2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
212 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"};
214 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"};
216 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
218 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
220 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
221 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"};
223 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."};
225 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)"};
227 extern cvar_t v_glslgamma;
228 extern cvar_t v_glslgamma_2d;
230 extern qboolean v_flipped_state;
232 static struct r_bloomstate_s
237 int bloomwidth, bloomheight;
239 textype_t texturetype;
240 int viewfbo; // used to check if r_viewfbo cvar has changed
242 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
243 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
244 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
246 int screentexturewidth, screentextureheight;
247 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
249 int bloomtexturewidth, bloomtextureheight;
250 rtexture_t *texture_bloom;
252 // arrays for rendering the screen passes
253 float screentexcoord2f[8];
254 float bloomtexcoord2f[8];
255 float offsettexcoord2f[8];
257 r_viewport_t viewport;
261 r_waterstate_t r_waterstate;
263 /// shadow volume bsp struct with automatically growing nodes buffer
266 rtexture_t *r_texture_blanknormalmap;
267 rtexture_t *r_texture_white;
268 rtexture_t *r_texture_grey128;
269 rtexture_t *r_texture_black;
270 rtexture_t *r_texture_notexture;
271 rtexture_t *r_texture_whitecube;
272 rtexture_t *r_texture_normalizationcube;
273 rtexture_t *r_texture_fogattenuation;
274 rtexture_t *r_texture_fogheighttexture;
275 rtexture_t *r_texture_gammaramps;
276 unsigned int r_texture_gammaramps_serial;
277 //rtexture_t *r_texture_fogintensity;
278 rtexture_t *r_texture_reflectcube;
280 // TODO: hash lookups?
281 typedef struct cubemapinfo_s
288 int r_texture_numcubemaps;
289 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
291 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
292 unsigned int r_numqueries;
293 unsigned int r_maxqueries;
295 typedef struct r_qwskincache_s
297 char name[MAX_QPATH];
298 skinframe_t *skinframe;
302 static r_qwskincache_t *r_qwskincache;
303 static int r_qwskincache_size;
305 /// vertex coordinates for a quad that covers the screen exactly
306 extern const float r_screenvertex3f[12];
307 extern const float r_d3dscreenvertex3f[12];
308 const float r_screenvertex3f[12] =
315 const float r_d3dscreenvertex3f[12] =
323 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
326 for (i = 0;i < verts;i++)
337 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
340 for (i = 0;i < verts;i++)
350 // FIXME: move this to client?
353 if (gamemode == GAME_NEHAHRA)
355 Cvar_Set("gl_fogenable", "0");
356 Cvar_Set("gl_fogdensity", "0.2");
357 Cvar_Set("gl_fogred", "0.3");
358 Cvar_Set("gl_foggreen", "0.3");
359 Cvar_Set("gl_fogblue", "0.3");
361 r_refdef.fog_density = 0;
362 r_refdef.fog_red = 0;
363 r_refdef.fog_green = 0;
364 r_refdef.fog_blue = 0;
365 r_refdef.fog_alpha = 1;
366 r_refdef.fog_start = 0;
367 r_refdef.fog_end = 16384;
368 r_refdef.fog_height = 1<<30;
369 r_refdef.fog_fadedepth = 128;
370 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
373 static void R_BuildBlankTextures(void)
375 unsigned char data[4];
376 data[2] = 128; // normal X
377 data[1] = 128; // normal Y
378 data[0] = 255; // normal Z
379 data[3] = 255; // height
380 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNoTexture(void)
401 unsigned char pix[16][16][4];
402 // this makes a light grey/dark grey checkerboard texture
403 for (y = 0;y < 16;y++)
405 for (x = 0;x < 16;x++)
407 if ((y < 8) ^ (x < 8))
423 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
426 static void R_BuildWhiteCube(void)
428 unsigned char data[6*1*1*4];
429 memset(data, 255, sizeof(data));
430 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
433 static void R_BuildNormalizationCube(void)
437 vec_t s, t, intensity;
440 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
441 for (side = 0;side < 6;side++)
443 for (y = 0;y < NORMSIZE;y++)
445 for (x = 0;x < NORMSIZE;x++)
447 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
483 intensity = 127.0f / sqrt(DotProduct(v, v));
484 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
485 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
486 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
487 data[((side*64+y)*64+x)*4+3] = 255;
491 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
495 static void R_BuildFogTexture(void)
499 unsigned char data1[FOGWIDTH][4];
500 //unsigned char data2[FOGWIDTH][4];
503 r_refdef.fogmasktable_start = r_refdef.fog_start;
504 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
505 r_refdef.fogmasktable_range = r_refdef.fogrange;
506 r_refdef.fogmasktable_density = r_refdef.fog_density;
508 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
509 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
511 d = (x * r - r_refdef.fogmasktable_start);
512 if(developer_extra.integer)
513 Con_DPrintf("%f ", d);
515 if (r_fog_exp2.integer)
516 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
518 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
519 if(developer_extra.integer)
520 Con_DPrintf(" : %f ", alpha);
521 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
522 if(developer_extra.integer)
523 Con_DPrintf(" = %f\n", alpha);
524 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
527 for (x = 0;x < FOGWIDTH;x++)
529 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
534 //data2[x][0] = 255 - b;
535 //data2[x][1] = 255 - b;
536 //data2[x][2] = 255 - b;
539 if (r_texture_fogattenuation)
541 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
547 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
551 static void R_BuildFogHeightTexture(void)
553 unsigned char *inpixels;
561 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
562 if (r_refdef.fogheighttexturename[0])
563 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
566 r_refdef.fog_height_tablesize = 0;
567 if (r_texture_fogheighttexture)
568 R_FreeTexture(r_texture_fogheighttexture);
569 r_texture_fogheighttexture = NULL;
570 if (r_refdef.fog_height_table2d)
571 Mem_Free(r_refdef.fog_height_table2d);
572 r_refdef.fog_height_table2d = NULL;
573 if (r_refdef.fog_height_table1d)
574 Mem_Free(r_refdef.fog_height_table1d);
575 r_refdef.fog_height_table1d = NULL;
579 r_refdef.fog_height_tablesize = size;
580 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
581 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
582 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
584 // LordHavoc: now the magic - what is that table2d for? it is a cooked
585 // average fog color table accounting for every fog layer between a point
586 // and the camera. (Note: attenuation is handled separately!)
587 for (y = 0;y < size;y++)
589 for (x = 0;x < size;x++)
595 for (j = x;j <= y;j++)
597 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
603 for (j = x;j >= y;j--)
605 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
613 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
616 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
619 //=======================================================================================================================================================
621 static const char *builtinshaderstring =
622 #include "shader_glsl.h"
625 const char *builtinhlslshaderstring =
626 #include "shader_hlsl.h"
629 char *glslshaderstring = NULL;
630 char *hlslshaderstring = NULL;
632 //=======================================================================================================================================================
634 typedef struct shaderpermutationinfo_s
639 shaderpermutationinfo_t;
641 typedef struct shadermodeinfo_s
643 const char *vertexfilename;
644 const char *geometryfilename;
645 const char *fragmentfilename;
651 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
652 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
654 {"#define USEDIFFUSE\n", " diffuse"},
655 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
656 {"#define USEVIEWTINT\n", " viewtint"},
657 {"#define USECOLORMAPPING\n", " colormapping"},
658 {"#define USESATURATION\n", " saturation"},
659 {"#define USEFOGINSIDE\n", " foginside"},
660 {"#define USEFOGOUTSIDE\n", " fogoutside"},
661 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
662 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
663 {"#define USEGAMMARAMPS\n", " gammaramps"},
664 {"#define USECUBEFILTER\n", " cubefilter"},
665 {"#define USEGLOW\n", " glow"},
666 {"#define USEBLOOM\n", " bloom"},
667 {"#define USESPECULAR\n", " specular"},
668 {"#define USEPOSTPROCESSING\n", " postprocessing"},
669 {"#define USEREFLECTION\n", " reflection"},
670 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
671 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
672 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
673 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
674 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
675 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
676 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
677 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
678 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
679 {"#define USEALPHAKILL\n", " alphakill"},
680 {"#define USEREFLECTCUBE\n", " reflectcube"},
681 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
682 {"#define USEBOUNCEGRID\n", " bouncegrid"},
683 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
684 {"#define USETRIPPY\n", " trippy"},
687 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
688 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
704 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
705 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
706 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
707 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
710 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
725 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
726 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
727 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
728 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
729 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
732 struct r_glsl_permutation_s;
733 typedef struct r_glsl_permutation_s
736 struct r_glsl_permutation_s *hashnext;
738 unsigned int permutation;
740 /// indicates if we have tried compiling this permutation already
742 /// 0 if compilation failed
744 // texture units assigned to each detected uniform
745 int tex_Texture_First;
746 int tex_Texture_Second;
747 int tex_Texture_GammaRamps;
748 int tex_Texture_Normal;
749 int tex_Texture_Color;
750 int tex_Texture_Gloss;
751 int tex_Texture_Glow;
752 int tex_Texture_SecondaryNormal;
753 int tex_Texture_SecondaryColor;
754 int tex_Texture_SecondaryGloss;
755 int tex_Texture_SecondaryGlow;
756 int tex_Texture_Pants;
757 int tex_Texture_Shirt;
758 int tex_Texture_FogHeightTexture;
759 int tex_Texture_FogMask;
760 int tex_Texture_Lightmap;
761 int tex_Texture_Deluxemap;
762 int tex_Texture_Attenuation;
763 int tex_Texture_Cube;
764 int tex_Texture_Refraction;
765 int tex_Texture_Reflection;
766 int tex_Texture_ShadowMap2D;
767 int tex_Texture_CubeProjection;
768 int tex_Texture_ScreenDepth;
769 int tex_Texture_ScreenNormalMap;
770 int tex_Texture_ScreenDiffuse;
771 int tex_Texture_ScreenSpecular;
772 int tex_Texture_ReflectMask;
773 int tex_Texture_ReflectCube;
774 int tex_Texture_BounceGrid;
775 /// locations of detected uniforms in program object, or -1 if not found
776 int loc_Texture_First;
777 int loc_Texture_Second;
778 int loc_Texture_GammaRamps;
779 int loc_Texture_Normal;
780 int loc_Texture_Color;
781 int loc_Texture_Gloss;
782 int loc_Texture_Glow;
783 int loc_Texture_SecondaryNormal;
784 int loc_Texture_SecondaryColor;
785 int loc_Texture_SecondaryGloss;
786 int loc_Texture_SecondaryGlow;
787 int loc_Texture_Pants;
788 int loc_Texture_Shirt;
789 int loc_Texture_FogHeightTexture;
790 int loc_Texture_FogMask;
791 int loc_Texture_Lightmap;
792 int loc_Texture_Deluxemap;
793 int loc_Texture_Attenuation;
794 int loc_Texture_Cube;
795 int loc_Texture_Refraction;
796 int loc_Texture_Reflection;
797 int loc_Texture_ShadowMap2D;
798 int loc_Texture_CubeProjection;
799 int loc_Texture_ScreenDepth;
800 int loc_Texture_ScreenNormalMap;
801 int loc_Texture_ScreenDiffuse;
802 int loc_Texture_ScreenSpecular;
803 int loc_Texture_ReflectMask;
804 int loc_Texture_ReflectCube;
805 int loc_Texture_BounceGrid;
807 int loc_BloomBlur_Parameters;
809 int loc_Color_Ambient;
810 int loc_Color_Diffuse;
811 int loc_Color_Specular;
815 int loc_DeferredColor_Ambient;
816 int loc_DeferredColor_Diffuse;
817 int loc_DeferredColor_Specular;
818 int loc_DeferredMod_Diffuse;
819 int loc_DeferredMod_Specular;
820 int loc_DistortScaleRefractReflect;
823 int loc_FogHeightFade;
825 int loc_FogPlaneViewDist;
826 int loc_FogRangeRecip;
829 int loc_LightPosition;
830 int loc_OffsetMapping_ScaleSteps;
831 int loc_OffsetMapping_LodDistance;
832 int loc_OffsetMapping_Bias;
834 int loc_ReflectColor;
835 int loc_ReflectFactor;
836 int loc_ReflectOffset;
837 int loc_RefractColor;
839 int loc_ScreenCenterRefractReflect;
840 int loc_ScreenScaleRefractReflect;
841 int loc_ScreenToDepth;
842 int loc_ShadowMap_Parameters;
843 int loc_ShadowMap_TextureScale;
844 int loc_SpecularPower;
849 int loc_ViewTintColor;
851 int loc_ModelToLight;
853 int loc_BackgroundTexMatrix;
854 int loc_ModelViewProjectionMatrix;
855 int loc_ModelViewMatrix;
856 int loc_PixelToScreenTexCoord;
857 int loc_ModelToReflectCube;
858 int loc_ShadowMapMatrix;
859 int loc_BloomColorSubtract;
860 int loc_NormalmapScrollBlend;
861 int loc_BounceGridMatrix;
862 int loc_BounceGridIntensity;
864 r_glsl_permutation_t;
866 #define SHADERPERMUTATION_HASHSIZE 256
869 // non-degradable "lightweight" shader parameters to keep the permutations simpler
870 // these can NOT degrade! only use for simple stuff
873 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
874 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
875 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
877 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
878 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
879 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
880 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
882 #define SHADERSTATICPARMS_COUNT 8
884 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
885 static int shaderstaticparms_count = 0;
887 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
888 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
889 qboolean R_CompileShader_CheckStaticParms(void)
891 static int r_compileshader_staticparms_save[1];
892 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
893 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
896 if (r_glsl_saturation_redcompensate.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
898 if (r_glsl_vertextextureblend_usebothalphas.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
900 if (r_shadow_glossexact.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
902 if (r_glsl_postprocess.integer)
904 if (r_glsl_postprocess_uservec1_enable.integer)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
906 if (r_glsl_postprocess_uservec2_enable.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
908 if (r_glsl_postprocess_uservec3_enable.integer)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
910 if (r_glsl_postprocess_uservec4_enable.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
913 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
915 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
918 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
919 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
920 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
922 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
923 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
925 shaderstaticparms_count = 0;
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
938 /// information about each possible shader permutation
939 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
940 /// currently selected permutation
941 r_glsl_permutation_t *r_glsl_permutation;
942 /// storage for permutations linked in the hash table
943 memexpandablearray_t r_glsl_permutationarray;
945 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
947 //unsigned int hashdepth = 0;
948 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
949 r_glsl_permutation_t *p;
950 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
952 if (p->mode == mode && p->permutation == permutation)
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
960 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
962 p->permutation = permutation;
963 p->hashnext = r_glsl_permutationhash[mode][hashindex];
964 r_glsl_permutationhash[mode][hashindex] = p;
965 //if (hashdepth > 10)
966 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
970 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
973 if (!filename || !filename[0])
975 if (!strcmp(filename, "glsl/default.glsl"))
977 if (!glslshaderstring)
979 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
980 if (glslshaderstring)
981 Con_DPrintf("Loading shaders from file %s...\n", filename);
983 glslshaderstring = (char *)builtinshaderstring;
985 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
986 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
989 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
992 if (printfromdisknotice)
993 Con_DPrintf("from disk %s... ", filename);
999 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1003 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1004 char *vertexstring, *geometrystring, *fragmentstring;
1005 char permutationname[256];
1006 int vertstrings_count = 0;
1007 int geomstrings_count = 0;
1008 int fragstrings_count = 0;
1009 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1011 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1018 permutationname[0] = 0;
1019 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1020 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1021 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1023 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1025 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1026 if(vid.support.gl20shaders130)
1028 vertstrings_list[vertstrings_count++] = "#version 130\n";
1029 geomstrings_list[geomstrings_count++] = "#version 130\n";
1030 fragstrings_list[fragstrings_count++] = "#version 130\n";
1031 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1032 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1033 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1036 // the first pretext is which type of shader to compile as
1037 // (later these will all be bound together as a program object)
1038 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1039 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1040 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1042 // the second pretext is the mode (for example a light source)
1043 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1044 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1045 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1046 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1048 // now add all the permutation pretexts
1049 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1051 if (permutation & (1<<i))
1053 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1054 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1055 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1056 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1060 // keep line numbers correct
1061 vertstrings_list[vertstrings_count++] = "\n";
1062 geomstrings_list[geomstrings_count++] = "\n";
1063 fragstrings_list[fragstrings_count++] = "\n";
1068 R_CompileShader_AddStaticParms(mode, permutation);
1069 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1070 vertstrings_count += shaderstaticparms_count;
1071 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1072 geomstrings_count += shaderstaticparms_count;
1073 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1074 fragstrings_count += shaderstaticparms_count;
1076 // now append the shader text itself
1077 vertstrings_list[vertstrings_count++] = vertexstring;
1078 geomstrings_list[geomstrings_count++] = geometrystring;
1079 fragstrings_list[fragstrings_count++] = fragmentstring;
1081 // if any sources were NULL, clear the respective list
1083 vertstrings_count = 0;
1084 if (!geometrystring)
1085 geomstrings_count = 0;
1086 if (!fragmentstring)
1087 fragstrings_count = 0;
1089 // compile the shader program
1090 if (vertstrings_count + geomstrings_count + fragstrings_count)
1091 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1095 qglUseProgram(p->program);CHECKGLERROR
1096 // look up all the uniform variable names we care about, so we don't
1097 // have to look them up every time we set them
1099 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1100 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1101 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1102 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1103 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1104 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1105 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1106 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1107 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1108 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1109 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1110 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1111 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1112 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1113 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1114 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1115 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1116 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1117 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1118 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1119 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1120 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1121 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1122 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1123 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1124 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1125 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1126 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1127 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1128 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1129 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1130 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1131 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1132 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1133 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1134 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1135 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1136 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1137 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1138 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1139 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1140 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1141 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1142 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1143 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1144 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1145 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1146 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1147 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1148 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1149 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1150 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1151 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1152 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1153 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1154 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1155 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1156 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1157 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1158 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1159 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1160 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1161 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1162 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1163 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1164 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1165 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1166 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1167 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1168 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1169 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1170 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1171 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1172 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1173 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1174 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1175 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1176 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1177 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1178 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1179 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1180 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1181 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1182 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1183 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1184 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1185 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1186 // initialize the samplers to refer to the texture units we use
1187 p->tex_Texture_First = -1;
1188 p->tex_Texture_Second = -1;
1189 p->tex_Texture_GammaRamps = -1;
1190 p->tex_Texture_Normal = -1;
1191 p->tex_Texture_Color = -1;
1192 p->tex_Texture_Gloss = -1;
1193 p->tex_Texture_Glow = -1;
1194 p->tex_Texture_SecondaryNormal = -1;
1195 p->tex_Texture_SecondaryColor = -1;
1196 p->tex_Texture_SecondaryGloss = -1;
1197 p->tex_Texture_SecondaryGlow = -1;
1198 p->tex_Texture_Pants = -1;
1199 p->tex_Texture_Shirt = -1;
1200 p->tex_Texture_FogHeightTexture = -1;
1201 p->tex_Texture_FogMask = -1;
1202 p->tex_Texture_Lightmap = -1;
1203 p->tex_Texture_Deluxemap = -1;
1204 p->tex_Texture_Attenuation = -1;
1205 p->tex_Texture_Cube = -1;
1206 p->tex_Texture_Refraction = -1;
1207 p->tex_Texture_Reflection = -1;
1208 p->tex_Texture_ShadowMap2D = -1;
1209 p->tex_Texture_CubeProjection = -1;
1210 p->tex_Texture_ScreenDepth = -1;
1211 p->tex_Texture_ScreenNormalMap = -1;
1212 p->tex_Texture_ScreenDiffuse = -1;
1213 p->tex_Texture_ScreenSpecular = -1;
1214 p->tex_Texture_ReflectMask = -1;
1215 p->tex_Texture_ReflectCube = -1;
1216 p->tex_Texture_BounceGrid = -1;
1218 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1219 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1220 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1221 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1222 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1223 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1224 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1228 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1229 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1230 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1231 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1232 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1233 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1234 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1235 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1236 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1237 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1238 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1239 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1240 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1244 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1245 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1246 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1247 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1249 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1252 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1256 Mem_Free(vertexstring);
1258 Mem_Free(geometrystring);
1260 Mem_Free(fragmentstring);
1263 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1265 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1266 if (r_glsl_permutation != perm)
1268 r_glsl_permutation = perm;
1269 if (!r_glsl_permutation->program)
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (!r_glsl_permutation->program)
1275 // remove features until we find a valid permutation
1277 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1279 // reduce i more quickly whenever it would not remove any bits
1280 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1281 if (!(permutation & j))
1284 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1285 if (!r_glsl_permutation->compiled)
1286 R_GLSL_CompilePermutation(perm, mode, permutation);
1287 if (r_glsl_permutation->program)
1290 if (i >= SHADERPERMUTATION_COUNT)
1292 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1293 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1294 qglUseProgram(0);CHECKGLERROR
1295 return; // no bit left to clear, entire mode is broken
1300 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1302 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1303 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1304 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1311 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1312 extern D3DCAPS9 vid_d3d9caps;
1315 struct r_hlsl_permutation_s;
1316 typedef struct r_hlsl_permutation_s
1318 /// hash lookup data
1319 struct r_hlsl_permutation_s *hashnext;
1321 unsigned int permutation;
1323 /// indicates if we have tried compiling this permutation already
1325 /// NULL if compilation failed
1326 IDirect3DVertexShader9 *vertexshader;
1327 IDirect3DPixelShader9 *pixelshader;
1329 r_hlsl_permutation_t;
1331 typedef enum D3DVSREGISTER_e
1333 D3DVSREGISTER_TexMatrix = 0, // float4x4
1334 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1335 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1336 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1337 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1338 D3DVSREGISTER_ModelToLight = 20, // float4x4
1339 D3DVSREGISTER_EyePosition = 24,
1340 D3DVSREGISTER_FogPlane = 25,
1341 D3DVSREGISTER_LightDir = 26,
1342 D3DVSREGISTER_LightPosition = 27,
1346 typedef enum D3DPSREGISTER_e
1348 D3DPSREGISTER_Alpha = 0,
1349 D3DPSREGISTER_BloomBlur_Parameters = 1,
1350 D3DPSREGISTER_ClientTime = 2,
1351 D3DPSREGISTER_Color_Ambient = 3,
1352 D3DPSREGISTER_Color_Diffuse = 4,
1353 D3DPSREGISTER_Color_Specular = 5,
1354 D3DPSREGISTER_Color_Glow = 6,
1355 D3DPSREGISTER_Color_Pants = 7,
1356 D3DPSREGISTER_Color_Shirt = 8,
1357 D3DPSREGISTER_DeferredColor_Ambient = 9,
1358 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1359 D3DPSREGISTER_DeferredColor_Specular = 11,
1360 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1361 D3DPSREGISTER_DeferredMod_Specular = 13,
1362 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1363 D3DPSREGISTER_EyePosition = 15, // unused
1364 D3DPSREGISTER_FogColor = 16,
1365 D3DPSREGISTER_FogHeightFade = 17,
1366 D3DPSREGISTER_FogPlane = 18,
1367 D3DPSREGISTER_FogPlaneViewDist = 19,
1368 D3DPSREGISTER_FogRangeRecip = 20,
1369 D3DPSREGISTER_LightColor = 21,
1370 D3DPSREGISTER_LightDir = 22, // unused
1371 D3DPSREGISTER_LightPosition = 23,
1372 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1373 D3DPSREGISTER_PixelSize = 25,
1374 D3DPSREGISTER_ReflectColor = 26,
1375 D3DPSREGISTER_ReflectFactor = 27,
1376 D3DPSREGISTER_ReflectOffset = 28,
1377 D3DPSREGISTER_RefractColor = 29,
1378 D3DPSREGISTER_Saturation = 30,
1379 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1380 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1381 D3DPSREGISTER_ScreenToDepth = 33,
1382 D3DPSREGISTER_ShadowMap_Parameters = 34,
1383 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1384 D3DPSREGISTER_SpecularPower = 36,
1385 D3DPSREGISTER_UserVec1 = 37,
1386 D3DPSREGISTER_UserVec2 = 38,
1387 D3DPSREGISTER_UserVec3 = 39,
1388 D3DPSREGISTER_UserVec4 = 40,
1389 D3DPSREGISTER_ViewTintColor = 41,
1390 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1391 D3DPSREGISTER_BloomColorSubtract = 43,
1392 D3DPSREGISTER_ViewToLight = 44, // float4x4
1393 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1394 D3DPSREGISTER_NormalmapScrollBlend = 52,
1395 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1396 D3DPSREGISTER_OffsetMapping_Bias = 54,
1401 /// information about each possible shader permutation
1402 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1403 /// currently selected permutation
1404 r_hlsl_permutation_t *r_hlsl_permutation;
1405 /// storage for permutations linked in the hash table
1406 memexpandablearray_t r_hlsl_permutationarray;
1408 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1410 //unsigned int hashdepth = 0;
1411 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1412 r_hlsl_permutation_t *p;
1413 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1415 if (p->mode == mode && p->permutation == permutation)
1417 //if (hashdepth > 10)
1418 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1423 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1425 p->permutation = permutation;
1426 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1427 r_hlsl_permutationhash[mode][hashindex] = p;
1428 //if (hashdepth > 10)
1429 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1433 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1436 if (!filename || !filename[0])
1438 if (!strcmp(filename, "hlsl/default.hlsl"))
1440 if (!hlslshaderstring)
1442 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1443 if (hlslshaderstring)
1444 Con_DPrintf("Loading shaders from file %s...\n", filename);
1446 hlslshaderstring = (char *)builtinhlslshaderstring;
1448 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1449 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1450 return shaderstring;
1452 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1455 if (printfromdisknotice)
1456 Con_DPrintf("from disk %s... ", filename);
1457 return shaderstring;
1459 return shaderstring;
1463 //#include <d3dx9shader.h>
1464 //#include <d3dx9mesh.h>
1466 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1468 DWORD *vsbin = NULL;
1469 DWORD *psbin = NULL;
1470 fs_offset_t vsbinsize;
1471 fs_offset_t psbinsize;
1472 // IDirect3DVertexShader9 *vs = NULL;
1473 // IDirect3DPixelShader9 *ps = NULL;
1474 ID3DXBuffer *vslog = NULL;
1475 ID3DXBuffer *vsbuffer = NULL;
1476 ID3DXConstantTable *vsconstanttable = NULL;
1477 ID3DXBuffer *pslog = NULL;
1478 ID3DXBuffer *psbuffer = NULL;
1479 ID3DXConstantTable *psconstanttable = NULL;
1482 char temp[MAX_INPUTLINE];
1483 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1484 qboolean debugshader = gl_paranoid.integer != 0;
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1486 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1489 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1490 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1492 if ((!vsbin && vertstring) || (!psbin && fragstring))
1494 const char* dllnames_d3dx9 [] =
1518 dllhandle_t d3dx9_dll = NULL;
1519 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1520 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1521 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1522 dllfunction_t d3dx9_dllfuncs[] =
1524 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1525 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1526 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1529 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1531 DWORD shaderflags = 0;
1533 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1534 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1535 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1536 if (vertstring && vertstring[0])
1540 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1541 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1542 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1543 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1549 vsbinsize = vsbuffer->GetBufferSize();
1550 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1551 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1552 vsbuffer->Release();
1556 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1557 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1561 if (fragstring && fragstring[0])
1565 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1566 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1567 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1568 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1571 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1574 psbinsize = psbuffer->GetBufferSize();
1575 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1576 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1577 psbuffer->Release();
1581 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1582 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1586 Sys_UnloadLibrary(&d3dx9_dll);
1589 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1593 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1594 if (FAILED(vsresult))
1595 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1596 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1597 if (FAILED(psresult))
1598 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1600 // free the shader data
1601 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1602 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1605 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1608 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1609 int vertstring_length = 0;
1610 int geomstring_length = 0;
1611 int fragstring_length = 0;
1613 char *vertexstring, *geometrystring, *fragmentstring;
1614 char *vertstring, *geomstring, *fragstring;
1615 char permutationname[256];
1616 char cachename[256];
1617 int vertstrings_count = 0;
1618 int geomstrings_count = 0;
1619 int fragstrings_count = 0;
1620 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1622 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1627 p->vertexshader = NULL;
1628 p->pixelshader = NULL;
1630 permutationname[0] = 0;
1632 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1633 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1634 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1636 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1637 strlcat(cachename, "hlsl/", sizeof(cachename));
1639 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1640 vertstrings_count = 0;
1641 geomstrings_count = 0;
1642 fragstrings_count = 0;
1643 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1644 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1645 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1647 // the first pretext is which type of shader to compile as
1648 // (later these will all be bound together as a program object)
1649 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1650 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1651 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1653 // the second pretext is the mode (for example a light source)
1654 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1655 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1656 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1657 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1658 strlcat(cachename, modeinfo->name, sizeof(cachename));
1660 // now add all the permutation pretexts
1661 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1663 if (permutation & (1<<i))
1665 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1666 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1667 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1668 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1669 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1673 // keep line numbers correct
1674 vertstrings_list[vertstrings_count++] = "\n";
1675 geomstrings_list[geomstrings_count++] = "\n";
1676 fragstrings_list[fragstrings_count++] = "\n";
1681 R_CompileShader_AddStaticParms(mode, permutation);
1682 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1683 vertstrings_count += shaderstaticparms_count;
1684 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1685 geomstrings_count += shaderstaticparms_count;
1686 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1687 fragstrings_count += shaderstaticparms_count;
1689 // replace spaces in the cachename with _ characters
1690 for (i = 0;cachename[i];i++)
1691 if (cachename[i] == ' ')
1694 // now append the shader text itself
1695 vertstrings_list[vertstrings_count++] = vertexstring;
1696 geomstrings_list[geomstrings_count++] = geometrystring;
1697 fragstrings_list[fragstrings_count++] = fragmentstring;
1699 // if any sources were NULL, clear the respective list
1701 vertstrings_count = 0;
1702 if (!geometrystring)
1703 geomstrings_count = 0;
1704 if (!fragmentstring)
1705 fragstrings_count = 0;
1707 vertstring_length = 0;
1708 for (i = 0;i < vertstrings_count;i++)
1709 vertstring_length += strlen(vertstrings_list[i]);
1710 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1711 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1712 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1714 geomstring_length = 0;
1715 for (i = 0;i < geomstrings_count;i++)
1716 geomstring_length += strlen(geomstrings_list[i]);
1717 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1718 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1719 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1721 fragstring_length = 0;
1722 for (i = 0;i < fragstrings_count;i++)
1723 fragstring_length += strlen(fragstrings_list[i]);
1724 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1725 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1726 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1728 // try to load the cached shader, or generate one
1729 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1731 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1732 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1734 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1738 Mem_Free(vertstring);
1740 Mem_Free(geomstring);
1742 Mem_Free(fragstring);
1744 Mem_Free(vertexstring);
1746 Mem_Free(geometrystring);
1748 Mem_Free(fragmentstring);
1751 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1752 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1753 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);}
1754 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);}
1755 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);}
1756 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);}
1758 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1759 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1760 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);}
