 texture.offsetmapping = OFFSETMAPPING_OFF;
12771 texture.offsetscale = 1;
12772 texture.specularscalemod = 1;
12773 texture.specularpowermod = 1;
12774 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12775 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12776 // JUST GREP FOR "specularscalemod = 1".
12778 surface.texture = &texture;
12779 surface.num_triangles = numtriangles;
12780 surface.num_firsttriangle = firsttriangle;
12781 surface.num_vertices = numvertices;
12782 surface.num_firstvertex = firstvertex;
12785 rsurface.texture = R_GetCurrentTexture(surface.texture);
12786 rsurface.lightmaptexture = NULL;
12787 rsurface.deluxemaptexture = NULL;
12788 rsurface.uselightmaptexture = false;
12789 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12792 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12794 static msurface_t surface;
12795 const msurface_t *surfacelist = &surface;
12797 // fake enough texture and surface state to render this geometry
12798 surface.texture = texture;
12799 surface.num_triangles = numtriangles;
12800 surface.num_firsttriangle = firsttriangle;
12801 surface.num_vertices = numvertices;
12802 surface.num_firstvertex = firstvertex;
12805 rsurface.texture = R_GetCurrentTexture(surface.texture);
12806 rsurface.lightmaptexture = NULL;
12807 rsurface.deluxemaptexture = NULL;
12808 rsurface.uselightmaptexture = false;
12809 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);