1761 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);}
1762 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);}
1763 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);}
1765 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1767 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1768 if (r_hlsl_permutation != perm)
1770 r_hlsl_permutation = perm;
1771 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1773 if (!r_hlsl_permutation->compiled)
1774 R_HLSL_CompilePermutation(perm, mode, permutation);
1775 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1777 // remove features until we find a valid permutation
1779 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1781 // reduce i more quickly whenever it would not remove any bits
1782 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1783 if (!(permutation & j))
1786 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1787 if (!r_hlsl_permutation->compiled)
1788 R_HLSL_CompilePermutation(perm, mode, permutation);
1789 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1792 if (i >= SHADERPERMUTATION_COUNT)
1794 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1795 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1796 return; // no bit left to clear, entire mode is broken
1800 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1801 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1804 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1805 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1809 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1811 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1812 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1813 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1814 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1817 void R_GLSL_Restart_f(void)
1819 unsigned int i, limit;
1820 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1821 Mem_Free(glslshaderstring);
1822 glslshaderstring = NULL;
1823 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1824 Mem_Free(hlslshaderstring);
1825 hlslshaderstring = NULL;
1826 switch(vid.renderpath)
1828 case RENDERPATH_D3D9:
1831 r_hlsl_permutation_t *p;
1832 r_hlsl_permutation = NULL;
1833 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1834 for (i = 0;i < limit;i++)
1836 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1838 if (p->vertexshader)
1839 IDirect3DVertexShader9_Release(p->vertexshader);
1841 IDirect3DPixelShader9_Release(p->pixelshader);
1842 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1845 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1849 case RENDERPATH_D3D10:
1850 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1852 case RENDERPATH_D3D11:
1853 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1855 case RENDERPATH_GL20:
1856 case RENDERPATH_GLES2:
1858 r_glsl_permutation_t *p;
1859 r_glsl_permutation = NULL;
1860 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1861 for (i = 0;i < limit;i++)
1863 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1865 GL_Backend_FreeProgram(p->program);
1866 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1869 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1872 case RENDERPATH_GL11:
1873 case RENDERPATH_GL13:
1874 case RENDERPATH_GLES1:
1876 case RENDERPATH_SOFT:
1881 void R_GLSL_DumpShader_f(void)
1886 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1889 FS_Print(file, "/* The engine may define the following macros:\n");
1890 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1891 for (i = 0;i < SHADERMODE_COUNT;i++)
1892 FS_Print(file, glslshadermodeinfo[i].pretext);
1893 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1894 FS_Print(file, shaderpermutationinfo[i].pretext);
1895 FS_Print(file, "*/\n");
1896 FS_Print(file, builtinshaderstring);
1898 Con_Printf("glsl/default.glsl written\n");
1901 Con_Printf("failed to write to glsl/default.glsl\n");
1903 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1906 FS_Print(file, "/* The engine may define the following macros:\n");
1907 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1908 for (i = 0;i < SHADERMODE_COUNT;i++)
1909 FS_Print(file, hlslshadermodeinfo[i].pretext);
1910 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1911 FS_Print(file, shaderpermutationinfo[i].pretext);
1912 FS_Print(file, "*/\n");
1913 FS_Print(file, builtinhlslshaderstring);
1915 Con_Printf("hlsl/default.hlsl written\n");
1918 Con_Printf("failed to write to hlsl/default.hlsl\n");
1921 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1923 unsigned int permutation = 0;
1924 if (r_trippy.integer && !notrippy)
1925 permutation |= SHADERPERMUTATION_TRIPPY;
1926 permutation |= SHADERPERMUTATION_VIEWTINT;
1928 permutation |= SHADERPERMUTATION_DIFFUSE;
1930 permutation |= SHADERPERMUTATION_SPECULAR;
1931 if (texturemode == GL_MODULATE)
1932 permutation |= SHADERPERMUTATION_COLORMAPPING;
1933 else if (texturemode == GL_ADD)
1934 permutation |= SHADERPERMUTATION_GLOW;
1935 else if (texturemode == GL_DECAL)
1936 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1937 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1938 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1940 texturemode = GL_MODULATE;
1941 if (vid.allowalphatocoverage)
1942 GL_AlphaToCoverage(false);
1943 switch (vid.renderpath)
1945 case RENDERPATH_D3D9:
1947 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1948 R_Mesh_TexBind(GL20TU_FIRST , first );
1949 R_Mesh_TexBind(GL20TU_SECOND, second);
1950 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1951 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1954 case RENDERPATH_D3D10:
1955 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1957 case RENDERPATH_D3D11:
1958 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1960 case RENDERPATH_GL20:
1961 case RENDERPATH_GLES2:
1962 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1964 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1965 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1966 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1968 case RENDERPATH_GL13:
1969 case RENDERPATH_GLES1:
1970 R_Mesh_TexBind(0, first );
1971 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1972 R_Mesh_TexBind(1, second);
1974 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1976 case RENDERPATH_GL11:
1977 R_Mesh_TexBind(0, first );
1979 case RENDERPATH_SOFT:
1980 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1981 R_Mesh_TexBind(GL20TU_FIRST , first );
1982 R_Mesh_TexBind(GL20TU_SECOND, second);
1987 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1989 unsigned int permutation = 0;
1990 if (r_trippy.integer && !notrippy)
1991 permutation |= SHADERPERMUTATION_TRIPPY;
1992 if (vid.allowalphatocoverage)
1993 GL_AlphaToCoverage(false);
1994 switch (vid.renderpath)
1996 case RENDERPATH_D3D9:
1998 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2001 case RENDERPATH_D3D10:
2002 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2004 case RENDERPATH_D3D11:
2005 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2007 case RENDERPATH_GL20:
2008 case RENDERPATH_GLES2:
2009 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2011 case RENDERPATH_GL13:
2012 case RENDERPATH_GLES1:
2013 R_Mesh_TexBind(0, 0);
2014 R_Mesh_TexBind(1, 0);
2016 case RENDERPATH_GL11:
2017 R_Mesh_TexBind(0, 0);
2019 case RENDERPATH_SOFT:
2020 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2025 void R_SetupShader_ShowDepth(qboolean notrippy)
2027 int permutation = 0;
2028 if (r_trippy.integer && !notrippy)
2029 permutation |= SHADERPERMUTATION_TRIPPY;
2030 if (vid.allowalphatocoverage)
2031 GL_AlphaToCoverage(false);
2032 switch (vid.renderpath)
2034 case RENDERPATH_D3D9:
2036 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2039 case RENDERPATH_D3D10:
2040 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2042 case RENDERPATH_D3D11:
2043 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2045 case RENDERPATH_GL20:
2046 case RENDERPATH_GLES2:
2047 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2049 case RENDERPATH_GL13:
2050 case RENDERPATH_GLES1:
2052 case RENDERPATH_GL11:
2054 case RENDERPATH_SOFT:
2055 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2060 extern qboolean r_shadow_usingdeferredprepass;
2061 extern cvar_t r_shadow_deferred_8bitrange;
2062 extern rtexture_t *r_shadow_attenuationgradienttexture;
2063 extern rtexture_t *r_shadow_attenuation2dtexture;
2064 extern rtexture_t *r_shadow_attenuation3dtexture;
2065 extern qboolean r_shadow_usingshadowmap2d;
2066 extern qboolean r_shadow_usingshadowmaportho;
2067 extern float r_shadow_shadowmap_texturescale[2];
2068 extern float r_shadow_shadowmap_parameters[4];
2069 extern qboolean r_shadow_shadowmapvsdct;
2070 extern qboolean r_shadow_shadowmapsampler;
2071 extern int r_shadow_shadowmappcf;
2072 extern rtexture_t *r_shadow_shadowmap2dtexture;
2073 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2074 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2075 extern matrix4x4_t r_shadow_shadowmapmatrix;
2076 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2077 extern int r_shadow_prepass_width;
2078 extern int r_shadow_prepass_height;
2079 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2080 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2081 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2082 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2083 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2085 #define BLENDFUNC_ALLOWS_COLORMOD 1
2086 #define BLENDFUNC_ALLOWS_FOG 2
2087 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2088 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2089 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2090 static int R_BlendFuncFlags(int src, int dst)
2094 // a blendfunc allows colormod if:
2095 // a) it can never keep the destination pixel invariant, or
2096 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2097 // this is to prevent unintended side effects from colormod
2099 // a blendfunc allows fog if:
2100 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2101 // this is to prevent unintended side effects from fog
2103 // these checks are the output of fogeval.pl
2105 r |= BLENDFUNC_ALLOWS_COLORMOD;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2107 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2109 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2113 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2114 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2115 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2118 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2121 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2124 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2126 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2131 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)
2133 // select a permutation of the lighting shader appropriate to this
2134 // combination of texture, entity, light source, and fogging, only use the
2135 // minimum features necessary to avoid wasting rendering time in the
2136 // fragment shader on features that are not being used
2137 unsigned int permutation = 0;
2138 unsigned int mode = 0;
2140 static float dummy_colormod[3] = {1, 1, 1};
2141 float *colormod = rsurface.colormod;
2143 matrix4x4_t tempmatrix;
2144 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2145 if (r_trippy.integer && !notrippy)
2146 permutation |= SHADERPERMUTATION_TRIPPY;
2147 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2148 permutation |= SHADERPERMUTATION_ALPHAKILL;
2149 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2150 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2151 if (rsurfacepass == RSURFPASS_BACKGROUND)
2153 // distorted background
2154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2156 mode = SHADERMODE_WATER;
2157 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2159 // this is the right thing to do for wateralpha
2160 GL_BlendFunc(GL_ONE, GL_ZERO);
2161 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2165 // this is the right thing to do for entity alpha
2166 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2172 mode = SHADERMODE_REFRACTION;
2173 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2178 mode = SHADERMODE_GENERIC;
2179 permutation |= SHADERPERMUTATION_DIFFUSE;
2180 GL_BlendFunc(GL_ONE, GL_ZERO);
2181 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183 if (vid.allowalphatocoverage)
2184 GL_AlphaToCoverage(false);
2186 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2188 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2190 switch(rsurface.texture->offsetmapping)
2192 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_OFF: break;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2200 // normalmap (deferred prepass), may use alpha test on diffuse
2201 mode = SHADERMODE_DEFERREDGEOMETRY;
2202 GL_BlendFunc(GL_ONE, GL_ZERO);
2203 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2204 if (vid.allowalphatocoverage)
2205 GL_AlphaToCoverage(false);
2207 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2209 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2211 switch(rsurface.texture->offsetmapping)
2213 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2214 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2216 case OFFSETMAPPING_OFF: break;
2219 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2220 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2222 mode = SHADERMODE_LIGHTSOURCE;
2223 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2224 permutation |= SHADERPERMUTATION_CUBEFILTER;
2225 if (diffusescale > 0)
2226 permutation |= SHADERPERMUTATION_DIFFUSE;
2227 if (specularscale > 0)
2228 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2229 if (r_refdef.fogenabled)
2230 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2231 if (rsurface.texture->colormapping)
2232 permutation |= SHADERPERMUTATION_COLORMAPPING;
2233 if (r_shadow_usingshadowmap2d)
2235 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2236 if(r_shadow_shadowmapvsdct)
2237 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2239 if (r_shadow_shadowmapsampler)
2240 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2241 if (r_shadow_shadowmappcf > 1)
2242 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2243 else if (r_shadow_shadowmappcf)
2244 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2246 if (rsurface.texture->reflectmasktexture)
2247 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2248 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2249 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2250 if (vid.allowalphatocoverage)
2251 GL_AlphaToCoverage(false);
2253 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2255 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2257 switch(rsurface.texture->offsetmapping)
2259 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2260 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2262 case OFFSETMAPPING_OFF: break;
2265 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2266 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2267 // unshaded geometry (fullbright or ambient model lighting)
2268 mode = SHADERMODE_FLATCOLOR;
2269 ambientscale = diffusescale = specularscale = 0;
2270 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2271 permutation |= SHADERPERMUTATION_GLOW;
2272 if (r_refdef.fogenabled)
2273 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2274 if (rsurface.texture->colormapping)
2275 permutation |= SHADERPERMUTATION_COLORMAPPING;
2276 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2278 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2279 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2281 if (r_shadow_shadowmapsampler)
2282 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2283 if (r_shadow_shadowmappcf > 1)
2284 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2285 else if (r_shadow_shadowmappcf)
2286 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2288 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2289 permutation |= SHADERPERMUTATION_REFLECTION;
2290 if (rsurface.texture->reflectmasktexture)
2291 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2292 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2294 // when using alphatocoverage, we don't need alphakill
2295 if (vid.allowalphatocoverage)
2297 if (r_transparent_alphatocoverage.integer)
2299 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2300 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2303 GL_AlphaToCoverage(false);
2306 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2308 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2310 switch(rsurface.texture->offsetmapping)
2312 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2313 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2315 case OFFSETMAPPING_OFF: break;
2318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2319 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2320 // directional model lighting
2321 mode = SHADERMODE_LIGHTDIRECTION;
2322 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2323 permutation |= SHADERPERMUTATION_GLOW;
2324 permutation |= SHADERPERMUTATION_DIFFUSE;
2325 if (specularscale > 0)
2326 permutation |= SHADERPERMUTATION_SPECULAR;
2327 if (r_refdef.fogenabled)
2328 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2329 if (rsurface.texture->colormapping)
2330 permutation |= SHADERPERMUTATION_COLORMAPPING;
2331 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2333 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2334 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2336 if (r_shadow_shadowmapsampler)
2337 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2338 if (r_shadow_shadowmappcf > 1)
2339 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2340 else if (r_shadow_shadowmappcf)
2341 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2344 permutation |= SHADERPERMUTATION_REFLECTION;
2345 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2346 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2347 if (rsurface.texture->reflectmasktexture)
2348 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2349 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2351 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2352 if (r_shadow_bouncegriddirectional)
2353 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2355 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2357 // when using alphatocoverage, we don't need alphakill
2358 if (vid.allowalphatocoverage)
2360 if (r_transparent_alphatocoverage.integer)
2362 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2363 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2366 GL_AlphaToCoverage(false);
2369 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2371 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2373 switch(rsurface.texture->offsetmapping)
2375 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2376 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2378 case OFFSETMAPPING_OFF: break;
2381 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2382 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2383 // ambient model lighting
2384 mode = SHADERMODE_LIGHTDIRECTION;
2385 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2386 permutation |= SHADERPERMUTATION_GLOW;
2387 if (r_refdef.fogenabled)
2388 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2389 if (rsurface.texture->colormapping)
2390 permutation |= SHADERPERMUTATION_COLORMAPPING;
2391 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2393 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2394 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2396 if (r_shadow_shadowmapsampler)
2397 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2398 if (r_shadow_shadowmappcf > 1)
2399 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2400 else if (r_shadow_shadowmappcf)
2401 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2404 permutation |= SHADERPERMUTATION_REFLECTION;
2405 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2406 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2407 if (rsurface.texture->reflectmasktexture)
2408 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2409 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2411 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2412 if (r_shadow_bouncegriddirectional)
2413 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2415 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2417 // when using alphatocoverage, we don't need alphakill
2418 if (vid.allowalphatocoverage)
2420 if (r_transparent_alphatocoverage.integer)
2422 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2423 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2426 GL_AlphaToCoverage(false);
2431 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2433 switch(rsurface.texture->offsetmapping)
2435 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2436 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2438 case OFFSETMAPPING_OFF: break;
2441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2442 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2444 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2445 permutation |= SHADERPERMUTATION_GLOW;
2446 if (r_refdef.fogenabled)
2447 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2448 if (rsurface.texture->colormapping)
2449 permutation |= SHADERPERMUTATION_COLORMAPPING;
2450 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2452 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2453 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2455 if (r_shadow_shadowmapsampler)
2456 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2457 if (r_shadow_shadowmappcf > 1)
2458 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2459 else if (r_shadow_shadowmappcf)
2460 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2462 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2463 permutation |= SHADERPERMUTATION_REFLECTION;
2464 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2465 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2466 if (rsurface.texture->reflectmasktexture)
2467 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2468 if (FAKELIGHT_ENABLED)
2470 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2471 mode = SHADERMODE_FAKELIGHT;
2472 permutation |= SHADERPERMUTATION_DIFFUSE;
2473 if (specularscale > 0)
2474 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2476 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2478 // deluxemapping (light direction texture)
2479 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2480 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2482 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2483 permutation |= SHADERPERMUTATION_DIFFUSE;
2484 if (specularscale > 0)
2485 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2487 else if (r_glsl_deluxemapping.integer >= 2)
2489 // fake deluxemapping (uniform light direction in tangentspace)
2490 if (rsurface.uselightmaptexture)
2491 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2493 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2494 permutation |= SHADERPERMUTATION_DIFFUSE;
2495 if (specularscale > 0)
2496 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2498 else if (rsurface.uselightmaptexture)
2500 // ordinary lightmapping (q1bsp, q3bsp)
2501 mode = SHADERMODE_LIGHTMAP;
2505 // ordinary vertex coloring (q3bsp)
2506 mode = SHADERMODE_VERTEXCOLOR;
2508 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2510 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2511 if (r_shadow_bouncegriddirectional)
2512 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2514 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2516 // when using alphatocoverage, we don't need alphakill
2517 if (vid.allowalphatocoverage)
2519 if (r_transparent_alphatocoverage.integer)
2521 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2522 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2525 GL_AlphaToCoverage(false);
2528 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2529 colormod = dummy_colormod;
2530 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2531 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2532 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2533 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2534 switch(vid.renderpath)
2536 case RENDERPATH_D3D9:
2538 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2539 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2540 R_SetupShader_SetPermutationHLSL(mode, permutation);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2542 if (mode == SHADERMODE_LIGHTSOURCE)
2544 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2545 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549 if (mode == SHADERMODE_LIGHTDIRECTION)
2551 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2554 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2555 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2556 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2557 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2558 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2560 if (mode == SHADERMODE_LIGHTSOURCE)
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2568 // additive passes are only darkened by fog, not tinted
2569 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2570 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2574 if (mode == SHADERMODE_FLATCOLOR)
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2578 else if (mode == SHADERMODE_LIGHTDIRECTION)
2580 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]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2582 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);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2584 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2585 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2586 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2592 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);
2593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2594 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2596 // additive passes are only darkened by fog, not tinted
2597 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2598 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2600 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2601 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);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2603 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2606 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2607 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2608 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2609 if (mode == SHADERMODE_WATER)
2610 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2612 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2613 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2615 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2616 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2617 if (rsurface.texture->pantstexture)
2618 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2621 if (rsurface.texture->shirttexture)
2622 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2624 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2625 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2626 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2627 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2628 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2629 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2630 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2631 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2633 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2635 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2636 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2637 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2638 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2640 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2641 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2642 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2643 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2647 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2649 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2651 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2652 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2653 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2654 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2655 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2656 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2657 if (rsurfacepass == RSURFPASS_BACKGROUND)
2659 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2660 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2661 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2665 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2668 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2670 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2671 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2673 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2674 if (rsurface.rtlight)
2676 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2677 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2682 case RENDERPATH_D3D10:
2683 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2685 case RENDERPATH_D3D11:
2686 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2688 case RENDERPATH_GL20:
2689 case RENDERPATH_GLES2:
2690 if (!vid.useinterleavedarrays)
2692 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2693 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2694 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2695 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2696 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2697 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2698 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2699 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2703 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2704 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2706 R_SetupShader_SetPermutationGLSL(mode, permutation);
2707 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2708 if (mode == SHADERMODE_LIGHTSOURCE)
2710 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2711 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2712 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2713 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2714 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2715 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);
2717 // additive passes are only darkened by fog, not tinted
2718 if (r_glsl_permutation->loc_FogColor >= 0)
2719 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2720 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);
2724 if (mode == SHADERMODE_FLATCOLOR)
2726 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2728 else if (mode == SHADERMODE_LIGHTDIRECTION)
2730 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]);
2731 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]);
2732 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);
2733 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2734 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2735 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]);
2736 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]);
2740 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]);
2741 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]);
2742 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);
2743 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2744 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2746 // additive passes are only darkened by fog, not tinted
2747 if (r_glsl_permutation->loc_FogColor >= 0)
2749 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2750 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2752 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2754 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);
2755 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2756 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2757 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]);
2758 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]);
2759 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2760 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2761 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);
2762 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]);
2764 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2765 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2766 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2767 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2768 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2770 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2771 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2772 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2773 if (r_glsl_permutation->loc_Color_Pants >= 0)
2775 if (rsurface.texture->pantstexture)
2776 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2778 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2780 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2782 if (rsurface.texture->shirttexture)
2783 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2785 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2787 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]);
2788 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2789 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2790 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2791 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2792 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2793 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2795 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2797 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2798 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2799 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]);
2800 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2801 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2802 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2804 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2805 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2806 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2807 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2808 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2809 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2810 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2811 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2812 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2813 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2814 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2815 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2816 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2817 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2818 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);
2819 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2820 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2821 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2822 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2823 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2824 if (rsurfacepass == RSURFPASS_BACKGROUND)
2826 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);
2827 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);
2828 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);
2832 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);
2834 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2835 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2836 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2837 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2838 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2840 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2841 if (rsurface.rtlight)
2843 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2844 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2847 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2850 case RENDERPATH_GL11:
2851 case RENDERPATH_GL13:
2852 case RENDERPATH_GLES1:
2854 case RENDERPATH_SOFT:
2855 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2856 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2857 R_SetupShader_SetPermutationSoft(mode, permutation);
2858 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2859 if (mode == SHADERMODE_LIGHTSOURCE)
2861 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2868 // additive passes are only darkened by fog, not tinted
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2870 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2874 if (mode == SHADERMODE_FLATCOLOR)
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2878 else if (mode == SHADERMODE_LIGHTDIRECTION)
2880 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]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2882 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);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2885 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]);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2892 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);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2894 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2896 // additive passes are only darkened by fog, not tinted
2897 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2901 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);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2904 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]);
2905 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]);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2908 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2909 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2911 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2912 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2913 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2914 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2915 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2918 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2920 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2922 if (rsurface.texture->pantstexture)
2923 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2925 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2927 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2929 if (rsurface.texture->shirttexture)
2930 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2932 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2934 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2935 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2937 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2938 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2939 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2940 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2942 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2945 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2946 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2947 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2949 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2950 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2951 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2952 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2954 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2955 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2956 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2957 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2958 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2959 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2960 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2961 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2962 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2963 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2964 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2965 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2966 if (rsurfacepass == RSURFPASS_BACKGROUND)
2968 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2969 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2970 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2974 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2976 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2977 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2978 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2979 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2980 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2982 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2983 if (rsurface.rtlight)
2985 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2986 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2993 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2995 // select a permutation of the lighting shader appropriate to this
2996 // combination of texture, entity, light source, and fogging, only use the
2997 // minimum features necessary to avoid wasting rendering time in the
2998 // fragment shader on features that are not being used
2999 unsigned int permutation = 0;
3000 unsigned int mode = 0;
3001 const float *lightcolorbase = rtlight->currentcolor;
3002 float ambientscale = rtlight->ambientscale;
3003 float diffusescale = rtlight->diffusescale;
3004 float specularscale = rtlight->specularscale;
3005 // this is the location of the light in view space
3006 vec3_t viewlightorigin;
3007 // this transforms from view space (camera) to light space (cubemap)
3008 matrix4x4_t viewtolight;
3009 matrix4x4_t lighttoview;
3010 float viewtolight16f[16];
3011 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3013 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3014 if (rtlight->currentcubemap != r_texture_whitecube)
3015 permutation |= SHADERPERMUTATION_CUBEFILTER;
3016 if (diffusescale > 0)
3017 permutation |= SHADERPERMUTATION_DIFFUSE;
3018 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3019 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3020 if (r_shadow_usingshadowmap2d)
3022 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3023 if (r_shadow_shadowmapvsdct)
3024 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3026 if (r_shadow_shadowmapsampler)
3027 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3028 if (r_shadow_shadowmappcf > 1)
3029 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3030 else if (r_shadow_shadowmappcf)
3031 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3033 if (vid.allowalphatocoverage)
3034 GL_AlphaToCoverage(false);
3035 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3036 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3037 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3038 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3039 switch(vid.renderpath)
3041 case RENDERPATH_D3D9:
3043 R_SetupShader_SetPermutationHLSL(mode, permutation);
3044 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3045 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3048 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3049 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3050 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3051 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);
3052 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3053 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3055 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3056 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3057 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3058 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3059 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3060 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3063 case RENDERPATH_D3D10:
3064 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3066 case RENDERPATH_D3D11:
3067 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3069 case RENDERPATH_GL20:
3070 case RENDERPATH_GLES2:
3071 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3074 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3075 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3076 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3077 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3079 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);
3080 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]);
3081 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3083 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3084 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3085 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3086 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3087 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3088 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3090 case RENDERPATH_GL11:
3091 case RENDERPATH_GL13:
3092 case RENDERPATH_GLES1:
3094 case RENDERPATH_SOFT:
3095 R_SetupShader_SetPermutationGLSL(mode, permutation);
3096 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3097 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3099 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3100 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3101 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3102 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3103 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);
3104 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3105 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3107 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3108 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3109 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3110 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3111 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3112 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3117 #define SKINFRAME_HASH 1024
3121 int loadsequence; // incremented each level change
3122 memexpandablearray_t array;
3123 skinframe_t *hash[SKINFRAME_HASH];
3126 r_skinframe_t r_skinframe;
3128 void R_SkinFrame_PrepareForPurge(void)
3130 r_skinframe.loadsequence++;
3131 // wrap it without hitting zero
3132 if (r_skinframe.loadsequence >= 200)
3133 r_skinframe.loadsequence = 1;
3136 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3140 // mark the skinframe as used for the purging code
3141 skinframe->loadsequence = r_skinframe.loadsequence;
3144 void R_SkinFrame_Purge(void)
3148 for (i = 0;i < SKINFRAME_HASH;i++)
3150 for (s = r_skinframe.hash[i];s;s = s->next)
3152 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3154 if (s->merged == s->base)
3156 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3157 R_PurgeTexture(s->stain );s->stain = NULL;
3158 R_PurgeTexture(s->merged);s->merged = NULL;
3159 R_PurgeTexture(s->base );s->base = NULL;
3160 R_PurgeTexture(s->pants );s->pants = NULL;
3161 R_PurgeTexture(s->shirt );s->shirt = NULL;
3162 R_PurgeTexture(s->nmap );s->nmap = NULL;
3163 R_PurgeTexture(s->gloss );s->gloss = NULL;
3164 R_PurgeTexture(s->glow );s->glow = NULL;
3165 R_PurgeTexture(s->fog );s->fog = NULL;
3166 R_PurgeTexture(s->reflect);s->reflect = NULL;
3167 s->loadsequence = 0;
3173 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3175 char basename[MAX_QPATH];
3177 Image_StripImageExtension(name, basename, sizeof(basename));
3179 if( last == NULL ) {
3181 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3182 item = r_skinframe.hash[hashindex];
3187 // linearly search through the hash bucket
3188 for( ; item ; item = item->next ) {
3189 if( !strcmp( item->basename, basename ) ) {
3196 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3200 char basename[MAX_QPATH];
3202 Image_StripImageExtension(name, basename, sizeof(basename));
3204 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3205 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3206 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3210 rtexture_t *dyntexture;
3211 // check whether its a dynamic texture
3212 dyntexture = CL_GetDynTexture( basename );
3213 if (!add && !dyntexture)
3215 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3216 memset(item, 0, sizeof(*item));
3217 strlcpy(item->basename, basename, sizeof(item->basename));
3218 item->base = dyntexture; // either NULL or dyntexture handle
3219 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3220 item->comparewidth = comparewidth;
3221 item->compareheight = compareheight;
3222 item->comparecrc = comparecrc;
3223 item->next = r_skinframe.hash[hashindex];
3224 r_skinframe.hash[hashindex] = item;
3226 else if (textureflags & TEXF_FORCE_RELOAD)
3228 rtexture_t *dyntexture;
3229 // check whether its a dynamic texture
3230 dyntexture = CL_GetDynTexture( basename );
3231 if (!add && !dyntexture)
3233 if (item->merged == item->base)
3234 item->merged = NULL;
3235 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3236 R_PurgeTexture(item->stain );item->stain = NULL;
3237 R_PurgeTexture(item->merged);item->merged = NULL;
3238 R_PurgeTexture(item->base );item->base = NULL;
3239 R_PurgeTexture(item->pants );item->pants = NULL;
3240 R_PurgeTexture(item->shirt );item->shirt = NULL;
3241 R_PurgeTexture(item->nmap );item->nmap = NULL;
3242 R_PurgeTexture(item->gloss );item->gloss = NULL;
3243 R_PurgeTexture(item->glow );item->glow = NULL;
3244 R_PurgeTexture(item->fog );item->fog = NULL;
3245 R_PurgeTexture(item->reflect);item->reflect = NULL;
3246 item->loadsequence = 0;
3248 else if( item->base == NULL )
3250 rtexture_t *dyntexture;
3251 // check whether its a dynamic texture
3252 // 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]
3253 dyntexture = CL_GetDynTexture( basename );
3254 item->base = dyntexture; // either NULL or dyntexture handle
3257 R_SkinFrame_MarkUsed(item);
3261 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3263 unsigned long long avgcolor[5], wsum; \
3271 for(pix = 0; pix < cnt; ++pix) \
3274 for(comp = 0; comp < 3; ++comp) \
3276 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3279 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3281 for(comp = 0; comp < 3; ++comp) \
3282 avgcolor[comp] += getpixel * w; \
3285 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3286 avgcolor[4] += getpixel; \
3288 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3290 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3291 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3292 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3293 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3296 extern cvar_t gl_picmip;
3297 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3300 unsigned char *pixels;
3301 unsigned char *bumppixels;
3302 unsigned char *basepixels = NULL;
3303 int basepixels_width = 0;
3304 int basepixels_height = 0;
3305 skinframe_t *skinframe;
3306 rtexture_t *ddsbase = NULL;
3307 qboolean ddshasalpha = false;
3308 float ddsavgcolor[4];
3309 char basename[MAX_QPATH];
3310 int miplevel = R_PicmipForFlags(textureflags);
3311 int savemiplevel = miplevel;
3314 if (cls.state == ca_dedicated)
3317 // return an existing skinframe if already loaded
3318 // if loading of the first image fails, don't make a new skinframe as it
3319 // would cause all future lookups of this to be missing
3320 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3321 if (skinframe && skinframe->base)
3324 Image_StripImageExtension(name, basename, sizeof(basename));
3326 // check for DDS texture file first
3327 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3329 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3330 if (basepixels == NULL)
3334 // FIXME handle miplevel
3336 if (developer_loading.integer)
3337 Con_Printf("loading skin \"%s\"\n", name);
3339 // we've got some pixels to store, so really allocate this new texture now
3341 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3342 textureflags &= ~TEXF_FORCE_RELOAD;
3343 skinframe->stain = NULL;
3344 skinframe->merged = NULL;
3345 skinframe->base = NULL;
3346 skinframe->pants = NULL;
3347 skinframe->shirt = NULL;
3348 skinframe->nmap = NULL;
3349 skinframe->gloss = NULL;
3350 skinframe->glow = NULL;
3351 skinframe->fog = NULL;
3352 skinframe->reflect = NULL;
3353 skinframe->hasalpha = false;
3357 skinframe->base = ddsbase;
3358 skinframe->hasalpha = ddshasalpha;
3359 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3360 if (r_loadfog && skinframe->hasalpha)
3361 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3362 //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]);
3366 basepixels_width = image_width;
3367 basepixels_height = image_height;
3368 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);
3369 if (textureflags & TEXF_ALPHA)
3371 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3373 if (basepixels[j] < 255)
3375 skinframe->hasalpha = true;
3379 if (r_loadfog && skinframe->hasalpha)
3381 // has transparent pixels
3382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3383 for (j = 0;j < image_width * image_height * 4;j += 4)
3388 pixels[j+3] = basepixels[j+3];
3390 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3394 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3396 //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]);
3397 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3398 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3399 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3400 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3406 mymiplevel = savemiplevel;
3407 if (r_loadnormalmap)
3408 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3409 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3414 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3417 // _norm is the name used by tenebrae and has been adopted as standard
3418 if (r_loadnormalmap && skinframe->nmap == NULL)
3420 mymiplevel = savemiplevel;
3421 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3423 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3427 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3429 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3430 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3431 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3433 Mem_Free(bumppixels);
3435 else if (r_shadow_bumpscale_basetexture.value > 0)
3437 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3438 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3439 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3443 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3444 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3448 // _luma is supported only for tenebrae compatibility
3449 // _glow is the preferred name
3450 mymiplevel = savemiplevel;
3451 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3453 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3456 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3458 Mem_Free(pixels);pixels = NULL;
3461 mymiplevel = savemiplevel;
3462 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3464 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3466 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3467 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3473 mymiplevel = savemiplevel;
3474 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3476 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3479 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3485 mymiplevel = savemiplevel;
3486 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3488 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3490 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3491 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3497 mymiplevel = savemiplevel;
3498 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3500 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3502 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3503 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3510 Mem_Free(basepixels);
3515 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3516 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3519 unsigned char *temp1, *temp2;
3520 skinframe_t *skinframe;
3522 if (cls.state == ca_dedicated)
3525 // if already loaded just return it, otherwise make a new skinframe
3526 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3527 if (skinframe && skinframe->base)
3529 textureflags &= ~TEXF_FORCE_RELOAD;
3531 skinframe->stain = NULL;
3532 skinframe->merged = NULL;
3533 skinframe->base = NULL;
3534 skinframe->pants = NULL;
3535 skinframe->shirt = NULL;
3536 skinframe->nmap = NULL;
3537 skinframe->gloss = NULL;
3538 skinframe->glow = NULL;
3539 skinframe->fog = NULL;
3540 skinframe->reflect = NULL;
3541 skinframe->hasalpha = false;
3543 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3547 if (developer_loading.integer)
3548 Con_Printf("loading 32bit skin \"%s\"\n", name);
3550 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3552 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3553 temp2 = temp1 + width * height * 4;
3554 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3555 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3558 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3559 if (textureflags & TEXF_ALPHA)
3561 for (i = 3;i < width * height * 4;i += 4)
3563 if (skindata[i] < 255)
3565 skinframe->hasalpha = true;
3569 if (r_loadfog && skinframe->hasalpha)
3571 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3572 memcpy(fogpixels, skindata, width * height * 4);
3573 for (i = 0;i < width * height * 4;i += 4)
3574 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3575 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3576 Mem_Free(fogpixels);
3580 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3581 //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]);
3586 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3590 skinframe_t *skinframe;
3592 if (cls.state == ca_dedicated)
3595 // if already loaded just return it, otherwise make a new skinframe
3596 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3597 if (skinframe && skinframe->base)
3599 textureflags &= ~TEXF_FORCE_RELOAD;
3601 skinframe->stain = NULL;
3602 skinframe->merged = NULL;
3603 skinframe->base = NULL;
3604 skinframe->pants = NULL;
3605 skinframe->shirt = NULL;
3606 skinframe->nmap = NULL;
3607 skinframe->gloss = NULL;
3608 skinframe->glow = NULL;
3609 skinframe->fog = NULL;
3610 skinframe->reflect = NULL;
3611 skinframe->hasalpha = false;
3613 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3617 if (developer_loading.integer)
3618 Con_Printf("loading quake skin \"%s\"\n", name);
3620 // 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)
3621 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3622 memcpy(skinframe->qpixels, skindata, width*height);
3623 skinframe->qwidth = width;
3624 skinframe->qheight = height;
3627 for (i = 0;i < width * height;i++)
3628 featuresmask |= palette_featureflags[skindata[i]];
3630 skinframe->hasalpha = false;
3631 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3632 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3633 skinframe->qgeneratemerged = true;
3634 skinframe->qgeneratebase = skinframe->qhascolormapping;
3635 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3637 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3638 //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]);
3643 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3647 unsigned char *skindata;
3649 if (!skinframe->qpixels)
3652 if (!skinframe->qhascolormapping)
3653 colormapped = false;
3657 if (!skinframe->qgeneratebase)
3662 if (!skinframe->qgeneratemerged)
3666 width = skinframe->qwidth;
3667 height = skinframe->qheight;
3668 skindata = skinframe->qpixels;
3670 if (skinframe->qgeneratenmap)
3672 unsigned char *temp1, *temp2;
3673 skinframe->qgeneratenmap = false;
3674 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3675 temp2 = temp1 + width * height * 4;
3676 // use either a custom palette or the quake palette
3677 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3678 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3679 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3683 if (skinframe->qgenerateglow)
3685 skinframe->qgenerateglow = false;
3686 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3691 skinframe->qgeneratebase = false;
3692 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3693 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3694 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3698 skinframe->qgeneratemerged = false;
3699 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);
3702 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3704 Mem_Free(skinframe->qpixels);
3705 skinframe->qpixels = NULL;
3709 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)
3712 skinframe_t *skinframe;
3714 if (cls.state == ca_dedicated)
3717 // if already loaded just return it, otherwise make a new skinframe
3718 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3719 if (skinframe && skinframe->base)
3721 textureflags &= ~TEXF_FORCE_RELOAD;
3723 skinframe->stain = NULL;
3724 skinframe->merged = NULL;
3725 skinframe->base = NULL;
3726 skinframe->pants = NULL;
3727 skinframe->shirt = NULL;
3728 skinframe->nmap = NULL;
3729 skinframe->gloss = NULL;
3730 skinframe->glow = NULL;
3731 skinframe->fog = NULL;
3732 skinframe->reflect = NULL;
3733 skinframe->hasalpha = false;
3735 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3739 if (developer_loading.integer)
3740 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3742 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3743 if (textureflags & TEXF_ALPHA)
3745 for (i = 0;i < width * height;i++)
3747 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3749 skinframe->hasalpha = true;
3753 if (r_loadfog && skinframe->hasalpha)
3754 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3757 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3758 //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]);
3763 skinframe_t *R_SkinFrame_LoadMissing(void)
3765 skinframe_t *skinframe;
3767 if (cls.state == ca_dedicated)
3770 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3771 skinframe->stain = NULL;
3772 skinframe->merged = NULL;
3773 skinframe->base = NULL;
3774 skinframe->pants = NULL;
3775 skinframe->shirt = NULL;
3776 skinframe->nmap = NULL;
3777 skinframe->gloss = NULL;
3778 skinframe->glow = NULL;
3779 skinframe->fog = NULL;
3780 skinframe->reflect = NULL;
3781 skinframe->hasalpha = false;
3783 skinframe->avgcolor[0] = rand() / RAND_MAX;
3784 skinframe->avgcolor[1] = rand() / RAND_MAX;
3785 skinframe->avgcolor[2] = rand() / RAND_MAX;
3786 skinframe->avgcolor[3] = 1;
3791 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3792 typedef struct suffixinfo_s
3795 qboolean flipx, flipy, flipdiagonal;
3798 static suffixinfo_t suffix[3][6] =
3801 {"px", false, false, false},
3802 {"nx", false, false, false},
3803 {"py", false, false, false},
3804 {"ny", false, false, false},
3805 {"pz", false, false, false},
3806 {"nz", false, false, false}
3809 {"posx", false, false, false},
3810 {"negx", false, false, false},
3811 {"posy", false, false, false},
3812 {"negy", false, false, false},
3813 {"posz", false, false, false},
3814 {"negz", false, false, false}
3817 {"rt", true, false, true},
3818 {"lf", false, true, true},
3819 {"ft", true, true, false},
3820 {"bk", false, false, false},
3821 {"up", true, false, true},
3822 {"dn", true, false, true}
3826 static int componentorder[4] = {0, 1, 2, 3};
3828 rtexture_t *R_LoadCubemap(const char *basename)
3830 int i, j, cubemapsize;
3831 unsigned char *cubemappixels, *image_buffer;
3832 rtexture_t *cubemaptexture;
3834 // must start 0 so the first loadimagepixels has no requested width/height
3836 cubemappixels = NULL;
3837 cubemaptexture = NULL;
3838 // keep trying different suffix groups (posx, px, rt) until one loads
3839 for (j = 0;j < 3 && !cubemappixels;j++)
3841 // load the 6 images in the suffix group
3842 for (i = 0;i < 6;i++)
3844 // generate an image name based on the base and and suffix
3845 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3847 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3849 // an image loaded, make sure width and height are equal
3850 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3852 // if this is the first image to load successfully, allocate the cubemap memory
3853 if (!cubemappixels && image_width >= 1)
3855 cubemapsize = image_width;
3856 // note this clears to black, so unavailable sides are black
3857 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3859 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3861 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);
3864 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3866 Mem_Free(image_buffer);
3870 // if a cubemap loaded, upload it
3873 if (developer_loading.integer)
3874 Con_Printf("loading cubemap \"%s\"\n", basename);
3876 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);
3877 Mem_Free(cubemappixels);
3881 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3882 if (developer_loading.integer)
3884 Con_Printf("(tried tried images ");
3885 for (j = 0;j < 3;j++)
3886 for (i = 0;i < 6;i++)
3887 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3888 Con_Print(" and was unable to find any of them).\n");
3891 return cubemaptexture;
3894 rtexture_t *R_GetCubemap(const char *basename)
3897 for (i = 0;i < r_texture_numcubemaps;i++)
3898 if (r_texture_cubemaps[i] != NULL)
3899 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3900 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3901 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3902 return r_texture_whitecube;
3903 r_texture_numcubemaps++;
3904 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3905 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3906 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3907 return r_texture_cubemaps[i]->texture;
3910 void R_FreeCubemap(const char *basename)
3914 for (i = 0;i < r_texture_numcubemaps;i++)
3916 if (r_texture_cubemaps[i] != NULL)
3918 if (r_texture_cubemaps[i]->texture)
3920 if (developer_loading.integer)
3921 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3922 R_FreeTexture(r_texture_cubemaps[i]->texture);
3923 Mem_Free(r_texture_cubemaps[i]);
3924 r_texture_cubemaps[i] = NULL;
3930 void R_FreeCubemaps(void)
3933 for (i = 0;i < r_texture_numcubemaps;i++)
3935 if (developer_loading.integer)
3936 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3937 if (r_texture_cubemaps[i] != NULL)
3939 if (r_texture_cubemaps[i]->texture)
3940 R_FreeTexture(r_texture_cubemaps[i]->texture);
3941 Mem_Free(r_texture_cubemaps[i]);
3944 r_texture_numcubemaps = 0;
3947 void R_Main_FreeViewCache(void)
3949 if (r_refdef.viewcache.entityvisible)
3950 Mem_Free(r_refdef.viewcache.entityvisible);
3951 if (r_refdef.viewcache.world_pvsbits)
3952 Mem_Free(r_refdef.viewcache.world_pvsbits);
3953 if (r_refdef.viewcache.world_leafvisible)
3954 Mem_Free(r_refdef.viewcache.world_leafvisible);
3955 if (r_refdef.viewcache.world_surfacevisible)
3956 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3957 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3960 void R_Main_ResizeViewCache(void)
3962 int numentities = r_refdef.scene.numentities;
3963 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3964 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3965 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3966 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3967 if (r_refdef.viewcache.maxentities < numentities)
3969 r_refdef.viewcache.maxentities = numentities;
3970 if (r_refdef.viewcache.entityvisible)
3971 Mem_Free(r_refdef.viewcache.entityvisible);
3972 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3974 if (r_refdef.viewcache.world_numclusters != numclusters)
3976 r_refdef.viewcache.world_numclusters = numclusters;
3977 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3978 if (r_refdef.viewcache.world_pvsbits)
3979 Mem_Free(r_refdef.viewcache.world_pvsbits);
3980 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3982 if (r_refdef.viewcache.world_numleafs != numleafs)
3984 r_refdef.viewcache.world_numleafs = numleafs;
3985 if (r_refdef.viewcache.world_leafvisible)
3986 Mem_Free(r_refdef.viewcache.world_leafvisible);
3987 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3989 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3991 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3992 if (r_refdef.viewcache.world_surfacevisible)
3993 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3994 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3998 extern rtexture_t *loadingscreentexture;
3999 void gl_main_start(void)
4001 loadingscreentexture = NULL;
4002 r_texture_blanknormalmap = NULL;
4003 r_texture_white = NULL;
4004 r_texture_grey128 = NULL;
4005 r_texture_black = NULL;
4006 r_texture_whitecube = NULL;
4007 r_texture_normalizationcube = NULL;
4008 r_texture_fogattenuation = NULL;
4009 r_texture_fogheighttexture = NULL;
4010 r_texture_gammaramps = NULL;
4011 r_texture_numcubemaps = 0;
4013 r_loaddds = r_texture_dds_load.integer != 0;
4014 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4016 switch(vid.renderpath)
4018 case RENDERPATH_GL20:
4019 case RENDERPATH_D3D9:
4020 case RENDERPATH_D3D10:
4021 case RENDERPATH_D3D11:
4022 case RENDERPATH_SOFT:
4023 case RENDERPATH_GLES2:
4024 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4025 Cvar_SetValueQuick(&gl_combine, 1);
4026 Cvar_SetValueQuick(&r_glsl, 1);
4027 r_loadnormalmap = true;
4031 case RENDERPATH_GL13:
4032 case RENDERPATH_GLES1:
4033 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4034 Cvar_SetValueQuick(&gl_combine, 1);
4035 Cvar_SetValueQuick(&r_glsl, 0);
4036 r_loadnormalmap = false;
4037 r_loadgloss = false;
4040 case RENDERPATH_GL11:
4041 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4042 Cvar_SetValueQuick(&gl_combine, 0);
4043 Cvar_SetValueQuick(&r_glsl, 0);
4044 r_loadnormalmap = false;
4045 r_loadgloss = false;
4051 R_FrameData_Reset();
4055 memset(r_queries, 0, sizeof(r_queries));
4057 r_qwskincache = NULL;
4058 r_qwskincache_size = 0;
4060 // due to caching of texture_t references, the collision cache must be reset
4061 Collision_Cache_Reset(true);
4063 // set up r_skinframe loading system for textures
4064 memset(&r_skinframe, 0, sizeof(r_skinframe));
4065 r_skinframe.loadsequence = 1;
4066 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4068 r_main_texturepool = R_AllocTexturePool();
4069 R_BuildBlankTextures();
4071 if (vid.support.arb_texture_cube_map)
4074 R_BuildNormalizationCube();
4076 r_texture_fogattenuation = NULL;
4077 r_texture_fogheighttexture = NULL;
4078 r_texture_gammaramps = NULL;
4079 //r_texture_fogintensity = NULL;
4080 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4081 memset(&r_waterstate, 0, sizeof(r_waterstate));
4082 r_glsl_permutation = NULL;
4083 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4084 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4085 glslshaderstring = NULL;
4087 r_hlsl_permutation = NULL;
4088 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4089 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4091 hlslshaderstring = NULL;
4092 memset(&r_svbsp, 0, sizeof (r_svbsp));
4094 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4095 r_texture_numcubemaps = 0;
4097 r_refdef.fogmasktable_density = 0;
4100 void gl_main_shutdown(void)
4103 R_FrameData_Reset();
4105 R_Main_FreeViewCache();
4107 switch(vid.renderpath)
4109 case RENDERPATH_GL11:
4110 case RENDERPATH_GL13:
4111 case RENDERPATH_GL20:
4112 case RENDERPATH_GLES1:
4113 case RENDERPATH_GLES2:
4114 #ifdef GL_SAMPLES_PASSED_ARB
4116 qglDeleteQueriesARB(r_maxqueries, r_queries);
4119 case RENDERPATH_D3D9:
4120 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4122 case RENDERPATH_D3D10:
4123 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4125 case RENDERPATH_D3D11:
4126 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4128 case RENDERPATH_SOFT:
4134 memset(r_queries, 0, sizeof(r_queries));
4136 r_qwskincache = NULL;
4137 r_qwskincache_size = 0;
4139 // clear out the r_skinframe state
4140 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4141 memset(&r_skinframe, 0, sizeof(r_skinframe));
4144 Mem_Free(r_svbsp.nodes);
4145 memset(&r_svbsp, 0, sizeof (r_svbsp));
4146 R_FreeTexturePool(&r_main_texturepool);
4147 loadingscreentexture = NULL;
4148 r_texture_blanknormalmap = NULL;
4149 r_texture_white = NULL;
4150 r_texture_grey128 = NULL;
4151 r_texture_black = NULL;
4152 r_texture_whitecube = NULL;
4153 r_texture_normalizationcube = NULL;
4154 r_texture_fogattenuation = NULL;
4155 r_texture_fogheighttexture = NULL;
4156 r_texture_gammaramps = NULL;
4157 r_texture_numcubemaps = 0;
4158 //r_texture_fogintensity = NULL;
4159 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4160 memset(&r_waterstate, 0, sizeof(r_waterstate));
4163 r_glsl_permutation = NULL;
4164 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4165 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4166 glslshaderstring = NULL;
4168 r_hlsl_permutation = NULL;
4169 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4170 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4172 hlslshaderstring = NULL;
4175 extern void CL_ParseEntityLump(char *entitystring);
4176 void gl_main_newmap(void)
4178 // FIXME: move this code to client
4179 char *entities, entname[MAX_QPATH];
4181 Mem_Free(r_qwskincache);
4182 r_qwskincache = NULL;
4183 r_qwskincache_size = 0;
4186 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4187 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4189 CL_ParseEntityLump(entities);
4193 if (cl.worldmodel->brush.entities)
4194 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4196 R_Main_FreeViewCache();
4198 R_FrameData_Reset();
4201 void GL_Main_Init(void)
4203 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4205 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4206 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4207 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4208 if (gamemode == GAME_NEHAHRA)
4210 Cvar_RegisterVariable (&gl_fogenable);
4211 Cvar_RegisterVariable (&gl_fogdensity);
4212 Cvar_RegisterVariable (&gl_fogred);
4213 Cvar_RegisterVariable (&gl_foggreen);
4214 Cvar_RegisterVariable (&gl_fogblue);
4215 Cvar_RegisterVariable (&gl_fogstart);
4216 Cvar_RegisterVariable (&gl_fogend);
4217 Cvar_RegisterVariable (&gl_skyclip);
4219 Cvar_RegisterVariable(&r_motionblur);
4220 Cvar_RegisterVariable(&r_damageblur);
4221 Cvar_RegisterVariable(&r_motionblur_averaging);
4222 Cvar_RegisterVariable(&r_motionblur_randomize);
4223 Cvar_RegisterVariable(&r_motionblur_minblur);
4224 Cvar_RegisterVariable(&r_motionblur_maxblur);
4225 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4227 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4228 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4229 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4230 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4231 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4232 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4233 Cvar_RegisterVariable(&r_equalize_entities_by);
4234 Cvar_RegisterVariable(&r_equalize_entities_to);
4235 Cvar_RegisterVariable(&r_depthfirst);
4236 Cvar_RegisterVariable(&r_useinfinitefarclip);
4237 Cvar_RegisterVariable(&r_farclip_base);
4238 Cvar_RegisterVariable(&r_farclip_world);
4239 Cvar_RegisterVariable(&r_nearclip);
4240 Cvar_RegisterVariable(&r_deformvertexes);
4241 Cvar_RegisterVariable(&r_transparent);
4242 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4243 Cvar_RegisterVariable(&r_showoverdraw);
4244 Cvar_RegisterVariable(&r_showbboxes);
4245 Cvar_RegisterVariable(&r_showsurfaces);
4246 Cvar_RegisterVariable(&r_showtris);
4247 Cvar_RegisterVariable(&r_shownormals);
4248 Cvar_RegisterVariable(&r_showlighting);
4249 Cvar_RegisterVariable(&r_showshadowvolumes);
4250 Cvar_RegisterVariable(&r_showcollisionbrushes);
4251 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4252 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4253 Cvar_RegisterVariable(&r_showdisabledepthtest);
4254 Cvar_RegisterVariable(&r_drawportals);
4255 Cvar_RegisterVariable(&r_drawentities);
4256 Cvar_RegisterVariable(&r_draw2d);
4257 Cvar_RegisterVariable(&r_drawworld);
4258 Cvar_RegisterVariable(&r_cullentities_trace);
4259 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4260 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4261 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4262 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4263 Cvar_RegisterVariable(&r_sortentities);
4264 Cvar_RegisterVariable(&r_drawviewmodel);
4265 Cvar_RegisterVariable(&r_drawexteriormodel);
4266 Cvar_RegisterVariable(&r_speeds);
4267 Cvar_RegisterVariable(&r_fullbrights);
4268 Cvar_RegisterVariable(&r_wateralpha);
4269 Cvar_RegisterVariable(&r_dynamic);
4270 Cvar_RegisterVariable(&r_fakelight);
4271 Cvar_RegisterVariable(&r_fakelight_intensity);
4272 Cvar_RegisterVariable(&r_fullbright);
4273 Cvar_RegisterVariable(&r_shadows);
4274 Cvar_RegisterVariable(&r_shadows_darken);
4275 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4276 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4277 Cvar_RegisterVariable(&r_shadows_throwdistance);
4278 Cvar_RegisterVariable(&r_shadows_throwdirection);
4279 Cvar_RegisterVariable(&r_shadows_focus);
4280 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4281 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4282 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4283 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4284 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4285 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4286 Cvar_RegisterVariable(&r_fog_exp2);
4287 Cvar_RegisterVariable(&r_fog_clear);
4288 Cvar_RegisterVariable(&r_drawfog);
4289 Cvar_RegisterVariable(&r_transparentdepthmasking);
4290 Cvar_RegisterVariable(&r_transparent_sortmindist);
4291 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4292 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4293 Cvar_RegisterVariable(&r_texture_dds_load);
4294 Cvar_RegisterVariable(&r_texture_dds_save);
4295 Cvar_RegisterVariable(&r_textureunits);
4296 Cvar_RegisterVariable(&gl_combine);
4297 Cvar_RegisterVariable(&r_viewfbo);
4298 Cvar_RegisterVariable(&r_viewscale);
4299 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4300 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4301 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4302 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4304 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4305 Cvar_RegisterVariable(&r_glsl);
4306 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4307 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4308 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4309 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4310 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4311 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4312 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4313 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4314 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4315 Cvar_RegisterVariable(&r_glsl_postprocess);
4316 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4323 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4325 Cvar_RegisterVariable(&r_water);
4326 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4327 Cvar_RegisterVariable(&r_water_clippingplanebias);
4328 Cvar_RegisterVariable(&r_water_refractdistort);
4329 Cvar_RegisterVariable(&r_water_reflectdistort);
4330 Cvar_RegisterVariable(&r_water_scissormode);
4331 Cvar_RegisterVariable(&r_water_lowquality);
4333 Cvar_RegisterVariable(&r_lerpsprites);
4334 Cvar_RegisterVariable(&r_lerpmodels);
4335 Cvar_RegisterVariable(&r_lerplightstyles);
4336 Cvar_RegisterVariable(&r_waterscroll);
4337 Cvar_RegisterVariable(&r_bloom);
4338 Cvar_RegisterVariable(&r_bloom_colorscale);
4339 Cvar_RegisterVariable(&r_bloom_brighten);
4340 Cvar_RegisterVariable(&r_bloom_blur);
4341 Cvar_RegisterVariable(&r_bloom_resolution);
4342 Cvar_RegisterVariable(&r_bloom_colorexponent);
4343 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4344 Cvar_RegisterVariable(&r_hdr);
4345 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4346 Cvar_RegisterVariable(&r_hdr_glowintensity);
4347 Cvar_RegisterVariable(&r_hdr_range);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4349 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4350 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4351 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4352 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4353 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4354 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4355 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4356 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4357 Cvar_RegisterVariable(&developer_texturelogging);
4358 Cvar_RegisterVariable(&gl_lightmaps);
4359 Cvar_RegisterVariable(&r_test);
4360 Cvar_RegisterVariable(&r_glsl_saturation);
4361 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4362 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4363 Cvar_RegisterVariable(&r_framedatasize);
4364 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4365 Cvar_SetValue("r_fullbrights", 0);
4366 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4369 extern void R_Textures_Init(void);
4370 extern void GL_Draw_Init(void);
4371 extern void GL_Main_Init(void);
4372 extern void R_Shadow_Init(void);
4373 extern void R_Sky_Init(void);
4374 extern void GL_Surf_Init(void);
4375 extern void R_Particles_Init(void);
4376 extern void R_Explosion_Init(void);
4377 extern void gl_backend_init(void);
4378 extern void Sbar_Init(void);
4379 extern void R_LightningBeams_Init(void);
4380 extern void Mod_RenderInit(void);
4381 extern void Font_Init(void);
4383 void Render_Init(void)
4396 R_LightningBeams_Init();
4406 extern char *ENGINE_EXTENSIONS;
4409 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4410 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4411 gl_version = (const char *)qglGetString(GL_VERSION);
4412 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4416 if (!gl_platformextensions)
4417 gl_platformextensions = "";
4419 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4420 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4421 Con_Printf("GL_VERSION: %s\n", gl_version);
4422 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4423 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4425 VID_CheckExtensions();
4427 // LordHavoc: report supported extensions
4428 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4430 // clear to black (loading plaque will be seen over this)
4431 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4435 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4439 if (r_trippy.integer)
4441 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4443 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4446 p = r_refdef.view.frustum + i;
4451 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4455 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4459 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4463 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4467 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4471 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4475 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4479 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4487 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4491 if (r_trippy.integer)
4493 for (i = 0;i < numplanes;i++)
4500 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4504 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4508 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4512 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4516 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4520 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4524 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4528 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4536 //==================================================================================
4538 // LordHavoc: this stores temporary data used within the same frame
4540 typedef struct r_framedata_mem_s
4542 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4543 size_t size; // how much usable space
4544 size_t current; // how much space in use
4545 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4546 size_t wantedsize; // how much space was allocated
4547 unsigned char *data; // start of real data (16byte aligned)
4551 static r_framedata_mem_t *r_framedata_mem;
4553 void R_FrameData_Reset(void)
4555 while (r_framedata_mem)
4557 r_framedata_mem_t *next = r_framedata_mem->purge;
4558 Mem_Free(r_framedata_mem);
4559 r_framedata_mem = next;
4563 void R_FrameData_Resize(void)
4566 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4567 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4568 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4570 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4571 newmem->wantedsize = wantedsize;
4572 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4573 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4574 newmem->current = 0;
4576 newmem->purge = r_framedata_mem;
4577 r_framedata_mem = newmem;
4581 void R_FrameData_NewFrame(void)
4583 R_FrameData_Resize();
4584 if (!r_framedata_mem)
4586 // if we ran out of space on the last frame, free the old memory now
4587 while (r_framedata_mem->purge)
4589 // repeatedly remove the second item in the list, leaving only head
4590 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4591 Mem_Free(r_framedata_mem->purge);
4592 r_framedata_mem->purge = next;
4594 // reset the current mem pointer
4595 r_framedata_mem->current = 0;
4596 r_framedata_mem->mark = 0;
4599 void *R_FrameData_Alloc(size_t size)
4603 // align to 16 byte boundary - the data pointer is already aligned, so we
4604 // only need to ensure the size of every allocation is also aligned
4605 size = (size + 15) & ~15;
4607 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4609 // emergency - we ran out of space, allocate more memory
4610 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4611 R_FrameData_Resize();
4614 data = r_framedata_mem->data + r_framedata_mem->current;
4615 r_framedata_mem->current += size;
4617 // count the usage for stats
4618 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4619 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4621 return (void *)data;
4624 void *R_FrameData_Store(size_t size, void *data)
4626 void *d = R_FrameData_Alloc(size);
4628 memcpy(d, data, size);
4632 void R_FrameData_SetMark(void)
4634 if (!r_framedata_mem)
4636 r_framedata_mem->mark = r_framedata_mem->current;
4639 void R_FrameData_ReturnToMark(void)
4641 if (!r_framedata_mem)
4643 r_framedata_mem->current = r_framedata_mem->mark;
4646 //==================================================================================
4648 // LordHavoc: animcache originally written by Echon, rewritten since then
4651 * Animation cache prevents re-generating mesh data for an animated model
4652 * multiple times in one frame for lighting, shadowing, reflections, etc.
4655 void R_AnimCache_Free(void)
4659 void R_AnimCache_ClearCache(void)
4662 entity_render_t *ent;
4664 for (i = 0;i < r_refdef.scene.numentities;i++)
4666 ent = r_refdef.scene.entities[i];
4667 ent->animcache_vertex3f = NULL;
4668 ent->animcache_normal3f = NULL;
4669 ent->animcache_svector3f = NULL;
4670 ent->animcache_tvector3f = NULL;
4671 ent->animcache_vertexmesh = NULL;
4672 ent->animcache_vertex3fbuffer = NULL;
4673 ent->animcache_vertexmeshbuffer = NULL;
4677 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4681 // check if we need the meshbuffers
4682 if (!vid.useinterleavedarrays)
4685 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4686 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4687 // TODO: upload vertex3f buffer?
4688 if (ent->animcache_vertexmesh)
4690 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4691 for (i = 0;i < numvertices;i++)
4692 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4693 if (ent->animcache_svector3f)
4694 for (i = 0;i < numvertices;i++)
4695 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4696 if (ent->animcache_tvector3f)
4697 for (i = 0;i < numvertices;i++)
4698 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4699 if (ent->animcache_normal3f)
4700 for (i = 0;i < numvertices;i++)
4701 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4702 // TODO: upload vertexmeshbuffer?
4706 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4708 dp_model_t *model = ent->model;
4710 // see if it's already cached this frame
4711 if (ent->animcache_vertex3f)
4713 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4714 if (wantnormals || wanttangents)
4716 if (ent->animcache_normal3f)
4717 wantnormals = false;
4718 if (ent->animcache_svector3f)
4719 wanttangents = false;
4720 if (wantnormals || wanttangents)
4722 numvertices = model->surfmesh.num_vertices;
4724 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4728 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4730 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4731 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4737 // see if this ent is worth caching
4738 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4740 // get some memory for this entity and generate mesh data
4741 numvertices = model->surfmesh.num_vertices;
4742 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4744 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4747 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4748 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4750 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4751 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4756 void R_AnimCache_CacheVisibleEntities(void)
4759 qboolean wantnormals = true;
4760 qboolean wanttangents = !r_showsurfaces.integer;
4762 switch(vid.renderpath)
4764 case RENDERPATH_GL20:
4765 case RENDERPATH_D3D9:
4766 case RENDERPATH_D3D10:
4767 case RENDERPATH_D3D11:
4768 case RENDERPATH_GLES2:
4770 case RENDERPATH_GL11:
4771 case RENDERPATH_GL13:
4772 case RENDERPATH_GLES1:
4773 wanttangents = false;
4775 case RENDERPATH_SOFT:
4779 if (r_shownormals.integer)
4780 wanttangents = wantnormals = true;
4782 // TODO: thread this
4783 // NOTE: R_PrepareRTLights() also caches entities
4785 for (i = 0;i < r_refdef.scene.numentities;i++)
4786 if (r_refdef.viewcache.entityvisible[i])
4787 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4790 //==================================================================================
4792 extern cvar_t r_overheadsprites_pushback;
4794 static void R_View_UpdateEntityLighting (void)
4797 entity_render_t *ent;
4798 vec3_t tempdiffusenormal, avg;
4799 vec_t f, fa, fd, fdd;
4800 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4802 for (i = 0;i < r_refdef.scene.numentities;i++)
4804 ent = r_refdef.scene.entities[i];
4806 // skip unseen models and models that updated by CSQC
4807 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4811 if (ent->model && ent->model->brush.num_leafs)
4813 // TODO: use modellight for r_ambient settings on world?
4814 VectorSet(ent->modellight_ambient, 0, 0, 0);
4815 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4816 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4820 // fetch the lighting from the worldmodel data
4821 VectorClear(ent->modellight_ambient);
4822 VectorClear(ent->modellight_diffuse);
4823 VectorClear(tempdiffusenormal);
4824 if (ent->flags & RENDER_LIGHT)
4827 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4829 // complete lightning for lit sprites
4830 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4831 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4833 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4834 org[2] = org[2] + r_overheadsprites_pushback.value;
4835 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4838 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4840 if(ent->flags & RENDER_EQUALIZE)
4842 // first fix up ambient lighting...
4843 if(r_equalize_entities_minambient.value > 0)
4845 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4848 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4849 if(fa < r_equalize_entities_minambient.value * fd)
4852 // fa'/fd' = minambient
4853 // fa'+0.25*fd' = fa+0.25*fd
4855 // fa' = fd' * minambient
4856 // fd'*(0.25+minambient) = fa+0.25*fd
4858 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4859 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4861 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4862 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
4863 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4864 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4869 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4871 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4872 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4876 // adjust brightness and saturation to target
4877 avg[0] = avg[1] = avg[2] = fa / f;
4878 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4879 avg[0] = avg[1] = avg[2] = fd / f;
4880 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4886 VectorSet(ent->modellight_ambient, 1, 1, 1);
4888 // move the light direction into modelspace coordinates for lighting code
4889 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4890 if(VectorLength2(ent->modellight_lightdir) == 0)
4891 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4892 VectorNormalize(ent->modellight_lightdir);
4896 #define MAX_LINEOFSIGHTTRACES 64
4898 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4901 vec3_t boxmins, boxmaxs;
4904 dp_model_t *model = r_refdef.scene.worldmodel;
4906 if (!model || !model->brush.TraceLineOfSight)
4909 // expand the box a little
4910 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4911 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4912 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4913 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4914 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4915 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4917 // return true if eye is inside enlarged box
4918 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4922 VectorCopy(eye, start);
4923 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4924 if (model->brush.TraceLineOfSight(model, start, end))
4927 // try various random positions
4928 for (i = 0;i < numsamples;i++)
4930 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4931 if (model->brush.TraceLineOfSight(model, start, end))
4939 static void R_View_UpdateEntityVisible (void)
4944 entity_render_t *ent;
4946 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4947 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4948 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4949 : RENDER_EXTERIORMODEL;
4950 if (!r_drawviewmodel.integer)
4951 renderimask |= RENDER_VIEWMODEL;
4952 if (!r_drawexteriormodel.integer)
4953 renderimask |= RENDER_EXTERIORMODEL;
4954 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4956 // worldmodel can check visibility
4957 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4958 for (i = 0;i < r_refdef.scene.numentities;i++)
4960 ent = r_refdef.scene.entities[i];
4961 if (!(ent->flags & renderimask))
4962 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)))
4963 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))
4964 r_refdef.viewcache.entityvisible[i] = true;
4969 // no worldmodel or it can't check visibility
4970 for (i = 0;i < r_refdef.scene.numentities;i++)
4972 ent = r_refdef.scene.entities[i];
4973 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4976 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4977 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4979 for (i = 0;i < r_refdef.scene.numentities;i++)
4981 if (!r_refdef.viewcache.entityvisible[i])
4983 ent = r_refdef.scene.entities[i];
4984 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4986 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4988 continue; // temp entities do pvs only
4989 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4990 ent->last_trace_visibility = realtime;
4991 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4992 r_refdef.viewcache.entityvisible[i] = 0;
4998 /// only used if skyrendermasked, and normally returns false
4999 int R_DrawBrushModelsSky (void)
5002 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (!ent->model || !ent->model->DrawSky)
5012 ent->model->DrawSky(ent);
5018 static void R_DrawNoModel(entity_render_t *ent);
5019 static void R_DrawModels(void)
5022 entity_render_t *ent;
5024 for (i = 0;i < r_refdef.scene.numentities;i++)
5026 if (!r_refdef.viewcache.entityvisible[i])
5028 ent = r_refdef.scene.entities[i];
5029 r_refdef.stats.entities++;
5031 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5034 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5035 Con_Printf("R_DrawModels\n");
5036 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]);
5037 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);
5038 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);
5041 if (ent->model && ent->model->Draw != NULL)
5042 ent->model->Draw(ent);
5048 static void R_DrawModelsDepth(void)
5051 entity_render_t *ent;
5053 for (i = 0;i < r_refdef.scene.numentities;i++)
5055 if (!r_refdef.viewcache.entityvisible[i])
5057 ent = r_refdef.scene.entities[i];
5058 if (ent->model && ent->model->DrawDepth != NULL)
5059 ent->model->DrawDepth(ent);
5063 static void R_DrawModelsDebug(void)
5066 entity_render_t *ent;
5068 for (i = 0;i < r_refdef.scene.numentities;i++)
5070 if (!r_refdef.viewcache.entityvisible[i])
5072 ent = r_refdef.scene.entities[i];
5073 if (ent->model && ent->model->DrawDebug != NULL)
5074 ent->model->DrawDebug(ent);
5078 static void R_DrawModelsAddWaterPlanes(void)
5081 entity_render_t *ent;
5083 for (i = 0;i < r_refdef.scene.numentities;i++)
5085 if (!r_refdef.viewcache.entityvisible[i])
5087 ent = r_refdef.scene.entities[i];
5088 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5089 ent->model->DrawAddWaterPlanes(ent);
5093 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}};
5095 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5097 if (r_hdr_irisadaptation.integer)
5102 vec3_t diffusenormal;
5104 vec_t brightness = 0.0f;
5109 VectorCopy(r_refdef.view.forward, forward);
5110 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5112 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5113 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5114 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5115 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5116 d = DotProduct(forward, diffusenormal);
5117 brightness += VectorLength(ambient);
5119 brightness += d * VectorLength(diffuse);
5121 brightness *= 1.0f / c;
5122 brightness += 0.00001f; // make sure it's never zero
5123 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5124 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5125 current = r_hdr_irisadaptation_value.value;
5127 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5128 else if (current > goal)
5129 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5130 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5131 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5133 else if (r_hdr_irisadaptation_value.value != 1.0f)
5134 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5137 static void R_View_SetFrustum(const int *scissor)
5140 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5141 vec3_t forward, left, up, origin, v;
5145 // flipped x coordinates (because x points left here)
5146 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5147 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5149 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5150 switch(vid.renderpath)
5152 case RENDERPATH_D3D9:
5153 case RENDERPATH_D3D10:
5154 case RENDERPATH_D3D11:
5155 // non-flipped y coordinates
5156 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5157 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5159 case RENDERPATH_SOFT:
5160 case RENDERPATH_GL11:
5161 case RENDERPATH_GL13:
5162 case RENDERPATH_GL20:
5163 case RENDERPATH_GLES1:
5164 case RENDERPATH_GLES2:
5165 // non-flipped y coordinates
5166 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5167 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5172 // we can't trust r_refdef.view.forward and friends in reflected scenes
5173 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5176 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5177 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5178 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5179 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5180 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5181 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5182 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5183 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5184 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5185 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5186 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5187 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5191 zNear = r_refdef.nearclip;
5192 nudge = 1.0 - 1.0 / (1<<23);
5193 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5194 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5195 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5196 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5197 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5198 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5199 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5200 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5206 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5207 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5208 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5209 r_refdef.view.frustum[0].dist = m[15] - m[12];
5211 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5212 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5213 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5214 r_refdef.view.frustum[1].dist = m[15] + m[12];
5216 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5217 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5218 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5219 r_refdef.view.frustum[2].dist = m[15] - m[13];
5221 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5222 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5223 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5224 r_refdef.view.frustum[3].dist = m[15] + m[13];
5226 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5227 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5228 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5229 r_refdef.view.frustum[4].dist = m[15] - m[14];
5231 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5232 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5233 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5234 r_refdef.view.frustum[5].dist = m[15] + m[14];
5237 if (r_refdef.view.useperspective)
5239 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5240 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]);
5241 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]);
5242 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]);
5243 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]);
5245 // then the normals from the corners relative to origin
5246 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5247 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5248 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5249 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5251 // in a NORMAL view, forward cross left == up
5252 // in a REFLECTED view, forward cross left == down
5253 // so our cross products above need to be adjusted for a left handed coordinate system
5254 CrossProduct(forward, left, v);
5255 if(DotProduct(v, up) < 0)
5257 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5258 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5259 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5260 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5263 // Leaving those out was a mistake, those were in the old code, and they
5264 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5265 // I couldn't reproduce it after adding those normalizations. --blub
5266 VectorNormalize(r_refdef.view.frustum[0].normal);
5267 VectorNormalize(r_refdef.view.frustum[1].normal);
5268 VectorNormalize(r_refdef.view.frustum[2].normal);
5269 VectorNormalize(r_refdef.view.frustum[3].normal);
5271 // make the corners absolute
5272 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5273 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5274 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5275 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5278 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5280 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5281 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5282 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5283 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5284 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5288 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5289 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5290 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5291 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5292 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5293 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5294 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5295 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5296 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5297 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5299 r_refdef.view.numfrustumplanes = 5;
5301 if (r_refdef.view.useclipplane)
5303 r_refdef.view.numfrustumplanes = 6;
5304 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5307 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5308 PlaneClassify(r_refdef.view.frustum + i);
5310 // LordHavoc: note to all quake engine coders, Quake had a special case
5311 // for 90 degrees which assumed a square view (wrong), so I removed it,
5312 // Quake2 has it disabled as well.
5314 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5315 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5316 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5317 //PlaneClassify(&frustum[0]);
5319 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5320 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5321 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5322 //PlaneClassify(&frustum[1]);
5324 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5325 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5326 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5327 //PlaneClassify(&frustum[2]);
5329 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5330 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5331 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5332 //PlaneClassify(&frustum[3]);
5335 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5336 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5337 //PlaneClassify(&frustum[4]);
5340 void R_View_UpdateWithScissor(const int *myscissor)
5342 R_Main_ResizeViewCache();
5343 R_View_SetFrustum(myscissor);
5344 R_View_WorldVisibility(r_refdef.view.useclipplane);
5345 R_View_UpdateEntityVisible();
5346 R_View_UpdateEntityLighting();
5347 R_AnimCache_CacheVisibleEntities();
5350 void R_View_Update(void)
5352 R_Main_ResizeViewCache();
5353 R_View_SetFrustum(NULL);
5354 R_View_WorldVisibility(r_refdef.view.useclipplane);
5355 R_View_UpdateEntityVisible();
5356 R_View_UpdateEntityLighting();
5357 R_AnimCache_CacheVisibleEntities();
5360 float viewscalefpsadjusted = 1.0f;
5362 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5364 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5365 scale = bound(0.03125f, scale, 1.0f);
5366 *outwidth = (int)ceil(width * scale);
5367 *outheight = (int)ceil(height * scale);
5370 void R_Mesh_SetMainRenderTargets(void)
5372 if (r_bloomstate.fbo_framebuffer)
5373 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5375 R_Mesh_ResetRenderTargets();
5378 void R_SetupView(qboolean allowwaterclippingplane)
5380 const float *customclipplane = NULL;
5382 int scaledwidth, scaledheight;
5383 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5385 // LordHavoc: couldn't figure out how to make this approach the
5386 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5387 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5388 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5389 dist = r_refdef.view.clipplane.dist;
5390 plane[0] = r_refdef.view.clipplane.normal[0];
5391 plane[1] = r_refdef.view.clipplane.normal[1];
5392 plane[2] = r_refdef.view.clipplane.normal[2];
5394 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5397 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5398 if (!r_refdef.view.useperspective)
5399 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5400 else if (vid.stencil && r_useinfinitefarclip.integer)
5401 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5403 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5404 R_Mesh_SetMainRenderTargets();
5405 R_SetViewport(&r_refdef.view.viewport);
5406 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5408 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5409 float screenplane[4];
5410 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5411 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5412 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5413 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5414 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5418 void R_EntityMatrix(const matrix4x4_t *matrix)
5420 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5422 gl_modelmatrixchanged = false;
5423 gl_modelmatrix = *matrix;
5424 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5425 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5426 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5427 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5429 switch(vid.renderpath)
5431 case RENDERPATH_D3D9:
5433 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5434 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5437 case RENDERPATH_D3D10:
5438 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5440 case RENDERPATH_D3D11:
5441 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5443 case RENDERPATH_GL11:
5444 case RENDERPATH_GL13:
5445 case RENDERPATH_GLES1:
5446 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5448 case RENDERPATH_SOFT:
5449 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5450 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5452 case RENDERPATH_GL20:
5453 case RENDERPATH_GLES2:
5454 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5455 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5461 void R_ResetViewRendering2D(void)
5463 r_viewport_t viewport;
5466 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5467 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5468 R_Mesh_ResetRenderTargets();
5469 R_SetViewport(&viewport);
5470 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5471 GL_Color(1, 1, 1, 1);
5472 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5473 GL_BlendFunc(GL_ONE, GL_ZERO);
5474 GL_ScissorTest(false);
5475 GL_DepthMask(false);
5476 GL_DepthRange(0, 1);
5477 GL_DepthTest(false);
5478 GL_DepthFunc(GL_LEQUAL);
5479 R_EntityMatrix(&identitymatrix);
5480 R_Mesh_ResetTextureState();
5481 GL_PolygonOffset(0, 0);
5482 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5483 switch(vid.renderpath)
5485 case RENDERPATH_GL11:
5486 case RENDERPATH_GL13:
5487 case RENDERPATH_GL20:
5488 case RENDERPATH_GLES1:
5489 case RENDERPATH_GLES2:
5490 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5492 case RENDERPATH_D3D9:
5493 case RENDERPATH_D3D10:
5494 case RENDERPATH_D3D11:
5495 case RENDERPATH_SOFT:
5498 GL_CullFace(GL_NONE);
5501 void R_ResetViewRendering3D(void)
5506 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5507 GL_Color(1, 1, 1, 1);
5508 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5509 GL_BlendFunc(GL_ONE, GL_ZERO);
5510 GL_ScissorTest(true);
5512 GL_DepthRange(0, 1);
5514 GL_DepthFunc(GL_LEQUAL);
5515 R_EntityMatrix(&identitymatrix);
5516 R_Mesh_ResetTextureState();
5517 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5518 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5519 switch(vid.renderpath)
5521 case RENDERPATH_GL11:
5522 case RENDERPATH_GL13:
5523 case RENDERPATH_GL20:
5524 case RENDERPATH_GLES1:
5525 case RENDERPATH_GLES2:
5526 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5528 case RENDERPATH_D3D9:
5529 case RENDERPATH_D3D10:
5530 case RENDERPATH_D3D11:
5531 case RENDERPATH_SOFT:
5534 GL_CullFace(r_refdef.view.cullface_back);
5539 R_RenderView_UpdateViewVectors
5542 static void R_RenderView_UpdateViewVectors(void)
5544 // break apart the view matrix into vectors for various purposes
5545 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5546 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5547 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5548 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5549 // make an inverted copy of the view matrix for tracking sprites
5550 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5553 void R_RenderScene(void);
5554 void R_RenderWaterPlanes(void);
5556 static void R_Water_StartFrame(void)
5559 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5560 r_waterstate_waterplane_t *p;
5562 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5565 switch(vid.renderpath)
5567 case RENDERPATH_GL20:
5568 case RENDERPATH_D3D9:
5569 case RENDERPATH_D3D10:
5570 case RENDERPATH_D3D11:
5571 case RENDERPATH_SOFT:
5572 case RENDERPATH_GLES2:
5574 case RENDERPATH_GL11:
5575 case RENDERPATH_GL13:
5576 case RENDERPATH_GLES1:
5580 // set waterwidth and waterheight to the water resolution that will be
5581 // used (often less than the screen resolution for faster rendering)
5582 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5584 // calculate desired texture sizes
5585 // can't use water if the card does not support the texture size
5586 if (!r_water.integer || r_showsurfaces.integer)
5587 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5588 else if (vid.support.arb_texture_non_power_of_two)
5590 texturewidth = waterwidth;
5591 textureheight = waterheight;
5592 camerawidth = waterwidth;
5593 cameraheight = waterheight;
5597 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5598 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5599 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5600 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5603 // allocate textures as needed
5604 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5606 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5607 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5609 if (p->texture_refraction)
5610 R_FreeTexture(p->texture_refraction);
5611 p->texture_refraction = NULL;
5612 if (p->texture_reflection)
5613 R_FreeTexture(p->texture_reflection);
5614 p->texture_reflection = NULL;
5615 if (p->texture_camera)
5616 R_FreeTexture(p->texture_camera);
5617 p->texture_camera = NULL;
5619 memset(&r_waterstate, 0, sizeof(r_waterstate));
5620 r_waterstate.texturewidth = texturewidth;
5621 r_waterstate.textureheight = textureheight;
5622 r_waterstate.camerawidth = camerawidth;
5623 r_waterstate.cameraheight = cameraheight;
5626 if (r_waterstate.texturewidth)
5628 int scaledwidth, scaledheight;
5630 r_waterstate.enabled = true;
5632 // when doing a reduced render (HDR) we want to use a smaller area
5633 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5634 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5635 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5637 // set up variables that will be used in shader setup
5638 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5639 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5640 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5641 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5644 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5645 r_waterstate.numwaterplanes = 0;
5648 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5650 int planeindex, bestplaneindex, vertexindex;
5651 vec3_t mins, maxs, normal, center, v, n;
5652 vec_t planescore, bestplanescore;
5654 r_waterstate_waterplane_t *p;
5655 texture_t *t = R_GetCurrentTexture(surface->texture);
5657 rsurface.texture = t;
5658 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5659 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5660 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5662 // average the vertex normals, find the surface bounds (after deformvertexes)
5663 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5664 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5665 VectorCopy(n, normal);
5666 VectorCopy(v, mins);
5667 VectorCopy(v, maxs);
5668 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5670 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5671 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5672 VectorAdd(normal, n, normal);
5673 mins[0] = min(mins[0], v[0]);
5674 mins[1] = min(mins[1], v[1]);
5675 mins[2] = min(mins[2], v[2]);
5676 maxs[0] = max(maxs[0], v[0]);
5677 maxs[1] = max(maxs[1], v[1]);
5678 maxs[2] = max(maxs[2], v[2]);
5680 VectorNormalize(normal);
5681 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5683 VectorCopy(normal, plane.normal);
5684 VectorNormalize(plane.normal);
5685 plane.dist = DotProduct(center, plane.normal);
5686 PlaneClassify(&plane);
5687 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5689 // skip backfaces (except if nocullface is set)
5690 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5692 VectorNegate(plane.normal, plane.normal);
5694 PlaneClassify(&plane);
5698 // find a matching plane if there is one
5699 bestplaneindex = -1;
5700 bestplanescore = 1048576.0f;
5701 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5703 if(p->camera_entity == t->camera_entity)
5705 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5706 if (bestplaneindex < 0 || bestplanescore > planescore)
5708 bestplaneindex = planeindex;
5709 bestplanescore = planescore;
5713 planeindex = bestplaneindex;
5714 p = r_waterstate.waterplanes + planeindex;
5716 // if this surface does not fit any known plane rendered this frame, add one
5717 if ((planeindex < 0 || bestplanescore > 0.001f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5719 // store the new plane
5720 planeindex = r_waterstate.numwaterplanes++;
5721 p = r_waterstate.waterplanes + planeindex;
5723 // clear materialflags and pvs
5724 p->materialflags = 0;
5725 p->pvsvalid = false;
5726 p->camera_entity = t->camera_entity;
5727 VectorCopy(mins, p->mins);
5728 VectorCopy(maxs, p->maxs);
5732 // merge mins/maxs when we're adding this surface to the plane
5733 p->mins[0] = min(p->mins[0], mins[0]);
5734 p->mins[1] = min(p->mins[1], mins[1]);
5735 p->mins[2] = min(p->mins[2], mins[2]);
5736 p->maxs[0] = max(p->maxs[0], maxs[0]);
5737 p->maxs[1] = max(p->maxs[1], maxs[1]);
5738 p->maxs[2] = max(p->maxs[2], maxs[2]);
5740 // merge this surface's materialflags into the waterplane
5741 p->materialflags |= t->currentmaterialflags;
5742 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5744 // merge this surface's PVS into the waterplane
5745 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5746 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5748 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5754 extern cvar_t r_drawparticles;
5755 extern cvar_t r_drawdecals;
5757 static void R_Water_ProcessPlanes(void)
5760 r_refdef_view_t originalview;
5761 r_refdef_view_t myview;
5762 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;
5763 r_waterstate_waterplane_t *p;
5766 originalview = r_refdef.view;
5768 // lowquality hack, temporarily shut down some cvars and restore afterwards
5769 qualityreduction = r_water_lowquality.integer;
5770 if (qualityreduction > 0)
5772 if (qualityreduction >= 1)
5774 old_r_shadows = r_shadows.integer;
5775 old_r_worldrtlight = r_shadow_realtime_world.integer;
5776 old_r_dlight = r_shadow_realtime_dlight.integer;
5777 Cvar_SetValueQuick(&r_shadows, 0);
5778 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5779 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5781 if (qualityreduction >= 2)
5783 old_r_dynamic = r_dynamic.integer;
5784 old_r_particles = r_drawparticles.integer;
5785 old_r_decals = r_drawdecals.integer;
5786 Cvar_SetValueQuick(&r_dynamic, 0);
5787 Cvar_SetValueQuick(&r_drawparticles, 0);
5788 Cvar_SetValueQuick(&r_drawdecals, 0);
5792 // make sure enough textures are allocated
5793 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5795 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5797 if (!p->texture_refraction)
5798 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5799 if (!p->texture_refraction)
5802 else if (p->materialflags & MATERIALFLAG_CAMERA)
5804 if (!p->texture_camera)
5805 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5806 if (!p->texture_camera)
5810 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5812 if (!p->texture_reflection)
5813 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5814 if (!p->texture_reflection)
5820 r_refdef.view = originalview;
5821 r_refdef.view.showdebug = false;
5822 r_refdef.view.width = r_waterstate.waterwidth;
5823 r_refdef.view.height = r_waterstate.waterheight;
5824 r_refdef.view.useclipplane = true;
5825 myview = r_refdef.view;
5826 r_waterstate.renderingscene = true;
5827 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5829 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5831 r_refdef.view = myview;
5832 if(r_water_scissormode.integer)
5835 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5836 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5839 // render reflected scene and copy into texture
5840 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5841 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5842 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5843 r_refdef.view.clipplane = p->plane;
5844 // reverse the cullface settings for this render
5845 r_refdef.view.cullface_front = GL_FRONT;
5846 r_refdef.view.cullface_back = GL_BACK;
5847 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5849 r_refdef.view.usecustompvs = true;
5851 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5853 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5856 R_ResetViewRendering3D();
5857 R_ClearScreen(r_refdef.fogenabled);
5858 if(r_water_scissormode.integer & 2)
5859 R_View_UpdateWithScissor(myscissor);
5862 if(r_water_scissormode.integer & 1)
5863 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5866 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);
5869 // render the normal view scene and copy into texture
5870 // (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)
5871 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5873 r_refdef.view = myview;
5874 if(r_water_scissormode.integer)
5877 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5878 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5881 r_waterstate.renderingrefraction = true;
5883 r_refdef.view.clipplane = p->plane;
5884 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5885 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5887 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5889 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5890 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5891 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5892 R_RenderView_UpdateViewVectors();
5893 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5895 r_refdef.view.usecustompvs = true;
5896 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);
5900 PlaneClassify(&r_refdef.view.clipplane);
5902 R_ResetViewRendering3D();
5903 R_ClearScreen(r_refdef.fogenabled);
5904 if(r_water_scissormode.integer & 2)
5905 R_View_UpdateWithScissor(myscissor);
5908 if(r_water_scissormode.integer & 1)
5909 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5912 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);
5913 r_waterstate.renderingrefraction = false;
5915 else if (p->materialflags & MATERIALFLAG_CAMERA)
5917 r_refdef.view = myview;
5919 r_refdef.view.clipplane = p->plane;
5920 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5921 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5923 r_refdef.view.width = r_waterstate.camerawidth;
5924 r_refdef.view.height = r_waterstate.cameraheight;
5925 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5926 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5927 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5928 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5930 if(p->camera_entity)
5932 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5933 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5936 // note: all of the view is used for displaying... so
5937 // there is no use in scissoring
5939 // reverse the cullface settings for this render
5940 r_refdef.view.cullface_front = GL_FRONT;
5941 r_refdef.view.cullface_back = GL_BACK;
5942 // also reverse the view matrix
5943 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
5944 R_RenderView_UpdateViewVectors();
5945 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5947 r_refdef.view.usecustompvs = true;
5948 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);
5951 // camera needs no clipplane
5952 r_refdef.view.useclipplane = false;
5954 PlaneClassify(&r_refdef.view.clipplane);
5956 R_ResetViewRendering3D();
5957 R_ClearScreen(r_refdef.fogenabled);
5961 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);
5962 r_waterstate.renderingrefraction = false;
5966 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5967 r_waterstate.renderingscene = false;
5968 r_refdef.view = originalview;
5969 R_ResetViewRendering3D();
5970 R_ClearScreen(r_refdef.fogenabled);
5974 r_refdef.view = originalview;
5975 r_waterstate.renderingscene = false;
5976 Cvar_SetValueQuick(&r_water, 0);
5977 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5979 // lowquality hack, restore cvars
5980 if (qualityreduction > 0)
5982 if (qualityreduction >= 1)
5984 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5985 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5986 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5988 if (qualityreduction >= 2)
5990 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5991 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5992 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5997 void R_Bloom_StartFrame(void)
5999 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6000 int viewwidth, viewheight;
6003 if (r_viewscale_fpsscaling.integer)
6005 double actualframetime;
6006 double targetframetime;
6008 actualframetime = r_refdef.lastdrawscreentime;
6009 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6010 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6011 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6012 if (r_viewscale_fpsscaling_stepsize.value > 0)
6013 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6014 viewscalefpsadjusted += adjust;
6015 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6018 viewscalefpsadjusted = 1.0f;
6020 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6022 switch(vid.renderpath)
6024 case RENDERPATH_GL20:
6025 case RENDERPATH_D3D9:
6026 case RENDERPATH_D3D10:
6027 case RENDERPATH_D3D11:
6028 case RENDERPATH_SOFT:
6029 case RENDERPATH_GLES2:
6031 case RENDERPATH_GL11:
6032 case RENDERPATH_GL13:
6033 case RENDERPATH_GLES1:
6037 // set bloomwidth and bloomheight to the bloom resolution that will be
6038 // used (often less than the screen resolution for faster rendering)
6039 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6040 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6041 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6042 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6043 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6045 // calculate desired texture sizes
6046 if (vid.support.arb_texture_non_power_of_two)
6048 screentexturewidth = vid.width;
6049 screentextureheight = vid.height;
6050 bloomtexturewidth = r_bloomstate.bloomwidth;
6051 bloomtextureheight = r_bloomstate.bloomheight;
6055 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6056 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6057 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6058 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6061 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6063 Cvar_SetValueQuick(&r_hdr, 0);
6064 Cvar_SetValueQuick(&r_bloom, 0);
6065 Cvar_SetValueQuick(&r_motionblur, 0);
6066 Cvar_SetValueQuick(&r_damageblur, 0);
6069 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6070 screentexturewidth = screentextureheight = 0;
6071 if (!r_hdr.integer && !r_bloom.integer)
6072 bloomtexturewidth = bloomtextureheight = 0;
6074 textype = TEXTYPE_COLORBUFFER;
6075 switch (vid.renderpath)
6077 case RENDERPATH_GL20:
6078 case RENDERPATH_GLES2:
6079 if (vid.support.ext_framebuffer_object)
6081 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6082 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6085 case RENDERPATH_GL11:
6086 case RENDERPATH_GL13:
6087 case RENDERPATH_GLES1:
6088 case RENDERPATH_D3D9:
6089 case RENDERPATH_D3D10:
6090 case RENDERPATH_D3D11:
6091 case RENDERPATH_SOFT:
6095 // allocate textures as needed
6096 if (r_bloomstate.screentexturewidth != screentexturewidth
6097 || r_bloomstate.screentextureheight != screentextureheight
6098 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6099 || r_bloomstate.bloomtextureheight != bloomtextureheight
6100 || r_bloomstate.texturetype != textype
6101 || r_bloomstate.viewfbo != r_viewfbo.integer)
6103 if (r_bloomstate.texture_bloom)
6104 R_FreeTexture(r_bloomstate.texture_bloom);
6105 r_bloomstate.texture_bloom = NULL;
6106 if (r_bloomstate.texture_screen)
6107 R_FreeTexture(r_bloomstate.texture_screen);
6108 r_bloomstate.texture_screen = NULL;
6109 if (r_bloomstate.fbo_framebuffer)
6110 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6111 r_bloomstate.fbo_framebuffer = 0;
6112 if (r_bloomstate.texture_framebuffercolor)
6113 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6114 r_bloomstate.texture_framebuffercolor = NULL;
6115 if (r_bloomstate.texture_framebufferdepth)
6116 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6117 r_bloomstate.texture_framebufferdepth = NULL;
6118 r_bloomstate.screentexturewidth = screentexturewidth;
6119 r_bloomstate.screentextureheight = screentextureheight;
6120 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6121 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6122 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6124 // FIXME: choose depth bits based on a cvar
6125 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6126 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6127 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6128 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6130 // render depth into one texture and normalmap into the other
6134 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6135 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6136 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6137 if (status != GL_FRAMEBUFFER_COMPLETE)
6138 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6142 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6143 r_bloomstate.bloomtextureheight = bloomtextureheight;
6144 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6145 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6146 r_bloomstate.viewfbo = r_viewfbo.integer;
6147 r_bloomstate.texturetype = textype;
6150 // when doing a reduced render (HDR) we want to use a smaller area
6151 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6152 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6153 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6154 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6155 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6157 // set up a texcoord array for the full resolution screen image
6158 // (we have to keep this around to copy back during final render)
6159 r_bloomstate.screentexcoord2f[0] = 0;
6160 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6161 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6162 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6163 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6164 r_bloomstate.screentexcoord2f[5] = 0;
6165 r_bloomstate.screentexcoord2f[6] = 0;
6166 r_bloomstate.screentexcoord2f[7] = 0;
6168 // set up a texcoord array for the reduced resolution bloom image
6169 // (which will be additive blended over the screen image)
6170 r_bloomstate.bloomtexcoord2f[0] = 0;
6171 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6172 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6173 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6174 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6175 r_bloomstate.bloomtexcoord2f[5] = 0;
6176 r_bloomstate.bloomtexcoord2f[6] = 0;
6177 r_bloomstate.bloomtexcoord2f[7] = 0;
6179 switch(vid.renderpath)
6181 case RENDERPATH_GL11:
6182 case RENDERPATH_GL13:
6183 case RENDERPATH_GL20:
6184 case RENDERPATH_SOFT:
6185 case RENDERPATH_GLES1:
6186 case RENDERPATH_GLES2:
6188 case RENDERPATH_D3D9:
6189 case RENDERPATH_D3D10:
6190 case RENDERPATH_D3D11:
6193 for (i = 0;i < 4;i++)
6195 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6196 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6197 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6198 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6204 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6206 r_bloomstate.enabled = true;
6207 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6210 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6212 if (r_bloomstate.fbo_framebuffer)
6213 r_refdef.view.clear = true;
6216 void R_Bloom_CopyBloomTexture(float colorscale)
6218 r_refdef.stats.bloom++;
6220 // scale down screen texture to the bloom texture size
6222 R_Mesh_SetMainRenderTargets();
6223 R_SetViewport(&r_bloomstate.viewport);
6224 GL_BlendFunc(GL_ONE, GL_ZERO);
6225 GL_Color(colorscale, colorscale, colorscale, 1);
6226 // 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...
6227 switch(vid.renderpath)
6229 case RENDERPATH_GL11:
6230 case RENDERPATH_GL13:
6231 case RENDERPATH_GL20:
6232 case RENDERPATH_GLES1:
6233 case RENDERPATH_GLES2:
6234 case RENDERPATH_SOFT:
6235 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6237 case RENDERPATH_D3D9:
6238 case RENDERPATH_D3D10:
6239 case RENDERPATH_D3D11:
6240 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6243 // TODO: do boxfilter scale-down in shader?
6244 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6245 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6246 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6248 // we now have a bloom image in the framebuffer
6249 // copy it into the bloom image texture for later processing
6250 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6251 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6254 void R_Bloom_CopyHDRTexture(void)
6256 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6257 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6260 void R_Bloom_MakeTexture(void)
6263 float xoffset, yoffset, r, brighten;
6265 r_refdef.stats.bloom++;
6267 R_ResetViewRendering2D();
6269 // we have a bloom image in the framebuffer
6271 R_SetViewport(&r_bloomstate.viewport);
6273 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6276 r = bound(0, r_bloom_colorexponent.value / x, 1);
6277 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6279 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6280 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6281 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6282 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6284 // copy the vertically blurred bloom view to a texture
6285 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6286 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6289 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6290 brighten = r_bloom_brighten.value;
6291 if (r_bloomstate.hdr)
6292 brighten *= r_hdr_range.value;
6293 brighten = sqrt(brighten);
6295 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6296 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6298 for (dir = 0;dir < 2;dir++)
6300 // blend on at multiple vertical offsets to achieve a vertical blur
6301 // TODO: do offset blends using GLSL
6302 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6303 GL_BlendFunc(GL_ONE, GL_ZERO);
6304 for (x = -range;x <= range;x++)
6306 if (!dir){xoffset = 0;yoffset = x;}
6307 else {xoffset = x;yoffset = 0;}
6308 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6309 yoffset /= (float)r_bloomstate.bloomtextureheight;
6310 // compute a texcoord array with the specified x and y offset
6311 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6312 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6313 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6314 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6315 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6316 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6317 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6318 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6319 // this r value looks like a 'dot' particle, fading sharply to
6320 // black at the edges
6321 // (probably not realistic but looks good enough)
6322 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6323 //r = brighten/(range*2+1);
6324 r = brighten / (range * 2 + 1);
6326 r *= (1 - x*x/(float)(range*range));
6327 GL_Color(r, r, r, 1);
6328 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6329 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6330 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6331 GL_BlendFunc(GL_ONE, GL_ONE);
6334 // copy the vertically blurred bloom view to a texture
6335 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6336 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6340 void R_HDR_RenderBloomTexture(void)
6342 int oldwidth, oldheight;
6343 float oldcolorscale;
6344 qboolean oldwaterstate;
6346 oldwaterstate = r_waterstate.enabled;
6347 oldcolorscale = r_refdef.view.colorscale;
6348 oldwidth = r_refdef.view.width;
6349 oldheight = r_refdef.view.height;
6350 r_refdef.view.width = r_bloomstate.bloomwidth;
6351 r_refdef.view.height = r_bloomstate.bloomheight;
6353 if(r_hdr.integer < 2)
6354 r_waterstate.enabled = false;
6356 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6357 // TODO: add exposure compensation features
6358 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6360 r_refdef.view.showdebug = false;
6361 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6363 R_ResetViewRendering3D();
6365 R_ClearScreen(r_refdef.fogenabled);
6366 if (r_timereport_active)
6367 R_TimeReport("HDRclear");
6370 if (r_timereport_active)
6371 R_TimeReport("visibility");
6373 // only do secondary renders with HDR if r_hdr is 2 or higher
6374 r_waterstate.numwaterplanes = 0;
6375 if (r_waterstate.enabled)
6376 R_RenderWaterPlanes();
6378 r_refdef.view.showdebug = true;
6380 r_waterstate.numwaterplanes = 0;
6382 R_ResetViewRendering2D();
6384 R_Bloom_CopyHDRTexture();
6385 R_Bloom_MakeTexture();
6387 // restore the view settings
6388 r_waterstate.enabled = oldwaterstate;
6389 r_refdef.view.width = oldwidth;
6390 r_refdef.view.height = oldheight;
6391 r_refdef.view.colorscale = oldcolorscale;
6393 R_ResetViewRendering3D();
6395 R_ClearScreen(r_refdef.fogenabled);
6396 if (r_timereport_active)
6397 R_TimeReport("viewclear");
6400 static void R_BlendView(void)
6402 unsigned int permutation;
6403 float uservecs[4][4];
6405 switch (vid.renderpath)
6407 case RENDERPATH_GL20:
6408 case RENDERPATH_D3D9:
6409 case RENDERPATH_D3D10:
6410 case RENDERPATH_D3D11:
6411 case RENDERPATH_SOFT:
6412 case RENDERPATH_GLES2:
6414 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6415 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6416 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6417 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6418 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6420 if (r_bloomstate.texture_screen)
6422 // make sure the buffer is available
6423 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6425 R_ResetViewRendering2D();
6426 R_Mesh_SetMainRenderTargets();
6428 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6430 // declare variables
6431 float blur_factor, blur_mouseaccel, blur_velocity;
6432 static float blur_average;
6433 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6435 // set a goal for the factoring
6436 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6437 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6438 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6439 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6440 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6441 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6443 // from the goal, pick an averaged value between goal and last value
6444 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6445 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6447 // enforce minimum amount of blur
6448 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6450 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6452 // calculate values into a standard alpha
6453 cl.motionbluralpha = 1 - exp(-
6455 (r_motionblur.value * blur_factor / 80)
6457 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6460 max(0.0001, cl.time - cl.oldtime) // fps independent
6463 // randomization for the blur value to combat persistent ghosting
6464 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6465 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6468 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6470 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6471 GL_Color(1, 1, 1, cl.motionbluralpha);
6472 switch(vid.renderpath)
6474 case RENDERPATH_GL11:
6475 case RENDERPATH_GL13:
6476 case RENDERPATH_GL20:
6477 case RENDERPATH_GLES1:
6478 case RENDERPATH_GLES2:
6479 case RENDERPATH_SOFT:
6480 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6482 case RENDERPATH_D3D9:
6483 case RENDERPATH_D3D10:
6484 case RENDERPATH_D3D11:
6485 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6488 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6489 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6490 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6493 // updates old view angles for next pass
6494 VectorCopy(cl.viewangles, blur_oldangles);
6497 // copy view into the screen texture
6498 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6499 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6501 else if (!r_bloomstate.texture_bloom)
6503 // we may still have to do view tint...
6504 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6506 // apply a color tint to the whole view
6507 R_ResetViewRendering2D();
6508 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6509 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6510 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6511 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6512 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6514 break; // no screen processing, no bloom, skip it
6517 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6519 // render simple bloom effect
6520 // copy the screen and shrink it and darken it for the bloom process
6521 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6522 // make the bloom texture
6523 R_Bloom_MakeTexture();
6526 #if _MSC_VER >= 1400
6527 #define sscanf sscanf_s
6529 memset(uservecs, 0, sizeof(uservecs));
6530 if (r_glsl_postprocess_uservec1_enable.integer)
6531 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6532 if (r_glsl_postprocess_uservec2_enable.integer)
6533 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6534 if (r_glsl_postprocess_uservec3_enable.integer)
6535 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6536 if (r_glsl_postprocess_uservec4_enable.integer)
6537 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6539 R_ResetViewRendering2D();
6540 GL_Color(1, 1, 1, 1);
6541 GL_BlendFunc(GL_ONE, GL_ZERO);
6543 switch(vid.renderpath)
6545 case RENDERPATH_GL20:
6546 case RENDERPATH_GLES2:
6547 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6548 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6549 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6550 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6551 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6552 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]);
6553 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6554 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]);
6555 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]);
6556 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]);
6557 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]);
6558 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6559 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6560 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);
6562 case RENDERPATH_D3D9:
6564 // 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...
6565 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6566 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6567 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6568 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6569 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6570 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6571 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6572 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6573 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6574 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6575 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6576 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6577 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6578 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6581 case RENDERPATH_D3D10:
6582 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6584 case RENDERPATH_D3D11:
6585 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6587 case RENDERPATH_SOFT:
6588 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6589 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6590 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6591 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6592 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6593 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6594 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6595 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6596 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6597 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6598 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6599 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6600 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6601 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6606 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6607 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6609 case RENDERPATH_GL11:
6610 case RENDERPATH_GL13:
6611 case RENDERPATH_GLES1:
6612 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6614 // apply a color tint to the whole view
6615 R_ResetViewRendering2D();
6616 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6617 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6618 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6619 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6620 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6626 matrix4x4_t r_waterscrollmatrix;
6628 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6631 if (gamemode == GAME_NEHAHRA)
6633 if (gl_fogenable.integer)
6635 r_refdef.oldgl_fogenable = true;
6636 r_refdef.fog_density = gl_fogdensity.value;
6637 r_refdef.fog_red = gl_fogred.value;
6638 r_refdef.fog_green = gl_foggreen.value;
6639 r_refdef.fog_blue = gl_fogblue.value;
6640 r_refdef.fog_alpha = 1;
6641 r_refdef.fog_start = 0;
6642 r_refdef.fog_end = gl_skyclip.value;
6643 r_refdef.fog_height = 1<<30;
6644 r_refdef.fog_fadedepth = 128;
6646 else if (r_refdef.oldgl_fogenable)
6648 r_refdef.oldgl_fogenable = false;
6649 r_refdef.fog_density = 0;
6650 r_refdef.fog_red = 0;
6651 r_refdef.fog_green = 0;
6652 r_refdef.fog_blue = 0;
6653 r_refdef.fog_alpha = 0;
6654 r_refdef.fog_start = 0;
6655 r_refdef.fog_end = 0;
6656 r_refdef.fog_height = 1<<30;
6657 r_refdef.fog_fadedepth = 128;
6662 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6663 r_refdef.fog_start = max(0, r_refdef.fog_start);
6664 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6666 if (r_refdef.fog_density && r_drawfog.integer)
6668 r_refdef.fogenabled = true;
6669 // this is the point where the fog reaches 0.9986 alpha, which we
6670 // consider a good enough cutoff point for the texture
6671 // (0.9986 * 256 == 255.6)
6672 if (r_fog_exp2.integer)
6673 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6675 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6676 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6677 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6678 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6679 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6680 R_BuildFogHeightTexture();
6681 // fog color was already set
6682 // update the fog texture
6683 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)
6684 R_BuildFogTexture();
6685 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6686 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6689 r_refdef.fogenabled = false;
6692 if (r_refdef.fog_density)
6694 r_refdef.fogcolor[0] = r_refdef.fog_red;
6695 r_refdef.fogcolor[1] = r_refdef.fog_green;
6696 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6698 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6699 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6700 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6701 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6705 VectorCopy(r_refdef.fogcolor, fogvec);
6706 // color.rgb *= ContrastBoost * SceneBrightness;
6707 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6708 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6709 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6710 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6715 void R_UpdateVariables(void)
6719 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6721 r_refdef.farclip = r_farclip_base.value;
6722 if (r_refdef.scene.worldmodel)
6723 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6724 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6726 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6727 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6728 r_refdef.polygonfactor = 0;
6729 r_refdef.polygonoffset = 0;
6730 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6731 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6733 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6734 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6735 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6736 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6737 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6738 if (FAKELIGHT_ENABLED)
6740 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6742 if (r_showsurfaces.integer)
6744 r_refdef.scene.rtworld = false;
6745 r_refdef.scene.rtworldshadows = false;
6746 r_refdef.scene.rtdlight = false;
6747 r_refdef.scene.rtdlightshadows = false;
6748 r_refdef.lightmapintensity = 0;
6751 switch(vid.renderpath)
6753 case RENDERPATH_GL20:
6754 case RENDERPATH_D3D9:
6755 case RENDERPATH_D3D10:
6756 case RENDERPATH_D3D11:
6757 case RENDERPATH_SOFT:
6758 case RENDERPATH_GLES2:
6759 if(v_glslgamma.integer && !vid_gammatables_trivial)
6761 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6763 // build GLSL gamma texture
6764 #define RAMPWIDTH 256
6765 unsigned short ramp[RAMPWIDTH * 3];
6766 unsigned char rampbgr[RAMPWIDTH][4];
6769 r_texture_gammaramps_serial = vid_gammatables_serial;
6771 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6772 for(i = 0; i < RAMPWIDTH; ++i)
6774 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6775 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6776 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6779 if (r_texture_gammaramps)
6781 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6785 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6791 // remove GLSL gamma texture
6794 case RENDERPATH_GL11:
6795 case RENDERPATH_GL13:
6796 case RENDERPATH_GLES1:
6801 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6802 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6808 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6809 if( scenetype != r_currentscenetype ) {
6810 // store the old scenetype
6811 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6812 r_currentscenetype = scenetype;
6813 // move in the new scene
6814 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6823 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6825 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6826 if( scenetype == r_currentscenetype ) {
6827 return &r_refdef.scene;
6829 return &r_scenes_store[ scenetype ];
6833 int R_SortEntities_Compare(const void *ap, const void *bp)
6835 const entity_render_t *a = *(const entity_render_t **)ap;
6836 const entity_render_t *b = *(const entity_render_t **)bp;
6839 if(a->model < b->model)
6841 if(a->model > b->model)
6845 // TODO possibly calculate the REAL skinnum here first using
6847 if(a->skinnum < b->skinnum)
6849 if(a->skinnum > b->skinnum)
6852 // everything we compared is equal
6855 void R_SortEntities(void)
6857 // below or equal 2 ents, sorting never gains anything
6858 if(r_refdef.scene.numentities <= 2)
6861 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6869 int dpsoftrast_test;
6870 extern void R_Shadow_UpdateBounceGridTexture(void);
6871 extern cvar_t r_shadow_bouncegrid;
6872 void R_RenderView(void)
6874 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6876 dpsoftrast_test = r_test.integer;
6878 if (r_timereport_active)
6879 R_TimeReport("start");
6880 r_textureframe++; // used only by R_GetCurrentTexture
6881 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6883 if(R_CompileShader_CheckStaticParms())
6886 if (!r_drawentities.integer)
6887 r_refdef.scene.numentities = 0;
6888 else if (r_sortentities.integer)
6891 R_AnimCache_ClearCache();
6892 R_FrameData_NewFrame();
6894 /* adjust for stereo display */
6895 if(R_Stereo_Active())
6897 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);
6898 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6901 if (r_refdef.view.isoverlay)
6903 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6904 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6905 R_TimeReport("depthclear");
6907 r_refdef.view.showdebug = false;
6909 r_waterstate.enabled = false;
6910 r_waterstate.numwaterplanes = 0;
6914 r_refdef.view.matrix = originalmatrix;
6920 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6922 r_refdef.view.matrix = originalmatrix;
6923 return; //Host_Error ("R_RenderView: NULL worldmodel");
6926 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6928 R_RenderView_UpdateViewVectors();
6930 R_Shadow_UpdateWorldLightSelection();
6932 R_Bloom_StartFrame();
6933 R_Water_StartFrame();
6936 if (r_timereport_active)
6937 R_TimeReport("viewsetup");
6939 R_ResetViewRendering3D();
6941 if (r_refdef.view.clear || r_refdef.fogenabled)
6943 R_ClearScreen(r_refdef.fogenabled);
6944 if (r_timereport_active)
6945 R_TimeReport("viewclear");
6947 r_refdef.view.clear = true;
6949 // this produces a bloom texture to be used in R_BlendView() later
6950 if (r_bloomstate.hdr)
6952 R_HDR_RenderBloomTexture();
6953 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6954 r_textureframe++; // used only by R_GetCurrentTexture
6957 r_refdef.view.showdebug = true;
6960 if (r_timereport_active)
6961 R_TimeReport("visibility");
6963 R_Shadow_UpdateBounceGridTexture();
6964 if (r_timereport_active && r_shadow_bouncegrid.integer)
6965 R_TimeReport("bouncegrid");
6967 r_waterstate.numwaterplanes = 0;
6968 if (r_waterstate.enabled)
6969 R_RenderWaterPlanes();
6972 r_waterstate.numwaterplanes = 0;
6975 if (r_timereport_active)
6976 R_TimeReport("blendview");
6978 GL_Scissor(0, 0, vid.width, vid.height);
6979 GL_ScissorTest(false);
6981 r_refdef.view.matrix = originalmatrix;
6986 void R_RenderWaterPlanes(void)
6988 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6990 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6991 if (r_timereport_active)
6992 R_TimeReport("waterworld");
6995 // don't let sound skip if going slow
6996 if (r_refdef.scene.extraupdate)
6999 R_DrawModelsAddWaterPlanes();
7000 if (r_timereport_active)
7001 R_TimeReport("watermodels");
7003 if (r_waterstate.numwaterplanes)
7005 R_Water_ProcessPlanes();
7006 if (r_timereport_active)
7007 R_TimeReport("waterscenes");
7011 extern void R_DrawLightningBeams (void);
7012 extern void VM_CL_AddPolygonsToMeshQueue (void);
7013 extern void R_DrawPortals (void);
7014 extern cvar_t cl_locs_show;
7015 static void R_DrawLocs(void);
7016 static void R_DrawEntityBBoxes(void);
7017 static void R_DrawModelDecals(void);
7018 extern void R_DrawModelShadows(void);
7019 extern void R_DrawModelShadowMaps(void);
7020 extern cvar_t cl_decals_newsystem;
7021 extern qboolean r_shadow_usingdeferredprepass;
7022 void R_RenderScene(void)
7024 qboolean shadowmapping = false;
7026 if (r_timereport_active)
7027 R_TimeReport("beginscene");
7029 r_refdef.stats.renders++;
7033 // don't let sound skip if going slow
7034 if (r_refdef.scene.extraupdate)
7037 R_MeshQueue_BeginScene();
7041 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);
7043 if (r_timereport_active)
7044 R_TimeReport("skystartframe");
7046 if (cl.csqc_vidvars.drawworld)
7048 // don't let sound skip if going slow
7049 if (r_refdef.scene.extraupdate)
7052 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7054 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7055 if (r_timereport_active)
7056 R_TimeReport("worldsky");
7059 if (R_DrawBrushModelsSky() && r_timereport_active)
7060 R_TimeReport("bmodelsky");
7062 if (skyrendermasked && skyrenderlater)
7064 // we have to force off the water clipping plane while rendering sky
7068 if (r_timereport_active)
7069 R_TimeReport("sky");
7073 R_Shadow_PrepareLights();
7074 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7075 R_Shadow_PrepareModelShadows();
7076 if (r_timereport_active)
7077 R_TimeReport("preparelights");
7079 if (R_Shadow_ShadowMappingEnabled())
7080 shadowmapping = true;
7082 if (r_shadow_usingdeferredprepass)
7083 R_Shadow_DrawPrepass();
7085 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7087 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7088 if (r_timereport_active)
7089 R_TimeReport("worlddepth");
7091 if (r_depthfirst.integer >= 2)
7093 R_DrawModelsDepth();
7094 if (r_timereport_active)
7095 R_TimeReport("modeldepth");
7098 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7100 R_DrawModelShadowMaps();
7101 R_ResetViewRendering3D();
7102 // don't let sound skip if going slow
7103 if (r_refdef.scene.extraupdate)
7107 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7109 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7110 if (r_timereport_active)
7111 R_TimeReport("world");
7114 // don't let sound skip if going slow
7115 if (r_refdef.scene.extraupdate)
7119 if (r_timereport_active)
7120 R_TimeReport("models");
7122 // don't let sound skip if going slow
7123 if (r_refdef.scene.extraupdate)
7126 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7128 R_DrawModelShadows();
7129 R_ResetViewRendering3D();
7130 // don't let sound skip if going slow
7131 if (r_refdef.scene.extraupdate)
7135 if (!r_shadow_usingdeferredprepass)
7137 R_Shadow_DrawLights();
7138 if (r_timereport_active)
7139 R_TimeReport("rtlights");
7142 // don't let sound skip if going slow
7143 if (r_refdef.scene.extraupdate)
7146 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7148 R_DrawModelShadows();
7149 R_ResetViewRendering3D();
7150 // don't let sound skip if going slow
7151 if (r_refdef.scene.extraupdate)
7155 if (cl.csqc_vidvars.drawworld)
7157 if (cl_decals_newsystem.integer)
7159 R_DrawModelDecals();
7160 if (r_timereport_active)
7161 R_TimeReport("modeldecals");
7166 if (r_timereport_active)
7167 R_TimeReport("decals");
7171 if (r_timereport_active)
7172 R_TimeReport("particles");
7175 if (r_timereport_active)
7176 R_TimeReport("explosions");
7178 R_DrawLightningBeams();
7179 if (r_timereport_active)
7180 R_TimeReport("lightning");
7183 VM_CL_AddPolygonsToMeshQueue();
7185 if (r_refdef.view.showdebug)
7187 if (cl_locs_show.integer)
7190 if (r_timereport_active)
7191 R_TimeReport("showlocs");
7194 if (r_drawportals.integer)
7197 if (r_timereport_active)
7198 R_TimeReport("portals");
7201 if (r_showbboxes.value > 0)
7203 R_DrawEntityBBoxes();
7204 if (r_timereport_active)
7205 R_TimeReport("bboxes");
7209 if (r_transparent.integer)
7211 R_MeshQueue_RenderTransparent();
7212 if (r_timereport_active)
7213 R_TimeReport("drawtrans");
7216 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))
7218 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7219 if (r_timereport_active)
7220 R_TimeReport("worlddebug");
7221 R_DrawModelsDebug();
7222 if (r_timereport_active)
7223 R_TimeReport("modeldebug");
7226 if (cl.csqc_vidvars.drawworld)
7228 R_Shadow_DrawCoronas();
7229 if (r_timereport_active)
7230 R_TimeReport("coronas");
7235 GL_DepthTest(false);
7236 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7237 GL_Color(1, 1, 1, 1);
7238 qglBegin(GL_POLYGON);
7239 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7240 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7241 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7242 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7244 qglBegin(GL_POLYGON);
7245 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]);
7246 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]);
7247 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]);
7248 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]);
7250 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7254 // don't let sound skip if going slow
7255 if (r_refdef.scene.extraupdate)
7258 R_ResetViewRendering2D();
7261 static const unsigned short bboxelements[36] =
7271 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7274 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7276 RSurf_ActiveWorldEntity();
7278 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7279 GL_DepthMask(false);
7280 GL_DepthRange(0, 1);
7281 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7282 // R_Mesh_ResetTextureState();
7284 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7285 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7286 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7287 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7288 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7289 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7290 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7291 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7292 R_FillColors(color4f, 8, cr, cg, cb, ca);
7293 if (r_refdef.fogenabled)
7295 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7297 f1 = RSurf_FogVertex(v);
7299 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7300 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7301 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7304 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7305 R_Mesh_ResetTextureState();
7306 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7307 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7310 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7314 prvm_edict_t *edict;
7315 prvm_prog_t *prog_save = prog;
7317 // this function draws bounding boxes of server entities
7321 GL_CullFace(GL_NONE);
7322 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7326 for (i = 0;i < numsurfaces;i++)
7328 edict = PRVM_EDICT_NUM(surfacelist[i]);
7329 switch ((int)PRVM_serveredictfloat(edict, solid))
7331 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7332 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7333 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7334 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7335 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7336 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7338 color[3] *= r_showbboxes.value;
7339 color[3] = bound(0, color[3], 1);
7340 GL_DepthTest(!r_showdisabledepthtest.integer);
7341 GL_CullFace(r_refdef.view.cullface_front);
7342 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7348 static void R_DrawEntityBBoxes(void)
7351 prvm_edict_t *edict;
7353 prvm_prog_t *prog_save = prog;
7355 // this function draws bounding boxes of server entities
7361 for (i = 0;i < prog->num_edicts;i++)
7363 edict = PRVM_EDICT_NUM(i);
7364 if (edict->priv.server->free)
7366 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7367 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7369 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7371 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7372 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7378 static const int nomodelelement3i[24] =
7390 static const unsigned short nomodelelement3s[24] =
7402 static const float nomodelvertex3f[6*3] =
7412 static const float nomodelcolor4f[6*4] =
7414 0.0f, 0.0f, 0.5f, 1.0f,
7415 0.0f, 0.0f, 0.5f, 1.0f,
7416 0.0f, 0.5f, 0.0f, 1.0f,
7417 0.0f, 0.5f, 0.0f, 1.0f,
7418 0.5f, 0.0f, 0.0f, 1.0f,
7419 0.5f, 0.0f, 0.0f, 1.0f
7422 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7428 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);
7430 // this is only called once per entity so numsurfaces is always 1, and
7431 // surfacelist is always {0}, so this code does not handle batches
7433 if (rsurface.ent_flags & RENDER_ADDITIVE)
7435 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7436 GL_DepthMask(false);
7438 else if (rsurface.colormod[3] < 1)
7440 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7441 GL_DepthMask(false);
7445 GL_BlendFunc(GL_ONE, GL_ZERO);
7448 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7449 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7450 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7451 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7452 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7453 for (i = 0, c = color4f;i < 6;i++, c += 4)
7455 c[0] *= rsurface.colormod[0];
7456 c[1] *= rsurface.colormod[1];
7457 c[2] *= rsurface.colormod[2];
7458 c[3] *= rsurface.colormod[3];
7460 if (r_refdef.fogenabled)
7462 for (i = 0, c = color4f;i < 6;i++, c += 4)
7464 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7466 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7467 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7468 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7471 // R_Mesh_ResetTextureState();
7472 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7473 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7474 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7477 void R_DrawNoModel(entity_render_t *ent)
7480 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7481 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7482 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7484 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7487 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7489 vec3_t right1, right2, diff, normal;
7491 VectorSubtract (org2, org1, normal);
7493 // calculate 'right' vector for start
7494 VectorSubtract (r_refdef.view.origin, org1, diff);
7495 CrossProduct (normal, diff, right1);
7496 VectorNormalize (right1);
7498 // calculate 'right' vector for end
7499 VectorSubtract (r_refdef.view.origin, org2, diff);
7500 CrossProduct (normal, diff, right2);
7501 VectorNormalize (right2);
7503 vert[ 0] = org1[0] + width * right1[0];
7504 vert[ 1] = org1[1] + width * right1[1];
7505 vert[ 2] = org1[2] + width * right1[2];
7506 vert[ 3] = org1[0] - width * right1[0];
7507 vert[ 4] = org1[1] - width * right1[1];
7508 vert[ 5] = org1[2] - width * right1[2];
7509 vert[ 6] = org2[0] - width * right2[0];
7510 vert[ 7] = org2[1] - width * right2[1];
7511 vert[ 8] = org2[2] - width * right2[2];
7512 vert[ 9] = org2[0] + width * right2[0];
7513 vert[10] = org2[1] + width * right2[1];
7514 vert[11] = org2[2] + width * right2[2];
7517 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)
7519 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7520 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7521 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7522 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7523 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7524 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7525 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7526 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7527 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7528 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7529 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7530 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7533 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7538 VectorSet(v, x, y, z);
7539 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7540 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7542 if (i == mesh->numvertices)
7544 if (mesh->numvertices < mesh->maxvertices)
7546 VectorCopy(v, vertex3f);
7547 mesh->numvertices++;
7549 return mesh->numvertices;
7555 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7559 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7560 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7561 e = mesh->element3i + mesh->numtriangles * 3;
7562 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7564 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7565 if (mesh->numtriangles < mesh->maxtriangles)
7570 mesh->numtriangles++;
7572 element[1] = element[2];
7576 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7580 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7581 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7582 e = mesh->element3i + mesh->numtriangles * 3;
7583 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7585 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7586 if (mesh->numtriangles < mesh->maxtriangles)
7591 mesh->numtriangles++;
7593 element[1] = element[2];
7597 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7598 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7600 int planenum, planenum2;
7603 mplane_t *plane, *plane2;
7605 double temppoints[2][256*3];
7606 // figure out how large a bounding box we need to properly compute this brush
7608 for (w = 0;w < numplanes;w++)
7609 maxdist = max(maxdist, fabs(planes[w].dist));
7610 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7611 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7612 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7616 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7617 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7619 if (planenum2 == planenum)
7621 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);
7624 if (tempnumpoints < 3)
7626 // generate elements forming a triangle fan for this polygon
7627 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7631 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)
7633 texturelayer_t *layer;
7634 layer = t->currentlayers + t->currentnumlayers++;
7636 layer->depthmask = depthmask;
7637 layer->blendfunc1 = blendfunc1;
7638 layer->blendfunc2 = blendfunc2;
7639 layer->texture = texture;
7640 layer->texmatrix = *matrix;
7641 layer->color[0] = r;
7642 layer->color[1] = g;
7643 layer->color[2] = b;
7644 layer->color[3] = a;
7647 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7649 if(parms[0] == 0 && parms[1] == 0)
7651 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7652 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7657 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7660 index = parms[2] + rsurface.shadertime * parms[3];
7661 index -= floor(index);
7662 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7665 case Q3WAVEFUNC_NONE:
7666 case Q3WAVEFUNC_NOISE:
7667 case Q3WAVEFUNC_COUNT:
7670 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7671 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7672 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7673 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7674 case Q3WAVEFUNC_TRIANGLE:
7676 f = index - floor(index);
7689 f = parms[0] + parms[1] * f;
7690 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7691 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7695 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7701 matrix4x4_t matrix, temp;
7702 switch(tcmod->tcmod)
7706 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7707 matrix = r_waterscrollmatrix;
7709 matrix = identitymatrix;
7711 case Q3TCMOD_ENTITYTRANSLATE:
7712 // this is used in Q3 to allow the gamecode to control texcoord
7713 // scrolling on the entity, which is not supported in darkplaces yet.
7714 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7716 case Q3TCMOD_ROTATE:
7717 f = tcmod->parms[0] * rsurface.shadertime;
7718 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7719 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7720 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7723 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7725 case Q3TCMOD_SCROLL:
7726 // extra care is needed because of precision breakdown with large values of time
7727 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7728 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7729 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7731 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7732 w = (int) tcmod->parms[0];
7733 h = (int) tcmod->parms[1];
7734 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7736 idx = (int) floor(f * w * h);
7737 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7739 case Q3TCMOD_STRETCH:
7740 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7741 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7743 case Q3TCMOD_TRANSFORM:
7744 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7745 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7746 VectorSet(tcmat + 6, 0 , 0 , 1);
7747 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7748 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7750 case Q3TCMOD_TURBULENT:
7751 // this is handled in the RSurf_PrepareVertices function
7752 matrix = identitymatrix;
7756 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7759 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7761 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7762 char name[MAX_QPATH];
7763 skinframe_t *skinframe;
7764 unsigned char pixels[296*194];
7765 strlcpy(cache->name, skinname, sizeof(cache->name));
7766 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7767 if (developer_loading.integer)
7768 Con_Printf("loading %s\n", name);
7769 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7770 if (!skinframe || !skinframe->base)
7773 fs_offset_t filesize;
7775 f = FS_LoadFile(name, tempmempool, true, &filesize);
7778 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7779 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7783 cache->skinframe = skinframe;
7786 texture_t *R_GetCurrentTexture(texture_t *t)
7789 const entity_render_t *ent = rsurface.entity;
7790 dp_model_t *model = ent->model;
7791 q3shaderinfo_layer_tcmod_t *tcmod;
7793 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7794 return t->currentframe;
7795 t->update_lastrenderframe = r_textureframe;
7796 t->update_lastrenderentity = (void *)ent;
7798 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7799 t->camera_entity = ent->entitynumber;
7801 t->camera_entity = 0;
7803 // switch to an alternate material if this is a q1bsp animated material
7805 texture_t *texture = t;
7806 int s = rsurface.ent_skinnum;
7807 if ((unsigned int)s >= (unsigned int)model->numskins)
7809 if (model->skinscenes)
7811 if (model->skinscenes[s].framecount > 1)
7812 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7814 s = model->skinscenes[s].firstframe;
7817 t = t + s * model->num_surfaces;
7820 // use an alternate animation if the entity's frame is not 0,
7821 // and only if the texture has an alternate animation
7822 if (rsurface.ent_alttextures && t->anim_total[1])
7823 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7825 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7827 texture->currentframe = t;
7830 // update currentskinframe to be a qw skin or animation frame
7831 if (rsurface.ent_qwskin >= 0)
7833 i = rsurface.ent_qwskin;
7834 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7836 r_qwskincache_size = cl.maxclients;
7838 Mem_Free(r_qwskincache);
7839 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7841 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7842 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7843 t->currentskinframe = r_qwskincache[i].skinframe;
7844 if (t->currentskinframe == NULL)
7845 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7847 else if (t->numskinframes >= 2)
7848 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7849 if (t->backgroundnumskinframes >= 2)
7850 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7852 t->currentmaterialflags = t->basematerialflags;
7853 t->currentalpha = rsurface.colormod[3];
7854 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7855 t->currentalpha *= r_wateralpha.value;
7856 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7857 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7858 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7859 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7860 if (!(rsurface.ent_flags & RENDER_LIGHT))
7861 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7862 else if (FAKELIGHT_ENABLED)
7864 // no modellight if using fakelight for the map
7866 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7868 // pick a model lighting mode
7869 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7870 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7872 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7874 if (rsurface.ent_flags & RENDER_ADDITIVE)
7875 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7876 else if (t->currentalpha < 1)
7877 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7878 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7879 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7880 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7881 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7882 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7883 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7884 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7885 if (t->backgroundnumskinframes)
7886 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7887 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7889 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7890 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7893 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7894 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7896 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7897 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7899 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7900 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7902 // there is no tcmod
7903 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7905 t->currenttexmatrix = r_waterscrollmatrix;
7906 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7908 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7910 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7911 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7914 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7915 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7916 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7917 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7919 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7920 if (t->currentskinframe->qpixels)
7921 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7922 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7923 if (!t->basetexture)
7924 t->basetexture = r_texture_notexture;
7925 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7926 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7927 t->nmaptexture = t->currentskinframe->nmap;
7928 if (!t->nmaptexture)
7929 t->nmaptexture = r_texture_blanknormalmap;
7930 t->glosstexture = r_texture_black;
7931 t->glowtexture = t->currentskinframe->glow;
7932 t->fogtexture = t->currentskinframe->fog;
7933 t->reflectmasktexture = t->currentskinframe->reflect;
7934 if (t->backgroundnumskinframes)
7936 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7937 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7938 t->backgroundglosstexture = r_texture_black;
7939 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7940 if (!t->backgroundnmaptexture)
7941 t->backgroundnmaptexture = r_texture_blanknormalmap;
7945 t->backgroundbasetexture = r_texture_white;
7946 t->backgroundnmaptexture = r_texture_blanknormalmap;
7947 t->backgroundglosstexture = r_texture_black;
7948 t->backgroundglowtexture = NULL;
7950 t->specularpower = r_shadow_glossexponent.value;
7951 // TODO: store reference values for these in the texture?
7952 t->specularscale = 0;
7953 if (r_shadow_gloss.integer > 0)
7955 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7957 if (r_shadow_glossintensity.value > 0)
7959 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7960 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7961 t->specularscale = r_shadow_glossintensity.value;
7964 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7966 t->glosstexture = r_texture_white;
7967 t->backgroundglosstexture = r_texture_white;
7968 t->specularscale = r_shadow_gloss2intensity.value;
7969 t->specularpower = r_shadow_gloss2exponent.value;
7972 t->specularscale *= t->specularscalemod;
7973 t->specularpower *= t->specularpowermod;
7974 t->rtlightambient = 0;
7976 // lightmaps mode looks bad with dlights using actual texturing, so turn
7977 // off the colormap and glossmap, but leave the normalmap on as it still
7978 // accurately represents the shading involved
7979 if (gl_lightmaps.integer)
7981 t->basetexture = r_texture_grey128;
7982 t->pantstexture = r_texture_black;
7983 t->shirttexture = r_texture_black;
7984 t->nmaptexture = r_texture_blanknormalmap;
7985 t->glosstexture = r_texture_black;
7986 t->glowtexture = NULL;
7987 t->fogtexture = NULL;
7988 t->reflectmasktexture = NULL;
7989 t->backgroundbasetexture = NULL;
7990 t->backgroundnmaptexture = r_texture_blanknormalmap;
7991 t->backgroundglosstexture = r_texture_black;
7992 t->backgroundglowtexture = NULL;
7993 t->specularscale = 0;
7994 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7997 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7998 VectorClear(t->dlightcolor);
7999 t->currentnumlayers = 0;
8000 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8002 int blendfunc1, blendfunc2;
8004 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8006 blendfunc1 = GL_SRC_ALPHA;
8007 blendfunc2 = GL_ONE;
8009 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8011 blendfunc1 = GL_SRC_ALPHA;
8012 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8014 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8016 blendfunc1 = t->customblendfunc[0];
8017 blendfunc2 = t->customblendfunc[1];
8021 blendfunc1 = GL_ONE;
8022 blendfunc2 = GL_ZERO;
8024 // don't colormod evilblend textures
8025 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8026 VectorSet(t->lightmapcolor, 1, 1, 1);
8027 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8028 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8030 // fullbright is not affected by r_refdef.lightmapintensity
8031 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]);
8032 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8033 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]);
8034 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8035 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]);
8039 vec3_t ambientcolor;
8041 // set the color tint used for lights affecting this surface
8042 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8044 // q3bsp has no lightmap updates, so the lightstylevalue that
8045 // would normally be baked into the lightmap must be
8046 // applied to the color
8047 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8048 if (model->type == mod_brushq3)
8049 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8050 colorscale *= r_refdef.lightmapintensity;
8051 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8052 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8053 // basic lit geometry
8054 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]);
8055 // add pants/shirt if needed
8056 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8057 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]);
8058 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8059 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]);
8060 // now add ambient passes if needed
8061 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8063 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]);
8064 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8065 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]);
8066 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8067 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]);
8070 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8071 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]);
8072 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8074 // if this is opaque use alpha blend which will darken the earlier
8077 // if this is an alpha blended material, all the earlier passes
8078 // were darkened by fog already, so we only need to add the fog
8079 // color ontop through the fog mask texture
8081 // if this is an additive blended material, all the earlier passes
8082 // were darkened by fog already, and we should not add fog color
8083 // (because the background was not darkened, there is no fog color
8084 // that was lost behind it).
8085 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]);
8089 return t->currentframe;
8092 rsurfacestate_t rsurface;
8094 void RSurf_ActiveWorldEntity(void)
8096 dp_model_t *model = r_refdef.scene.worldmodel;
8097 //if (rsurface.entity == r_refdef.scene.worldentity)
8099 rsurface.entity = r_refdef.scene.worldentity;
8100 rsurface.skeleton = NULL;
8101 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8102 rsurface.ent_skinnum = 0;
8103 rsurface.ent_qwskin = -1;
8104 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8105 rsurface.shadertime = r_refdef.scene.time;
8106 rsurface.matrix = identitymatrix;
8107 rsurface.inversematrix = identitymatrix;
8108 rsurface.matrixscale = 1;
8109 rsurface.inversematrixscale = 1;
8110 R_EntityMatrix(&identitymatrix);
8111 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8112 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8113 rsurface.fograngerecip = r_refdef.fograngerecip;
8114 rsurface.fogheightfade = r_refdef.fogheightfade;
8115 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8116 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8117 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8118 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8119 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8120 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8121 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8122 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8123 rsurface.colormod[3] = 1;
8124 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);
8125 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8126 rsurface.frameblend[0].lerp = 1;
8127 rsurface.ent_alttextures = false;
8128 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8129 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8130 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8131 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8132 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8133 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8134 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8135 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8136 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8137 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8138 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8139 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8140 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8141 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8142 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8143 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8144 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8145 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8146 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8147 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8148 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8149 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8150 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8151 rsurface.modelelement3i = model->surfmesh.data_element3i;
8152 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8153 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8154 rsurface.modelelement3s = model->surfmesh.data_element3s;
8155 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8156 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8157 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8158 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8159 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8160 rsurface.modelsurfaces = model->data_surfaces;
8161 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8162 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8163 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8164 rsurface.modelgeneratedvertex = false;
8165 rsurface.batchgeneratedvertex = false;
8166 rsurface.batchfirstvertex = 0;
8167 rsurface.batchnumvertices = 0;
8168 rsurface.batchfirsttriangle = 0;
8169 rsurface.batchnumtriangles = 0;
8170 rsurface.batchvertex3f = NULL;
8171 rsurface.batchvertex3f_vertexbuffer = NULL;
8172 rsurface.batchvertex3f_bufferoffset = 0;
8173 rsurface.batchsvector3f = NULL;
8174 rsurface.batchsvector3f_vertexbuffer = NULL;
8175 rsurface.batchsvector3f_bufferoffset = 0;
8176 rsurface.batchtvector3f = NULL;
8177 rsurface.batchtvector3f_vertexbuffer = NULL;
8178 rsurface.batchtvector3f_bufferoffset = 0;
8179 rsurface.batchnormal3f = NULL;
8180 rsurface.batchnormal3f_vertexbuffer = NULL;
8181 rsurface.batchnormal3f_bufferoffset = 0;
8182 rsurface.batchlightmapcolor4f = NULL;
8183 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8184 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8185 rsurface.batchtexcoordtexture2f = NULL;
8186 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8187 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8188 rsurface.batchtexcoordlightmap2f = NULL;
8189 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8190 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8191 rsurface.batchvertexmesh = NULL;
8192 rsurface.batchvertexmeshbuffer = NULL;
8193 rsurface.batchvertex3fbuffer = NULL;
8194 rsurface.batchelement3i = NULL;
8195 rsurface.batchelement3i_indexbuffer = NULL;
8196 rsurface.batchelement3i_bufferoffset = 0;
8197 rsurface.batchelement3s = NULL;
8198 rsurface.batchelement3s_indexbuffer = NULL;
8199 rsurface.batchelement3s_bufferoffset = 0;
8200 rsurface.passcolor4f = NULL;
8201 rsurface.passcolor4f_vertexbuffer = NULL;
8202 rsurface.passcolor4f_bufferoffset = 0;
8205 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8207 dp_model_t *model = ent->model;
8208 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8210 rsurface.entity = (entity_render_t *)ent;
8211 rsurface.skeleton = ent->skeleton;
8212 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8213 rsurface.ent_skinnum = ent->skinnum;
8214 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;
8215 rsurface.ent_flags = ent->flags;
8216 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8217 rsurface.matrix = ent->matrix;
8218 rsurface.inversematrix = ent->inversematrix;
8219 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8220 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8221 R_EntityMatrix(&rsurface.matrix);
8222 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8223 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8224 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8225 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8226 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8227 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8228 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8229 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8230 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8231 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8232 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8233 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8234 rsurface.colormod[3] = ent->alpha;
8235 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8236 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8237 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8238 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8239 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8240 if (ent->model->brush.submodel && !prepass)
8242 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8243 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8245 if (model->surfmesh.isanimated && model->AnimateVertices)
8247 if (ent->animcache_vertex3f)
8249 rsurface.modelvertex3f = ent->animcache_vertex3f;
8250 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8251 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8252 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8253 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8254 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8255 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8257 else if (wanttangents)
8259 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8260 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8261 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8262 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8263 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8264 rsurface.modelvertexmesh = NULL;
8265 rsurface.modelvertexmeshbuffer = NULL;
8266 rsurface.modelvertex3fbuffer = NULL;
8268 else if (wantnormals)
8270 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8271 rsurface.modelsvector3f = NULL;
8272 rsurface.modeltvector3f = NULL;
8273 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8274 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8275 rsurface.modelvertexmesh = NULL;
8276 rsurface.modelvertexmeshbuffer = NULL;
8277 rsurface.modelvertex3fbuffer = NULL;
8281 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8282 rsurface.modelsvector3f = NULL;
8283 rsurface.modeltvector3f = NULL;
8284 rsurface.modelnormal3f = NULL;
8285 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8286 rsurface.modelvertexmesh = NULL;
8287 rsurface.modelvertexmeshbuffer = NULL;
8288 rsurface.modelvertex3fbuffer = NULL;
8290 rsurface.modelvertex3f_vertexbuffer = 0;
8291 rsurface.modelvertex3f_bufferoffset = 0;
8292 rsurface.modelsvector3f_vertexbuffer = 0;
8293 rsurface.modelsvector3f_bufferoffset = 0;
8294 rsurface.modeltvector3f_vertexbuffer = 0;
8295 rsurface.modeltvector3f_bufferoffset = 0;
8296 rsurface.modelnormal3f_vertexbuffer = 0;
8297 rsurface.modelnormal3f_bufferoffset = 0;
8298 rsurface.modelgeneratedvertex = true;
8302 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8303 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8304 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8305 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8306 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8307 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8308 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8309 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8310 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8311 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8312 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8313 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8314 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8315 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8316 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8317 rsurface.modelgeneratedvertex = false;
8319 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8320 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8321 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8322 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8323 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8324 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8325 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8326 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8327 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8328 rsurface.modelelement3i = model->surfmesh.data_element3i;
8329 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8330 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8331 rsurface.modelelement3s = model->surfmesh.data_element3s;
8332 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8333 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8334 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8335 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8336 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8337 rsurface.modelsurfaces = model->data_surfaces;
8338 rsurface.batchgeneratedvertex = false;
8339 rsurface.batchfirstvertex = 0;
8340 rsurface.batchnumvertices = 0;
8341 rsurface.batchfirsttriangle = 0;
8342 rsurface.batchnumtriangles = 0;
8343 rsurface.batchvertex3f = NULL;
8344 rsurface.batchvertex3f_vertexbuffer = NULL;
8345 rsurface.batchvertex3f_bufferoffset = 0;
8346 rsurface.batchsvector3f = NULL;
8347 rsurface.batchsvector3f_vertexbuffer = NULL;
8348 rsurface.batchsvector3f_bufferoffset = 0;
8349 rsurface.batchtvector3f = NULL;
8350 rsurface.batchtvector3f_vertexbuffer = NULL;
8351 rsurface.batchtvector3f_bufferoffset = 0;
8352 rsurface.batchnormal3f = NULL;
8353 rsurface.batchnormal3f_vertexbuffer = NULL;
8354 rsurface.batchnormal3f_bufferoffset = 0;
8355 rsurface.batchlightmapcolor4f = NULL;
8356 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8357 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8358 rsurface.batchtexcoordtexture2f = NULL;
8359 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8360 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8361 rsurface.batchtexcoordlightmap2f = NULL;
8362 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8363 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8364 rsurface.batchvertexmesh = NULL;
8365 rsurface.batchvertexmeshbuffer = NULL;
8366 rsurface.batchvertex3fbuffer = NULL;
8367 rsurface.batchelement3i = NULL;
8368 rsurface.batchelement3i_indexbuffer = NULL;
8369 rsurface.batchelement3i_bufferoffset = 0;
8370 rsurface.batchelement3s = NULL;
8371 rsurface.batchelement3s_indexbuffer = NULL;
8372 rsurface.batchelement3s_bufferoffset = 0;
8373 rsurface.passcolor4f = NULL;
8374 rsurface.passcolor4f_vertexbuffer = NULL;
8375 rsurface.passcolor4f_bufferoffset = 0;
8378 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)
8380 rsurface.entity = r_refdef.scene.worldentity;
8381 rsurface.skeleton = NULL;
8382 rsurface.ent_skinnum = 0;
8383 rsurface.ent_qwskin = -1;
8384 rsurface.ent_flags = entflags;
8385 rsurface.shadertime = r_refdef.scene.time - shadertime;
8386 rsurface.modelnumvertices = numvertices;
8387 rsurface.modelnumtriangles = numtriangles;
8388 rsurface.matrix = *matrix;
8389 rsurface.inversematrix = *inversematrix;
8390 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8391 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8392 R_EntityMatrix(&rsurface.matrix);
8393 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8394 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8395 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8396 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8397 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8398 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8399 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8400 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8401 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8402 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8403 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8404 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8405 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);
8406 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8407 rsurface.frameblend[0].lerp = 1;
8408 rsurface.ent_alttextures = false;
8409 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8410 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8413 rsurface.modelvertex3f = (float *)vertex3f;
8414 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8415 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8416 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8418 else if (wantnormals)
8420 rsurface.modelvertex3f = (float *)vertex3f;
8421 rsurface.modelsvector3f = NULL;
8422 rsurface.modeltvector3f = NULL;
8423 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8427 rsurface.modelvertex3f = (float *)vertex3f;
8428 rsurface.modelsvector3f = NULL;
8429 rsurface.modeltvector3f = NULL;
8430 rsurface.modelnormal3f = NULL;
8432 rsurface.modelvertexmesh = NULL;
8433 rsurface.modelvertexmeshbuffer = NULL;
8434 rsurface.modelvertex3fbuffer = NULL;
8435 rsurface.modelvertex3f_vertexbuffer = 0;
8436 rsurface.modelvertex3f_bufferoffset = 0;
8437 rsurface.modelsvector3f_vertexbuffer = 0;
8438 rsurface.modelsvector3f_bufferoffset = 0;
8439 rsurface.modeltvector3f_vertexbuffer = 0;
8440 rsurface.modeltvector3f_bufferoffset = 0;
8441 rsurface.modelnormal3f_vertexbuffer = 0;
8442 rsurface.modelnormal3f_bufferoffset = 0;
8443 rsurface.modelgeneratedvertex = true;
8444 rsurface.modellightmapcolor4f = (float *)color4f;
8445 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8446 rsurface.modellightmapcolor4f_bufferoffset = 0;
8447 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8448 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8449 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8450 rsurface.modeltexcoordlightmap2f = NULL;
8451 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8452 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8453 rsurface.modelelement3i = (int *)element3i;
8454 rsurface.modelelement3i_indexbuffer = NULL;
8455 rsurface.modelelement3i_bufferoffset = 0;
8456 rsurface.modelelement3s = (unsigned short *)element3s;
8457 rsurface.modelelement3s_indexbuffer = NULL;
8458 rsurface.modelelement3s_bufferoffset = 0;
8459 rsurface.modellightmapoffsets = NULL;
8460 rsurface.modelsurfaces = NULL;
8461 rsurface.batchgeneratedvertex = false;
8462 rsurface.batchfirstvertex = 0;
8463 rsurface.batchnumvertices = 0;
8464 rsurface.batchfirsttriangle = 0;
8465 rsurface.batchnumtriangles = 0;
8466 rsurface.batchvertex3f = NULL;
8467 rsurface.batchvertex3f_vertexbuffer = NULL;
8468 rsurface.batchvertex3f_bufferoffset = 0;
8469 rsurface.batchsvector3f = NULL;
8470 rsurface.batchsvector3f_vertexbuffer = NULL;
8471 rsurface.batchsvector3f_bufferoffset = 0;
8472 rsurface.batchtvector3f = NULL;
8473 rsurface.batchtvector3f_vertexbuffer = NULL;
8474 rsurface.batchtvector3f_bufferoffset = 0;
8475 rsurface.batchnormal3f = NULL;
8476 rsurface.batchnormal3f_vertexbuffer = NULL;
8477 rsurface.batchnormal3f_bufferoffset = 0;
8478 rsurface.batchlightmapcolor4f = NULL;
8479 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8480 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8481 rsurface.batchtexcoordtexture2f = NULL;
8482 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8483 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8484 rsurface.batchtexcoordlightmap2f = NULL;
8485 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8486 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8487 rsurface.batchvertexmesh = NULL;
8488 rsurface.batchvertexmeshbuffer = NULL;
8489 rsurface.batchvertex3fbuffer = NULL;
8490 rsurface.batchelement3i = NULL;
8491 rsurface.batchelement3i_indexbuffer = NULL;
8492 rsurface.batchelement3i_bufferoffset = 0;
8493 rsurface.batchelement3s = NULL;
8494 rsurface.batchelement3s_indexbuffer = NULL;
8495 rsurface.batchelement3s_bufferoffset = 0;
8496 rsurface.passcolor4f = NULL;
8497 rsurface.passcolor4f_vertexbuffer = NULL;
8498 rsurface.passcolor4f_bufferoffset = 0;
8500 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8502 if ((wantnormals || wanttangents) && !normal3f)
8504 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8505 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8507 if (wanttangents && !svector3f)
8509 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8510 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8511 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8516 float RSurf_FogPoint(const float *v)
8518 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8519 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8520 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8521 float FogHeightFade = r_refdef.fogheightfade;
8523 unsigned int fogmasktableindex;
8524 if (r_refdef.fogplaneviewabove)
8525 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8527 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8528 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8529 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8532 float RSurf_FogVertex(const float *v)
8534 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8535 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8536 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8537 float FogHeightFade = rsurface.fogheightfade;
8539 unsigned int fogmasktableindex;
8540 if (r_refdef.fogplaneviewabove)
8541 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8543 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8544 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8545 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8548 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8551 for (i = 0;i < numelements;i++)
8552 outelement3i[i] = inelement3i[i] + adjust;
8555 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8556 extern cvar_t gl_vbo;
8557 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8565 int surfacefirsttriangle;
8566 int surfacenumtriangles;
8567 int surfacefirstvertex;
8568 int surfaceendvertex;
8569 int surfacenumvertices;
8570 int batchnumvertices;
8571 int batchnumtriangles;
8575 qboolean dynamicvertex;
8579 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8581 q3shaderinfo_deform_t *deform;
8582 const msurface_t *surface, *firstsurface;
8583 r_vertexmesh_t *vertexmesh;
8584 if (!texturenumsurfaces)
8586 // find vertex range of this surface batch
8588 firstsurface = texturesurfacelist[0];
8589 firsttriangle = firstsurface->num_firsttriangle;
8590 batchnumvertices = 0;
8591 batchnumtriangles = 0;
8592 firstvertex = endvertex = firstsurface->num_firstvertex;
8593 for (i = 0;i < texturenumsurfaces;i++)
8595 surface = texturesurfacelist[i];
8596 if (surface != firstsurface + i)
8598 surfacefirstvertex = surface->num_firstvertex;
8599 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8600 surfacenumvertices = surface->num_vertices;
8601 surfacenumtriangles = surface->num_triangles;
8602 if (firstvertex > surfacefirstvertex)
8603 firstvertex = surfacefirstvertex;
8604 if (endvertex < surfaceendvertex)
8605 endvertex = surfaceendvertex;
8606 batchnumvertices += surfacenumvertices;
8607 batchnumtriangles += surfacenumtriangles;
8610 // we now know the vertex range used, and if there are any gaps in it
8611 rsurface.batchfirstvertex = firstvertex;
8612 rsurface.batchnumvertices = endvertex - firstvertex;
8613 rsurface.batchfirsttriangle = firsttriangle;
8614 rsurface.batchnumtriangles = batchnumtriangles;
8616 // this variable holds flags for which properties have been updated that
8617 // may require regenerating vertexmesh array...
8620 // check if any dynamic vertex processing must occur
8621 dynamicvertex = false;
8623 // if there is a chance of animated vertex colors, it's a dynamic batch
8624 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8626 dynamicvertex = true;
8627 batchneed |= BATCHNEED_NOGAPS;
8628 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8631 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8633 switch (deform->deform)
8636 case Q3DEFORM_PROJECTIONSHADOW:
8637 case Q3DEFORM_TEXT0:
8638 case Q3DEFORM_TEXT1:
8639 case Q3DEFORM_TEXT2:
8640 case Q3DEFORM_TEXT3:
8641 case Q3DEFORM_TEXT4:
8642 case Q3DEFORM_TEXT5:
8643 case Q3DEFORM_TEXT6:
8644 case Q3DEFORM_TEXT7:
8647 case Q3DEFORM_AUTOSPRITE:
8648 dynamicvertex = true;
8649 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8650 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8652 case Q3DEFORM_AUTOSPRITE2:
8653 dynamicvertex = true;
8654 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8655 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8657 case Q3DEFORM_NORMAL:
8658 dynamicvertex = true;
8659 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8660 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8663 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8664 break; // if wavefunc is a nop, ignore this transform
8665 dynamicvertex = true;
8666 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8667 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8669 case Q3DEFORM_BULGE:
8670 dynamicvertex = true;
8671 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8672 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8675 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8676 break; // if wavefunc is a nop, ignore this transform
8677 dynamicvertex = true;
8678 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8679 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8683 switch(rsurface.texture->tcgen.tcgen)
8686 case Q3TCGEN_TEXTURE:
8688 case Q3TCGEN_LIGHTMAP:
8689 dynamicvertex = true;
8690 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8691 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8693 case Q3TCGEN_VECTOR:
8694 dynamicvertex = true;
8695 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8696 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8698 case Q3TCGEN_ENVIRONMENT:
8699 dynamicvertex = true;
8700 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8701 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8704 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8706 dynamicvertex = true;
8707 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8708 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8711 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8713 dynamicvertex = true;
8714 batchneed |= BATCHNEED_NOGAPS;
8715 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8718 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8720 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8721 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8722 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8723 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8724 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8725 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8726 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8729 // when the model data has no vertex buffer (dynamic mesh), we need to
8731 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8732 batchneed |= BATCHNEED_NOGAPS;
8734 // if needsupdate, we have to do a dynamic vertex batch for sure
8735 if (needsupdate & batchneed)
8736 dynamicvertex = true;
8738 // see if we need to build vertexmesh from arrays
8739 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8740 dynamicvertex = true;
8742 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8743 // also some drivers strongly dislike firstvertex
8744 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8745 dynamicvertex = true;
8747 rsurface.batchvertex3f = rsurface.modelvertex3f;
8748 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8749 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8750 rsurface.batchsvector3f = rsurface.modelsvector3f;
8751 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8752 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8753 rsurface.batchtvector3f = rsurface.modeltvector3f;
8754 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8755 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8756 rsurface.batchnormal3f = rsurface.modelnormal3f;
8757 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8758 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8759 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8760 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8761 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8762 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8763 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8764 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8765 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8766 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8767 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8768 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8769 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8770 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8771 rsurface.batchelement3i = rsurface.modelelement3i;
8772 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8773 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8774 rsurface.batchelement3s = rsurface.modelelement3s;
8775 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8776 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8778 // if any dynamic vertex processing has to occur in software, we copy the
8779 // entire surface list together before processing to rebase the vertices
8780 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8782 // if any gaps exist and we do not have a static vertex buffer, we have to
8783 // copy the surface list together to avoid wasting upload bandwidth on the
8784 // vertices in the gaps.
8786 // if gaps exist and we have a static vertex buffer, we still have to
8787 // combine the index buffer ranges into one dynamic index buffer.
8789 // in all cases we end up with data that can be drawn in one call.
8793 // static vertex data, just set pointers...
8794 rsurface.batchgeneratedvertex = false;
8795 // if there are gaps, we want to build a combined index buffer,
8796 // otherwise use the original static buffer with an appropriate offset
8799 // build a new triangle elements array for this batch
8800 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8801 rsurface.batchfirsttriangle = 0;
8803 for (i = 0;i < texturenumsurfaces;i++)
8805 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8806 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8807 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8808 numtriangles += surfacenumtriangles;
8810 rsurface.batchelement3i_indexbuffer = NULL;
8811 rsurface.batchelement3i_bufferoffset = 0;
8812 rsurface.batchelement3s = NULL;
8813 rsurface.batchelement3s_indexbuffer = NULL;
8814 rsurface.batchelement3s_bufferoffset = 0;
8815 if (endvertex <= 65536)
8817 // make a 16bit (unsigned short) index array if possible
8818 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8819 for (i = 0;i < numtriangles*3;i++)
8820 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8826 // something needs software processing, do it for real...
8827 // we only directly handle separate array data in this case and then
8828 // generate interleaved data if needed...
8829 rsurface.batchgeneratedvertex = true;
8831 // now copy the vertex data into a combined array and make an index array
8832 // (this is what Quake3 does all the time)
8833 //if (gaps || rsurface.batchfirstvertex)
8835 rsurface.batchvertex3fbuffer = NULL;
8836 rsurface.batchvertexmesh = NULL;
8837 rsurface.batchvertexmeshbuffer = NULL;
8838 rsurface.batchvertex3f = NULL;
8839 rsurface.batchvertex3f_vertexbuffer = NULL;
8840 rsurface.batchvertex3f_bufferoffset = 0;
8841 rsurface.batchsvector3f = NULL;
8842 rsurface.batchsvector3f_vertexbuffer = NULL;
8843 rsurface.batchsvector3f_bufferoffset = 0;
8844 rsurface.batchtvector3f = NULL;
8845 rsurface.batchtvector3f_vertexbuffer = NULL;
8846 rsurface.batchtvector3f_bufferoffset = 0;
8847 rsurface.batchnormal3f = NULL;
8848 rsurface.batchnormal3f_vertexbuffer = NULL;
8849 rsurface.batchnormal3f_bufferoffset = 0;
8850 rsurface.batchlightmapcolor4f = NULL;
8851 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8852 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8853 rsurface.batchtexcoordtexture2f = NULL;
8854 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8855 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8856 rsurface.batchtexcoordlightmap2f = NULL;
8857 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8858 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8859 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8860 rsurface.batchelement3i_indexbuffer = NULL;
8861 rsurface.batchelement3i_bufferoffset = 0;
8862 rsurface.batchelement3s = NULL;
8863 rsurface.batchelement3s_indexbuffer = NULL;
8864 rsurface.batchelement3s_bufferoffset = 0;
8865 // we'll only be setting up certain arrays as needed
8866 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8867 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8868 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8869 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8870 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8871 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8872 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8874 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8875 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8877 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8878 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8879 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8880 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8881 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8882 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8885 for (i = 0;i < texturenumsurfaces;i++)
8887 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8888 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8889 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8890 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8891 // copy only the data requested
8892 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8893 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8894 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8896 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8898 if (rsurface.batchvertex3f)
8899 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8901 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8903 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8905 if (rsurface.modelnormal3f)
8906 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8908 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8910 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8912 if (rsurface.modelsvector3f)
8914 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8915 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8919 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8920 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8923 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8925 if (rsurface.modellightmapcolor4f)
8926 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8928 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8930 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8932 if (rsurface.modeltexcoordtexture2f)
8933 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8935 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8937 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8939 if (rsurface.modeltexcoordlightmap2f)
8940 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8942 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8945 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8946 numvertices += surfacenumvertices;
8947 numtriangles += surfacenumtriangles;
8950 // generate a 16bit index array as well if possible
8951 // (in general, dynamic batches fit)
8952 if (numvertices <= 65536)
8954 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8955 for (i = 0;i < numtriangles*3;i++)
8956 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8959 // since we've copied everything, the batch now starts at 0
8960 rsurface.batchfirstvertex = 0;
8961 rsurface.batchnumvertices = batchnumvertices;
8962 rsurface.batchfirsttriangle = 0;
8963 rsurface.batchnumtriangles = batchnumtriangles;
8966 // q1bsp surfaces rendered in vertex color mode have to have colors
8967 // calculated based on lightstyles
8968 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8970 // generate color arrays for the surfaces in this list
8975 const unsigned char *lm;
8976 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8977 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8978 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8980 for (i = 0;i < texturenumsurfaces;i++)
8982 surface = texturesurfacelist[i];
8983 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8984 surfacenumvertices = surface->num_vertices;
8985 if (surface->lightmapinfo->samples)
8987 for (j = 0;j < surfacenumvertices;j++)
8989 lm = surface->lightmapinfo->samples + offsets[j];
8990 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8991 VectorScale(lm, scale, c);
8992 if (surface->lightmapinfo->styles[1] != 255)
8994 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8996 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8997 VectorMA(c, scale, lm, c);
8998 if (surface->lightmapinfo->styles[2] != 255)
9001 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9002 VectorMA(c, scale, lm, c);
9003 if (surface->lightmapinfo->styles[3] != 255)
9006 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9007 VectorMA(c, scale, lm, c);
9014 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);
9020 for (j = 0;j < surfacenumvertices;j++)
9022 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9029 // if vertices are deformed (sprite flares and things in maps, possibly
9030 // water waves, bulges and other deformations), modify the copied vertices
9032 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9034 switch (deform->deform)
9037 case Q3DEFORM_PROJECTIONSHADOW:
9038 case Q3DEFORM_TEXT0:
9039 case Q3DEFORM_TEXT1:
9040 case Q3DEFORM_TEXT2:
9041 case Q3DEFORM_TEXT3:
9042 case Q3DEFORM_TEXT4:
9043 case Q3DEFORM_TEXT5:
9044 case Q3DEFORM_TEXT6:
9045 case Q3DEFORM_TEXT7:
9048 case Q3DEFORM_AUTOSPRITE:
9049 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9050 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9051 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9052 VectorNormalize(newforward);
9053 VectorNormalize(newright);
9054 VectorNormalize(newup);
9055 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9056 // rsurface.batchvertex3f_vertexbuffer = NULL;
9057 // rsurface.batchvertex3f_bufferoffset = 0;
9058 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9059 // rsurface.batchsvector3f_vertexbuffer = NULL;
9060 // rsurface.batchsvector3f_bufferoffset = 0;
9061 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9062 // rsurface.batchtvector3f_vertexbuffer = NULL;
9063 // rsurface.batchtvector3f_bufferoffset = 0;
9064 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9065 // rsurface.batchnormal3f_vertexbuffer = NULL;
9066 // rsurface.batchnormal3f_bufferoffset = 0;
9067 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9068 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9069 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9070 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9071 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);
9072 // a single autosprite surface can contain multiple sprites...
9073 for (j = 0;j < batchnumvertices - 3;j += 4)
9075 VectorClear(center);
9076 for (i = 0;i < 4;i++)
9077 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9078 VectorScale(center, 0.25f, center);
9079 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9080 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9081 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9082 for (i = 0;i < 4;i++)
9084 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9085 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9088 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9089 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9090 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);
9092 case Q3DEFORM_AUTOSPRITE2:
9093 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9094 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9095 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9096 VectorNormalize(newforward);
9097 VectorNormalize(newright);
9098 VectorNormalize(newup);
9099 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9100 // rsurface.batchvertex3f_vertexbuffer = NULL;
9101 // rsurface.batchvertex3f_bufferoffset = 0;
9103 const float *v1, *v2;
9113 memset(shortest, 0, sizeof(shortest));
9114 // a single autosprite surface can contain multiple sprites...
9115 for (j = 0;j < batchnumvertices - 3;j += 4)
9117 VectorClear(center);
9118 for (i = 0;i < 4;i++)
9119 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9120 VectorScale(center, 0.25f, center);
9121 // find the two shortest edges, then use them to define the
9122 // axis vectors for rotating around the central axis
9123 for (i = 0;i < 6;i++)
9125 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9126 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9127 l = VectorDistance2(v1, v2);
9128 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9130 l += (1.0f / 1024.0f);
9131 if (shortest[0].length2 > l || i == 0)
9133 shortest[1] = shortest[0];
9134 shortest[0].length2 = l;
9135 shortest[0].v1 = v1;
9136 shortest[0].v2 = v2;
9138 else if (shortest[1].length2 > l || i == 1)
9140 shortest[1].length2 = l;
9141 shortest[1].v1 = v1;
9142 shortest[1].v2 = v2;
9145 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9146 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9147 // this calculates the right vector from the shortest edge
9148 // and the up vector from the edge midpoints
9149 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9150 VectorNormalize(right);
9151 VectorSubtract(end, start, up);
9152 VectorNormalize(up);
9153 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9154 VectorSubtract(rsurface.localvieworigin, center, forward);
9155 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9156 VectorNegate(forward, forward);
9157 VectorReflect(forward, 0, up, forward);
9158 VectorNormalize(forward);
9159 CrossProduct(up, forward, newright);
9160 VectorNormalize(newright);
9161 // rotate the quad around the up axis vector, this is made
9162 // especially easy by the fact we know the quad is flat,
9163 // so we only have to subtract the center position and
9164 // measure distance along the right vector, and then
9165 // multiply that by the newright vector and add back the
9167 // we also need to subtract the old position to undo the
9168 // displacement from the center, which we do with a
9169 // DotProduct, the subtraction/addition of center is also
9170 // optimized into DotProducts here
9171 l = DotProduct(right, center);
9172 for (i = 0;i < 4;i++)
9174 v1 = rsurface.batchvertex3f + 3*(j+i);
9175 f = DotProduct(right, v1) - l;
9176 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9180 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9182 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9183 // rsurface.batchnormal3f_vertexbuffer = NULL;
9184 // rsurface.batchnormal3f_bufferoffset = 0;
9185 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9187 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9189 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9190 // rsurface.batchsvector3f_vertexbuffer = NULL;
9191 // rsurface.batchsvector3f_bufferoffset = 0;
9192 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9193 // rsurface.batchtvector3f_vertexbuffer = NULL;
9194 // rsurface.batchtvector3f_bufferoffset = 0;
9195 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9198 case Q3DEFORM_NORMAL:
9199 // deform the normals to make reflections wavey
9200 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9201 rsurface.batchnormal3f_vertexbuffer = NULL;
9202 rsurface.batchnormal3f_bufferoffset = 0;
9203 for (j = 0;j < batchnumvertices;j++)
9206 float *normal = rsurface.batchnormal3f + 3*j;
9207 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9208 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9209 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9210 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9211 VectorNormalize(normal);
9213 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9215 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9216 // rsurface.batchsvector3f_vertexbuffer = NULL;
9217 // rsurface.batchsvector3f_bufferoffset = 0;
9218 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9219 // rsurface.batchtvector3f_vertexbuffer = NULL;
9220 // rsurface.batchtvector3f_bufferoffset = 0;
9221 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);
9225 // deform vertex array to make wavey water and flags and such
9226 waveparms[0] = deform->waveparms[0];
9227 waveparms[1] = deform->waveparms[1];
9228 waveparms[2] = deform->waveparms[2];
9229 waveparms[3] = deform->waveparms[3];
9230 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9231 break; // if wavefunc is a nop, don't make a dynamic vertex array
9232 // this is how a divisor of vertex influence on deformation
9233 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9234 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9235 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9236 // rsurface.batchvertex3f_vertexbuffer = NULL;
9237 // rsurface.batchvertex3f_bufferoffset = 0;
9238 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9239 // rsurface.batchnormal3f_vertexbuffer = NULL;
9240 // rsurface.batchnormal3f_bufferoffset = 0;
9241 for (j = 0;j < batchnumvertices;j++)
9243 // if the wavefunc depends on time, evaluate it per-vertex
9246 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9247 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9249 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9251 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9252 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9253 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9255 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9256 // rsurface.batchsvector3f_vertexbuffer = NULL;
9257 // rsurface.batchsvector3f_bufferoffset = 0;
9258 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9259 // rsurface.batchtvector3f_vertexbuffer = NULL;
9260 // rsurface.batchtvector3f_bufferoffset = 0;
9261 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9264 case Q3DEFORM_BULGE:
9265 // deform vertex array to make the surface have moving bulges
9266 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9267 // rsurface.batchvertex3f_vertexbuffer = NULL;
9268 // rsurface.batchvertex3f_bufferoffset = 0;
9269 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9270 // rsurface.batchnormal3f_vertexbuffer = NULL;
9271 // rsurface.batchnormal3f_bufferoffset = 0;
9272 for (j = 0;j < batchnumvertices;j++)
9274 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9275 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9277 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9278 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9279 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9281 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9282 // rsurface.batchsvector3f_vertexbuffer = NULL;
9283 // rsurface.batchsvector3f_bufferoffset = 0;
9284 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9285 // rsurface.batchtvector3f_vertexbuffer = NULL;
9286 // rsurface.batchtvector3f_bufferoffset = 0;
9287 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);
9291 // deform vertex array
9292 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9293 break; // if wavefunc is a nop, don't make a dynamic vertex array
9294 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9295 VectorScale(deform->parms, scale, waveparms);
9296 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9297 // rsurface.batchvertex3f_vertexbuffer = NULL;
9298 // rsurface.batchvertex3f_bufferoffset = 0;
9299 for (j = 0;j < batchnumvertices;j++)
9300 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9305 // generate texcoords based on the chosen texcoord source
9306 switch(rsurface.texture->tcgen.tcgen)
9309 case Q3TCGEN_TEXTURE:
9311 case Q3TCGEN_LIGHTMAP:
9312 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9313 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9314 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9315 if (rsurface.batchtexcoordlightmap2f)
9316 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9318 case Q3TCGEN_VECTOR:
9319 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9320 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9321 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9322 for (j = 0;j < batchnumvertices;j++)
9324 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9325 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9328 case Q3TCGEN_ENVIRONMENT:
9329 // make environment reflections using a spheremap
9330 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9331 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9332 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9333 for (j = 0;j < batchnumvertices;j++)
9335 // identical to Q3A's method, but executed in worldspace so
9336 // carried models can be shiny too
9338 float viewer[3], d, reflected[3], worldreflected[3];
9340 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9341 // VectorNormalize(viewer);
9343 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9345 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9346 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9347 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9348 // note: this is proportinal to viewer, so we can normalize later
9350 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9351 VectorNormalize(worldreflected);
9353 // note: this sphere map only uses world x and z!
9354 // so positive and negative y will LOOK THE SAME.
9355 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9356 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9360 // the only tcmod that needs software vertex processing is turbulent, so
9361 // check for it here and apply the changes if needed
9362 // and we only support that as the first one
9363 // (handling a mixture of turbulent and other tcmods would be problematic
9364 // without punting it entirely to a software path)
9365 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9367 amplitude = rsurface.texture->tcmods[0].parms[1];
9368 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9369 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9370 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9371 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9372 for (j = 0;j < batchnumvertices;j++)
9374 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);
9375 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9379 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9381 // convert the modified arrays to vertex structs
9382 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9383 // rsurface.batchvertexmeshbuffer = NULL;
9384 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9385 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9386 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9387 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9388 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9389 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9390 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9392 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9394 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9395 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9398 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9399 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9400 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9401 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9402 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9403 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9404 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9405 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9406 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9410 void RSurf_DrawBatch(void)
9412 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9413 // through the pipeline, killing it earlier in the pipeline would have
9414 // per-surface overhead rather than per-batch overhead, so it's best to
9415 // reject it here, before it hits glDraw.
9416 if (rsurface.batchnumtriangles == 0)
9419 // batch debugging code
9420 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9426 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9427 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9430 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9432 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9434 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9435 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);
9442 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);
9445 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9447 // pick the closest matching water plane
9448 int planeindex, vertexindex, bestplaneindex = -1;
9452 r_waterstate_waterplane_t *p;
9453 qboolean prepared = false;
9455 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9457 if(p->camera_entity != rsurface.texture->camera_entity)
9462 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9464 if(rsurface.batchnumvertices == 0)
9467 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9469 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9470 d += fabs(PlaneDiff(vert, &p->plane));
9472 if (bestd > d || bestplaneindex < 0)
9475 bestplaneindex = planeindex;
9478 return bestplaneindex;
9479 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9480 // this situation though, as it might be better to render single larger
9481 // batches with useless stuff (backface culled for example) than to
9482 // render multiple smaller batches
9485 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9488 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9489 rsurface.passcolor4f_vertexbuffer = 0;
9490 rsurface.passcolor4f_bufferoffset = 0;
9491 for (i = 0;i < rsurface.batchnumvertices;i++)
9492 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9495 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9502 if (rsurface.passcolor4f)
9504 // generate color arrays
9505 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9506 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9507 rsurface.passcolor4f_vertexbuffer = 0;
9508 rsurface.passcolor4f_bufferoffset = 0;
9509 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9511 f = RSurf_FogVertex(v);
9520 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9521 rsurface.passcolor4f_vertexbuffer = 0;
9522 rsurface.passcolor4f_bufferoffset = 0;
9523 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9525 f = RSurf_FogVertex(v);
9534 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9541 if (!rsurface.passcolor4f)
9543 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9544 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9545 rsurface.passcolor4f_vertexbuffer = 0;
9546 rsurface.passcolor4f_bufferoffset = 0;
9547 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)
9549 f = RSurf_FogVertex(v);
9550 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9551 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9552 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9557 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9562 if (!rsurface.passcolor4f)
9564 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9565 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9566 rsurface.passcolor4f_vertexbuffer = 0;
9567 rsurface.passcolor4f_bufferoffset = 0;
9568 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9577 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9582 if (!rsurface.passcolor4f)
9584 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9585 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9586 rsurface.passcolor4f_vertexbuffer = 0;
9587 rsurface.passcolor4f_bufferoffset = 0;
9588 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9590 c2[0] = c[0] + r_refdef.scene.ambient;
9591 c2[1] = c[1] + r_refdef.scene.ambient;
9592 c2[2] = c[2] + r_refdef.scene.ambient;
9597 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9600 rsurface.passcolor4f = NULL;
9601 rsurface.passcolor4f_vertexbuffer = 0;
9602 rsurface.passcolor4f_bufferoffset = 0;
9603 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9604 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9605 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9606 GL_Color(r, g, b, a);
9607 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9611 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9613 // TODO: optimize applyfog && applycolor case
9614 // just apply fog if necessary, and tint the fog color array if necessary
9615 rsurface.passcolor4f = NULL;
9616 rsurface.passcolor4f_vertexbuffer = 0;
9617 rsurface.passcolor4f_bufferoffset = 0;
9618 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9619 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9620 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9621 GL_Color(r, g, b, a);
9625 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9628 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9629 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9630 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9631 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9632 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9633 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9634 GL_Color(r, g, b, a);
9638 static void RSurf_DrawBatch_GL11_ClampColor(void)
9643 if (!rsurface.passcolor4f)
9645 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9647 c2[0] = bound(0.0f, c1[0], 1.0f);
9648 c2[1] = bound(0.0f, c1[1], 1.0f);
9649 c2[2] = bound(0.0f, c1[2], 1.0f);
9650 c2[3] = bound(0.0f, c1[3], 1.0f);
9654 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9664 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9665 rsurface.passcolor4f_vertexbuffer = 0;
9666 rsurface.passcolor4f_bufferoffset = 0;
9667 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)
9669 f = -DotProduct(r_refdef.view.forward, n);
9671 f = f * 0.85 + 0.15; // work around so stuff won't get black
9672 f *= r_refdef.lightmapintensity;
9673 Vector4Set(c, f, f, f, 1);
9677 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9679 RSurf_DrawBatch_GL11_ApplyFakeLight();
9680 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9681 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9682 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9683 GL_Color(r, g, b, a);
9687 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9695 vec3_t ambientcolor;
9696 vec3_t diffusecolor;
9700 VectorCopy(rsurface.modellight_lightdir, lightdir);
9701 f = 0.5f * r_refdef.lightmapintensity;
9702 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9703 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9704 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9705 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9706 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9707 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9709 if (VectorLength2(diffusecolor) > 0)
9711 // q3-style directional shading
9712 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9713 rsurface.passcolor4f_vertexbuffer = 0;
9714 rsurface.passcolor4f_bufferoffset = 0;
9715 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)
9717 if ((f = DotProduct(n, lightdir)) > 0)
9718 VectorMA(ambientcolor, f, diffusecolor, c);
9720 VectorCopy(ambientcolor, c);
9727 *applycolor = false;
9731 *r = ambientcolor[0];
9732 *g = ambientcolor[1];
9733 *b = ambientcolor[2];
9734 rsurface.passcolor4f = NULL;
9735 rsurface.passcolor4f_vertexbuffer = 0;
9736 rsurface.passcolor4f_bufferoffset = 0;
9740 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9742 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9743 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9744 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9745 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9746 GL_Color(r, g, b, a);
9750 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9758 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9759 rsurface.passcolor4f_vertexbuffer = 0;
9760 rsurface.passcolor4f_bufferoffset = 0;
9762 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9764 f = 1 - RSurf_FogVertex(v);
9772 void RSurf_SetupDepthAndCulling(void)
9774 // submodels are biased to avoid z-fighting with world surfaces that they
9775 // may be exactly overlapping (avoids z-fighting artifacts on certain
9776 // doors and things in Quake maps)
9777 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9778 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9779 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9780 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9783 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9785 // transparent sky would be ridiculous
9786 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9788 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9789 skyrenderlater = true;
9790 RSurf_SetupDepthAndCulling();
9792 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9793 // skymasking on them, and Quake3 never did sky masking (unlike
9794 // software Quake and software Quake2), so disable the sky masking
9795 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9796 // and skymasking also looks very bad when noclipping outside the
9797 // level, so don't use it then either.
9798 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9800 R_Mesh_ResetTextureState();
9801 if (skyrendermasked)
9803 R_SetupShader_DepthOrShadow(false);
9804 // depth-only (masking)
9805 GL_ColorMask(0,0,0,0);
9806 // just to make sure that braindead drivers don't draw
9807 // anything despite that colormask...
9808 GL_BlendFunc(GL_ZERO, GL_ONE);
9809 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9810 if (rsurface.batchvertex3fbuffer)
9811 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9813 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9817 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9819 GL_BlendFunc(GL_ONE, GL_ZERO);
9820 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9821 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9822 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9825 if (skyrendermasked)
9826 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9828 R_Mesh_ResetTextureState();
9829 GL_Color(1, 1, 1, 1);
9832 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9833 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9834 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9836 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9840 // render screenspace normalmap to texture
9842 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9846 // bind lightmap texture
9848 // water/refraction/reflection/camera surfaces have to be handled specially
9849 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9851 int start, end, startplaneindex;
9852 for (start = 0;start < texturenumsurfaces;start = end)
9854 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9855 if(startplaneindex < 0)
9857 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9858 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9862 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9864 // now that we have a batch using the same planeindex, render it
9865 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9867 // render water or distortion background
9869 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9871 // blend surface on top
9872 GL_DepthMask(false);
9873 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9876 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9878 // render surface with reflection texture as input
9879 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9880 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9887 // render surface batch normally
9888 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9889 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);
9893 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9895 // OpenGL 1.3 path - anything not completely ancient
9896 qboolean applycolor;
9899 const texturelayer_t *layer;
9900 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);
9901 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9903 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9906 int layertexrgbscale;
9907 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9909 if (layerindex == 0)
9913 GL_AlphaTest(false);
9914 GL_DepthFunc(GL_EQUAL);
9917 GL_DepthMask(layer->depthmask && writedepth);
9918 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9919 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9921 layertexrgbscale = 4;
9922 VectorScale(layer->color, 0.25f, layercolor);
9924 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9926 layertexrgbscale = 2;
9927 VectorScale(layer->color, 0.5f, layercolor);
9931 layertexrgbscale = 1;
9932 VectorScale(layer->color, 1.0f, layercolor);
9934 layercolor[3] = layer->color[3];
9935 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9936 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9937 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9938 switch (layer->type)
9940 case TEXTURELAYERTYPE_LITTEXTURE:
9941 // single-pass lightmapped texture with 2x rgbscale
9942 R_Mesh_TexBind(0, r_texture_white);
9943 R_Mesh_TexMatrix(0, NULL);
9944 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9945 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9946 R_Mesh_TexBind(1, layer->texture);
9947 R_Mesh_TexMatrix(1, &layer->texmatrix);
9948 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9949 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9950 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9951 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9952 else if (FAKELIGHT_ENABLED)
9953 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9954 else if (rsurface.uselightmaptexture)
9955 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9957 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9959 case TEXTURELAYERTYPE_TEXTURE:
9960 // singletexture unlit texture with transparency support
9961 R_Mesh_TexBind(0, layer->texture);
9962 R_Mesh_TexMatrix(0, &layer->texmatrix);
9963 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9964 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9965 R_Mesh_TexBind(1, 0);
9966 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9967 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9969 case TEXTURELAYERTYPE_FOG:
9970 // singletexture fogging
9973 R_Mesh_TexBind(0, layer->texture);
9974 R_Mesh_TexMatrix(0, &layer->texmatrix);
9975 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9976 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9980 R_Mesh_TexBind(0, 0);
9981 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9983 R_Mesh_TexBind(1, 0);
9984 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9985 // generate a color array for the fog pass
9986 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9987 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9991 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9994 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9996 GL_DepthFunc(GL_LEQUAL);
9997 GL_AlphaTest(false);
10001 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10003 // OpenGL 1.1 - crusty old voodoo path
10006 const texturelayer_t *layer;
10007 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);
10008 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10010 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10012 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10014 if (layerindex == 0)
10015 GL_AlphaTest(true);
10018 GL_AlphaTest(false);
10019 GL_DepthFunc(GL_EQUAL);
10022 GL_DepthMask(layer->depthmask && writedepth);
10023 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10024 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10025 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10026 switch (layer->type)
10028 case TEXTURELAYERTYPE_LITTEXTURE:
10029 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10031 // two-pass lit texture with 2x rgbscale
10032 // first the lightmap pass
10033 R_Mesh_TexBind(0, r_texture_white);
10034 R_Mesh_TexMatrix(0, NULL);
10035 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10036 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10037 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10038 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10039 else if (FAKELIGHT_ENABLED)
10040 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10041 else if (rsurface.uselightmaptexture)
10042 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10044 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10045 // then apply the texture to it
10046 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10047 R_Mesh_TexBind(0, layer->texture);
10048 R_Mesh_TexMatrix(0, &layer->texmatrix);
10049 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10050 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10051 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);
10055 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10056 R_Mesh_TexBind(0, layer->texture);
10057 R_Mesh_TexMatrix(0, &layer->texmatrix);
10058 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10059 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10060 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10061 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);
10063 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);
10066 case TEXTURELAYERTYPE_TEXTURE:
10067 // singletexture unlit texture with transparency support
10068 R_Mesh_TexBind(0, layer->texture);
10069 R_Mesh_TexMatrix(0, &layer->texmatrix);
10070 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10071 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10072 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);
10074 case TEXTURELAYERTYPE_FOG:
10075 // singletexture fogging
10076 if (layer->texture)
10078 R_Mesh_TexBind(0, layer->texture);
10079 R_Mesh_TexMatrix(0, &layer->texmatrix);
10080 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10081 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10085 R_Mesh_TexBind(0, 0);
10086 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10088 // generate a color array for the fog pass
10089 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10090 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10094 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10097 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10099 GL_DepthFunc(GL_LEQUAL);
10100 GL_AlphaTest(false);
10104 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10108 r_vertexgeneric_t *batchvertex;
10111 // R_Mesh_ResetTextureState();
10112 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10114 if(rsurface.texture && rsurface.texture->currentskinframe)
10116 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10117 c[3] *= rsurface.texture->currentalpha;
10127 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10129 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10130 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10131 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10134 // brighten it up (as texture value 127 means "unlit")
10135 c[0] *= 2 * r_refdef.view.colorscale;
10136 c[1] *= 2 * r_refdef.view.colorscale;
10137 c[2] *= 2 * r_refdef.view.colorscale;
10139 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10140 c[3] *= r_wateralpha.value;
10142 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10145 GL_DepthMask(false);
10147 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10149 GL_BlendFunc(GL_ONE, GL_ONE);
10150 GL_DepthMask(false);
10152 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10154 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10155 GL_DepthMask(false);
10157 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10159 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10160 GL_DepthMask(false);
10164 GL_BlendFunc(GL_ONE, GL_ZERO);
10165 GL_DepthMask(writedepth);
10168 if (r_showsurfaces.integer == 3)
10170 rsurface.passcolor4f = NULL;
10172 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10174 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10176 rsurface.passcolor4f = NULL;
10177 rsurface.passcolor4f_vertexbuffer = 0;
10178 rsurface.passcolor4f_bufferoffset = 0;
10180 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10182 qboolean applycolor = true;
10185 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10187 r_refdef.lightmapintensity = 1;
10188 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10189 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10191 else if (FAKELIGHT_ENABLED)
10193 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10195 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10196 RSurf_DrawBatch_GL11_ApplyFakeLight();
10197 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10201 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10203 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10204 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10205 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10208 if(!rsurface.passcolor4f)
10209 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10211 RSurf_DrawBatch_GL11_ApplyAmbient();
10212 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10213 if(r_refdef.fogenabled)
10214 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10215 RSurf_DrawBatch_GL11_ClampColor();
10217 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10218 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10221 else if (!r_refdef.view.showdebug)
10223 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10224 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10225 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10227 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10228 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10230 R_Mesh_PrepareVertices_Generic_Unlock();
10233 else if (r_showsurfaces.integer == 4)
10235 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10236 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10237 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10239 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10240 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10241 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10243 R_Mesh_PrepareVertices_Generic_Unlock();
10246 else if (r_showsurfaces.integer == 2)
10249 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10250 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10251 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10253 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10254 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10255 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10256 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10257 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10258 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10259 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10261 R_Mesh_PrepareVertices_Generic_Unlock();
10262 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10266 int texturesurfaceindex;
10268 const msurface_t *surface;
10269 float surfacecolor4f[4];
10270 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10271 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10273 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10275 surface = texturesurfacelist[texturesurfaceindex];
10276 k = (int)(((size_t)surface) / sizeof(msurface_t));
10277 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10278 for (j = 0;j < surface->num_vertices;j++)
10280 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10281 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10285 R_Mesh_PrepareVertices_Generic_Unlock();
10290 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10293 RSurf_SetupDepthAndCulling();
10294 if (r_showsurfaces.integer)
10296 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10299 switch (vid.renderpath)
10301 case RENDERPATH_GL20:
10302 case RENDERPATH_D3D9:
10303 case RENDERPATH_D3D10:
10304 case RENDERPATH_D3D11:
10305 case RENDERPATH_SOFT:
10306 case RENDERPATH_GLES2:
10307 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10309 case RENDERPATH_GL13:
10310 case RENDERPATH_GLES1:
10311 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10313 case RENDERPATH_GL11:
10314 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10320 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10323 RSurf_SetupDepthAndCulling();
10324 if (r_showsurfaces.integer)
10326 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10329 switch (vid.renderpath)
10331 case RENDERPATH_GL20:
10332 case RENDERPATH_D3D9:
10333 case RENDERPATH_D3D10:
10334 case RENDERPATH_D3D11:
10335 case RENDERPATH_SOFT:
10336 case RENDERPATH_GLES2:
10337 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10339 case RENDERPATH_GL13:
10340 case RENDERPATH_GLES1:
10341 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10343 case RENDERPATH_GL11:
10344 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10350 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10353 int texturenumsurfaces, endsurface;
10354 texture_t *texture;
10355 const msurface_t *surface;
10356 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10358 // if the model is static it doesn't matter what value we give for
10359 // wantnormals and wanttangents, so this logic uses only rules applicable
10360 // to a model, knowing that they are meaningless otherwise
10361 if (ent == r_refdef.scene.worldentity)
10362 RSurf_ActiveWorldEntity();
10363 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10364 RSurf_ActiveModelEntity(ent, false, false, false);
10367 switch (vid.renderpath)
10369 case RENDERPATH_GL20:
10370 case RENDERPATH_D3D9:
10371 case RENDERPATH_D3D10:
10372 case RENDERPATH_D3D11:
10373 case RENDERPATH_SOFT:
10374 case RENDERPATH_GLES2:
10375 RSurf_ActiveModelEntity(ent, true, true, false);
10377 case RENDERPATH_GL11:
10378 case RENDERPATH_GL13:
10379 case RENDERPATH_GLES1:
10380 RSurf_ActiveModelEntity(ent, true, false, false);
10385 if (r_transparentdepthmasking.integer)
10387 qboolean setup = false;
10388 for (i = 0;i < numsurfaces;i = j)
10391 surface = rsurface.modelsurfaces + surfacelist[i];
10392 texture = surface->texture;
10393 rsurface.texture = R_GetCurrentTexture(texture);
10394 rsurface.lightmaptexture = NULL;
10395 rsurface.deluxemaptexture = NULL;
10396 rsurface.uselightmaptexture = false;
10397 // scan ahead until we find a different texture
10398 endsurface = min(i + 1024, numsurfaces);
10399 texturenumsurfaces = 0;
10400 texturesurfacelist[texturenumsurfaces++] = surface;
10401 for (;j < endsurface;j++)
10403 surface = rsurface.modelsurfaces + surfacelist[j];
10404 if (texture != surface->texture)
10406 texturesurfacelist[texturenumsurfaces++] = surface;
10408 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10410 // render the range of surfaces as depth
10414 GL_ColorMask(0,0,0,0);
10416 GL_DepthTest(true);
10417 GL_BlendFunc(GL_ONE, GL_ZERO);
10418 GL_DepthMask(true);
10419 // R_Mesh_ResetTextureState();
10420 R_SetupShader_DepthOrShadow(false);
10422 RSurf_SetupDepthAndCulling();
10423 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10424 if (rsurface.batchvertex3fbuffer)
10425 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10427 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10431 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10434 for (i = 0;i < numsurfaces;i = j)
10437 surface = rsurface.modelsurfaces + surfacelist[i];
10438 texture = surface->texture;
10439 rsurface.texture = R_GetCurrentTexture(texture);
10440 // scan ahead until we find a different texture
10441 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10442 texturenumsurfaces = 0;
10443 texturesurfacelist[texturenumsurfaces++] = surface;
10444 if(FAKELIGHT_ENABLED)
10446 rsurface.lightmaptexture = NULL;
10447 rsurface.deluxemaptexture = NULL;
10448 rsurface.uselightmaptexture = false;
10449 for (;j < endsurface;j++)
10451 surface = rsurface.modelsurfaces + surfacelist[j];
10452 if (texture != surface->texture)
10454 texturesurfacelist[texturenumsurfaces++] = surface;
10459 rsurface.lightmaptexture = surface->lightmaptexture;
10460 rsurface.deluxemaptexture = surface->deluxemaptexture;
10461 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10462 for (;j < endsurface;j++)
10464 surface = rsurface.modelsurfaces + surfacelist[j];
10465 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10467 texturesurfacelist[texturenumsurfaces++] = surface;
10470 // render the range of surfaces
10471 if (ent == r_refdef.scene.worldentity)
10472 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10474 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10476 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10479 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10481 // transparent surfaces get pushed off into the transparent queue
10482 int surfacelistindex;
10483 const msurface_t *surface;
10484 vec3_t tempcenter, center;
10485 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10487 surface = texturesurfacelist[surfacelistindex];
10488 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10489 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10490 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10491 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10492 if (queueentity->transparent_offset) // transparent offset
10494 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10495 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10496 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10498 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10502 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10504 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10506 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10508 RSurf_SetupDepthAndCulling();
10509 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10510 if (rsurface.batchvertex3fbuffer)
10511 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10513 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10517 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10519 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10522 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10525 if (!rsurface.texture->currentnumlayers)
10527 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10528 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10530 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10532 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10533 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10534 else if (!rsurface.texture->currentnumlayers)
10536 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10538 // in the deferred case, transparent surfaces were queued during prepass
10539 if (!r_shadow_usingdeferredprepass)
10540 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10544 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10545 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10550 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10553 texture_t *texture;
10554 R_FrameData_SetMark();
10555 // break the surface list down into batches by texture and use of lightmapping
10556 for (i = 0;i < numsurfaces;i = j)
10559 // texture is the base texture pointer, rsurface.texture is the
10560 // current frame/skin the texture is directing us to use (for example
10561 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10562 // use skin 1 instead)
10563 texture = surfacelist[i]->texture;
10564 rsurface.texture = R_GetCurrentTexture(texture);
10565 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10567 // if this texture is not the kind we want, skip ahead to the next one
10568 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10572 if(FAKELIGHT_ENABLED || depthonly || prepass)
10574 rsurface.lightmaptexture = NULL;
10575 rsurface.deluxemaptexture = NULL;
10576 rsurface.uselightmaptexture = false;
10577 // simply scan ahead until we find a different texture or lightmap state
10578 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10583 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10584 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10585 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10586 // simply scan ahead until we find a different texture or lightmap state
10587 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10590 // render the range of surfaces
10591 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10593 R_FrameData_ReturnToMark();
10596 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10600 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10603 if (!rsurface.texture->currentnumlayers)
10605 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10606 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10608 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10610 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10611 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10612 else if (!rsurface.texture->currentnumlayers)
10614 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10616 // in the deferred case, transparent surfaces were queued during prepass
10617 if (!r_shadow_usingdeferredprepass)
10618 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10622 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10623 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10628 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10631 texture_t *texture;
10632 R_FrameData_SetMark();
10633 // break the surface list down into batches by texture and use of lightmapping
10634 for (i = 0;i < numsurfaces;i = j)
10637 // texture is the base texture pointer, rsurface.texture is the
10638 // current frame/skin the texture is directing us to use (for example
10639 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10640 // use skin 1 instead)
10641 texture = surfacelist[i]->texture;
10642 rsurface.texture = R_GetCurrentTexture(texture);
10643 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10645 // if this texture is not the kind we want, skip ahead to the next one
10646 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10650 if(FAKELIGHT_ENABLED || depthonly || prepass)
10652 rsurface.lightmaptexture = NULL;
10653 rsurface.deluxemaptexture = NULL;
10654 rsurface.uselightmaptexture = false;
10655 // simply scan ahead until we find a different texture or lightmap state
10656 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10661 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10662 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10663 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10664 // simply scan ahead until we find a different texture or lightmap state
10665 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10668 // render the range of surfaces
10669 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10671 R_FrameData_ReturnToMark();
10674 float locboxvertex3f[6*4*3] =
10676 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10677 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10678 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10679 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10680 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10681 1,0,0, 0,0,0, 0,1,0, 1,1,0
10684 unsigned short locboxelements[6*2*3] =
10689 12,13,14, 12,14,15,
10690 16,17,18, 16,18,19,
10694 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10697 cl_locnode_t *loc = (cl_locnode_t *)ent;
10699 float vertex3f[6*4*3];
10701 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10702 GL_DepthMask(false);
10703 GL_DepthRange(0, 1);
10704 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10705 GL_DepthTest(true);
10706 GL_CullFace(GL_NONE);
10707 R_EntityMatrix(&identitymatrix);
10709 // R_Mesh_ResetTextureState();
10711 i = surfacelist[0];
10712 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10713 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10714 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10715 surfacelist[0] < 0 ? 0.5f : 0.125f);
10717 if (VectorCompare(loc->mins, loc->maxs))
10719 VectorSet(size, 2, 2, 2);
10720 VectorMA(loc->mins, -0.5f, size, mins);
10724 VectorCopy(loc->mins, mins);
10725 VectorSubtract(loc->maxs, loc->mins, size);
10728 for (i = 0;i < 6*4*3;)
10729 for (j = 0;j < 3;j++, i++)
10730 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10732 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10733 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10734 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10737 void R_DrawLocs(void)
10740 cl_locnode_t *loc, *nearestloc;
10742 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10743 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10745 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10746 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10750 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10752 if (decalsystem->decals)
10753 Mem_Free(decalsystem->decals);
10754 memset(decalsystem, 0, sizeof(*decalsystem));
10757 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10760 tridecal_t *decals;
10763 // expand or initialize the system
10764 if (decalsystem->maxdecals <= decalsystem->numdecals)
10766 decalsystem_t old = *decalsystem;
10767 qboolean useshortelements;
10768 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10769 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10770 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)));
10771 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10772 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10773 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10774 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10775 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10776 if (decalsystem->numdecals)
10777 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10779 Mem_Free(old.decals);
10780 for (i = 0;i < decalsystem->maxdecals*3;i++)
10781 decalsystem->element3i[i] = i;
10782 if (useshortelements)
10783 for (i = 0;i < decalsystem->maxdecals*3;i++)
10784 decalsystem->element3s[i] = i;
10787 // grab a decal and search for another free slot for the next one
10788 decals = decalsystem->decals;
10789 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10790 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10792 decalsystem->freedecal = i;
10793 if (decalsystem->numdecals <= i)
10794 decalsystem->numdecals = i + 1;
10796 // initialize the decal
10798 decal->triangleindex = triangleindex;
10799 decal->surfaceindex = surfaceindex;
10800 decal->decalsequence = decalsequence;
10801 decal->color4f[0][0] = c0[0];
10802 decal->color4f[0][1] = c0[1];
10803 decal->color4f[0][2] = c0[2];
10804 decal->color4f[0][3] = 1;
10805 decal->color4f[1][0] = c1[0];
10806 decal->color4f[1][1] = c1[1];
10807 decal->color4f[1][2] = c1[2];
10808 decal->color4f[1][3] = 1;
10809 decal->color4f[2][0] = c2[0];
10810 decal->color4f[2][1] = c2[1];
10811 decal->color4f[2][2] = c2[2];
10812 decal->color4f[2][3] = 1;
10813 decal->vertex3f[0][0] = v0[0];
10814 decal->vertex3f[0][1] = v0[1];
10815 decal->vertex3f[0][2] = v0[2];
10816 decal->vertex3f[1][0] = v1[0];
10817 decal->vertex3f[1][1] = v1[1];
10818 decal->vertex3f[1][2] = v1[2];
10819 decal->vertex3f[2][0] = v2[0];
10820 decal->vertex3f[2][1] = v2[1];
10821 decal->vertex3f[2][2] = v2[2];
10822 decal->texcoord2f[0][0] = t0[0];
10823 decal->texcoord2f[0][1] = t0[1];
10824 decal->texcoord2f[1][0] = t1[0];
10825 decal->texcoord2f[1][1] = t1[1];
10826 decal->texcoord2f[2][0] = t2[0];
10827 decal->texcoord2f[2][1] = t2[1];
10828 TriangleNormal(v0, v1, v2, decal->plane);
10829 VectorNormalize(decal->plane);
10830 decal->plane[3] = DotProduct(v0, decal->plane);
10833 extern cvar_t cl_decals_bias;
10834 extern cvar_t cl_decals_models;
10835 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10836 // baseparms, parms, temps
10837 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10842 const float *vertex3f;
10843 const float *normal3f;
10845 float points[2][9][3];
10852 e = rsurface.modelelement3i + 3*triangleindex;
10854 vertex3f = rsurface.modelvertex3f;
10855 normal3f = rsurface.modelnormal3f;
10859 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10861 index = 3*e[cornerindex];
10862 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10867 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10869 index = 3*e[cornerindex];
10870 VectorCopy(vertex3f + index, v[cornerindex]);
10875 //TriangleNormal(v[0], v[1], v[2], normal);
10876 //if (DotProduct(normal, localnormal) < 0.0f)
10878 // clip by each of the box planes formed from the projection matrix
10879 // if anything survives, we emit the decal
10880 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]);
10883 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]);
10886 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]);
10889 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]);
10892 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]);
10895 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]);
10898 // some part of the triangle survived, so we have to accept it...
10901 // dynamic always uses the original triangle
10903 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10905 index = 3*e[cornerindex];
10906 VectorCopy(vertex3f + index, v[cornerindex]);
10909 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10911 // convert vertex positions to texcoords
10912 Matrix4x4_Transform(projection, v[cornerindex], temp);
10913 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10914 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10915 // calculate distance fade from the projection origin
10916 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10917 f = bound(0.0f, f, 1.0f);
10918 c[cornerindex][0] = r * f;
10919 c[cornerindex][1] = g * f;
10920 c[cornerindex][2] = b * f;
10921 c[cornerindex][3] = 1.0f;
10922 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10925 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);
10927 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10928 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);
10930 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10932 matrix4x4_t projection;
10933 decalsystem_t *decalsystem;
10936 const msurface_t *surface;
10937 const msurface_t *surfaces;
10938 const int *surfacelist;
10939 const texture_t *texture;
10941 int numsurfacelist;
10942 int surfacelistindex;
10945 float localorigin[3];
10946 float localnormal[3];
10947 float localmins[3];
10948 float localmaxs[3];
10951 float planes[6][4];
10954 int bih_triangles_count;
10955 int bih_triangles[256];
10956 int bih_surfaces[256];
10958 decalsystem = &ent->decalsystem;
10959 model = ent->model;
10960 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10962 R_DecalSystem_Reset(&ent->decalsystem);
10966 if (!model->brush.data_leafs && !cl_decals_models.integer)
10968 if (decalsystem->model)
10969 R_DecalSystem_Reset(decalsystem);
10973 if (decalsystem->model != model)
10974 R_DecalSystem_Reset(decalsystem);
10975 decalsystem->model = model;
10977 RSurf_ActiveModelEntity(ent, true, false, false);
10979 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10980 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10981 VectorNormalize(localnormal);
10982 localsize = worldsize*rsurface.inversematrixscale;
10983 localmins[0] = localorigin[0] - localsize;
10984 localmins[1] = localorigin[1] - localsize;
10985 localmins[2] = localorigin[2] - localsize;
10986 localmaxs[0] = localorigin[0] + localsize;
10987 localmaxs[1] = localorigin[1] + localsize;
10988 localmaxs[2] = localorigin[2] + localsize;
10990 //VectorCopy(localnormal, planes[4]);
10991 //VectorVectors(planes[4], planes[2], planes[0]);
10992 AnglesFromVectors(angles, localnormal, NULL, false);
10993 AngleVectors(angles, planes[0], planes[2], planes[4]);
10994 VectorNegate(planes[0], planes[1]);
10995 VectorNegate(planes[2], planes[3]);
10996 VectorNegate(planes[4], planes[5]);
10997 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10998 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10999 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11000 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11001 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11002 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11007 matrix4x4_t forwardprojection;
11008 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11009 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11014 float projectionvector[4][3];
11015 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11016 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11017 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11018 projectionvector[0][0] = planes[0][0] * ilocalsize;
11019 projectionvector[0][1] = planes[1][0] * ilocalsize;
11020 projectionvector[0][2] = planes[2][0] * ilocalsize;
11021 projectionvector[1][0] = planes[0][1] * ilocalsize;
11022 projectionvector[1][1] = planes[1][1] * ilocalsize;
11023 projectionvector[1][2] = planes[2][1] * ilocalsize;
11024 projectionvector[2][0] = planes[0][2] * ilocalsize;
11025 projectionvector[2][1] = planes[1][2] * ilocalsize;
11026 projectionvector[2][2] = planes[2][2] * ilocalsize;
11027 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11028 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11029 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11030 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11034 dynamic = model->surfmesh.isanimated;
11035 numsurfacelist = model->nummodelsurfaces;
11036 surfacelist = model->sortedmodelsurfaces;
11037 surfaces = model->data_surfaces;
11040 bih_triangles_count = -1;
11043 if(model->render_bih.numleafs)
11044 bih = &model->render_bih;
11045 else if(model->collision_bih.numleafs)
11046 bih = &model->collision_bih;
11049 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11050 if(bih_triangles_count == 0)
11052 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11054 if(bih_triangles_count > 0)
11056 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11058 surfaceindex = bih_surfaces[triangleindex];
11059 surface = surfaces + surfaceindex;
11060 texture = surface->texture;
11061 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11063 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11065 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11070 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11072 surfaceindex = surfacelist[surfacelistindex];
11073 surface = surfaces + surfaceindex;
11074 // check cull box first because it rejects more than any other check
11075 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11077 // skip transparent surfaces
11078 texture = surface->texture;
11079 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11081 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11083 numtriangles = surface->num_triangles;
11084 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11085 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11090 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11091 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11093 int renderentityindex;
11094 float worldmins[3];
11095 float worldmaxs[3];
11096 entity_render_t *ent;
11098 if (!cl_decals_newsystem.integer)
11101 worldmins[0] = worldorigin[0] - worldsize;
11102 worldmins[1] = worldorigin[1] - worldsize;
11103 worldmins[2] = worldorigin[2] - worldsize;
11104 worldmaxs[0] = worldorigin[0] + worldsize;
11105 worldmaxs[1] = worldorigin[1] + worldsize;
11106 worldmaxs[2] = worldorigin[2] + worldsize;
11108 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11110 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11112 ent = r_refdef.scene.entities[renderentityindex];
11113 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11116 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11120 typedef struct r_decalsystem_splatqueue_s
11122 vec3_t worldorigin;
11123 vec3_t worldnormal;
11129 r_decalsystem_splatqueue_t;
11131 int r_decalsystem_numqueued = 0;
11132 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11134 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)
11136 r_decalsystem_splatqueue_t *queue;
11138 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11141 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11142 VectorCopy(worldorigin, queue->worldorigin);
11143 VectorCopy(worldnormal, queue->worldnormal);
11144 Vector4Set(queue->color, r, g, b, a);
11145 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11146 queue->worldsize = worldsize;
11147 queue->decalsequence = cl.decalsequence++;
11150 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11153 r_decalsystem_splatqueue_t *queue;
11155 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11156 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);
11157 r_decalsystem_numqueued = 0;
11160 extern cvar_t cl_decals_max;
11161 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11164 decalsystem_t *decalsystem = &ent->decalsystem;
11171 if (!decalsystem->numdecals)
11174 if (r_showsurfaces.integer)
11177 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11179 R_DecalSystem_Reset(decalsystem);
11183 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11184 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11186 if (decalsystem->lastupdatetime)
11187 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11190 decalsystem->lastupdatetime = r_refdef.scene.time;
11191 decal = decalsystem->decals;
11192 numdecals = decalsystem->numdecals;
11194 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11196 if (decal->color4f[0][3])
11198 decal->lived += frametime;
11199 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11201 memset(decal, 0, sizeof(*decal));
11202 if (decalsystem->freedecal > i)
11203 decalsystem->freedecal = i;
11207 decal = decalsystem->decals;
11208 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11211 // collapse the array by shuffling the tail decals into the gaps
11214 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11215 decalsystem->freedecal++;
11216 if (decalsystem->freedecal == numdecals)
11218 decal[decalsystem->freedecal] = decal[--numdecals];
11221 decalsystem->numdecals = numdecals;
11223 if (numdecals <= 0)
11225 // if there are no decals left, reset decalsystem
11226 R_DecalSystem_Reset(decalsystem);
11230 extern skinframe_t *decalskinframe;
11231 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11234 decalsystem_t *decalsystem = &ent->decalsystem;
11243 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11246 numdecals = decalsystem->numdecals;
11250 if (r_showsurfaces.integer)
11253 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11255 R_DecalSystem_Reset(decalsystem);
11259 // if the model is static it doesn't matter what value we give for
11260 // wantnormals and wanttangents, so this logic uses only rules applicable
11261 // to a model, knowing that they are meaningless otherwise
11262 if (ent == r_refdef.scene.worldentity)
11263 RSurf_ActiveWorldEntity();
11265 RSurf_ActiveModelEntity(ent, false, false, false);
11267 decalsystem->lastupdatetime = r_refdef.scene.time;
11268 decal = decalsystem->decals;
11270 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11272 // update vertex positions for animated models
11273 v3f = decalsystem->vertex3f;
11274 c4f = decalsystem->color4f;
11275 t2f = decalsystem->texcoord2f;
11276 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11278 if (!decal->color4f[0][3])
11281 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11285 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11288 // update color values for fading decals
11289 if (decal->lived >= cl_decals_time.value)
11290 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11294 c4f[ 0] = decal->color4f[0][0] * alpha;
11295 c4f[ 1] = decal->color4f[0][1] * alpha;
11296 c4f[ 2] = decal->color4f[0][2] * alpha;
11298 c4f[ 4] = decal->color4f[1][0] * alpha;
11299 c4f[ 5] = decal->color4f[1][1] * alpha;
11300 c4f[ 6] = decal->color4f[1][2] * alpha;
11302 c4f[ 8] = decal->color4f[2][0] * alpha;
11303 c4f[ 9] = decal->color4f[2][1] * alpha;
11304 c4f[10] = decal->color4f[2][2] * alpha;
11307 t2f[0] = decal->texcoord2f[0][0];
11308 t2f[1] = decal->texcoord2f[0][1];
11309 t2f[2] = decal->texcoord2f[1][0];
11310 t2f[3] = decal->texcoord2f[1][1];
11311 t2f[4] = decal->texcoord2f[2][0];
11312 t2f[5] = decal->texcoord2f[2][1];
11314 // update vertex positions for animated models
11315 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11317 e = rsurface.modelelement3i + 3*decal->triangleindex;
11318 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11319 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11320 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11324 VectorCopy(decal->vertex3f[0], v3f);
11325 VectorCopy(decal->vertex3f[1], v3f + 3);
11326 VectorCopy(decal->vertex3f[2], v3f + 6);
11329 if (r_refdef.fogenabled)
11331 alpha = RSurf_FogVertex(v3f);
11332 VectorScale(c4f, alpha, c4f);
11333 alpha = RSurf_FogVertex(v3f + 3);
11334 VectorScale(c4f + 4, alpha, c4f + 4);
11335 alpha = RSurf_FogVertex(v3f + 6);
11336 VectorScale(c4f + 8, alpha, c4f + 8);
11347 r_refdef.stats.drawndecals += numtris;
11349 // now render the decals all at once
11350 // (this assumes they all use one particle font texture!)
11351 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);
11352 // R_Mesh_ResetTextureState();
11353 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11354 GL_DepthMask(false);
11355 GL_DepthRange(0, 1);
11356 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11357 GL_DepthTest(true);
11358 GL_CullFace(GL_NONE);
11359 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11360 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11361 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11365 static void R_DrawModelDecals(void)
11369 // fade faster when there are too many decals
11370 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11371 for (i = 0;i < r_refdef.scene.numentities;i++)
11372 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11374 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11375 for (i = 0;i < r_refdef.scene.numentities;i++)
11376 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11377 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11379 R_DecalSystem_ApplySplatEntitiesQueue();
11381 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11382 for (i = 0;i < r_refdef.scene.numentities;i++)
11383 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11385 r_refdef.stats.totaldecals += numdecals;
11387 if (r_showsurfaces.integer)
11390 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11392 for (i = 0;i < r_refdef.scene.numentities;i++)
11394 if (!r_refdef.viewcache.entityvisible[i])
11396 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11397 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11401 extern cvar_t mod_collision_bih;
11402 void R_DrawDebugModel(void)
11404 entity_render_t *ent = rsurface.entity;
11405 int i, j, k, l, flagsmask;
11406 const msurface_t *surface;
11407 dp_model_t *model = ent->model;
11410 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11413 if (r_showoverdraw.value > 0)
11415 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11416 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11417 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11418 GL_DepthTest(false);
11419 GL_DepthMask(false);
11420 GL_DepthRange(0, 1);
11421 GL_BlendFunc(GL_ONE, GL_ONE);
11422 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11424 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11426 rsurface.texture = R_GetCurrentTexture(surface->texture);
11427 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11429 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11430 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11431 if (!rsurface.texture->currentlayers->depthmask)
11432 GL_Color(c, 0, 0, 1.0f);
11433 else if (ent == r_refdef.scene.worldentity)
11434 GL_Color(c, c, c, 1.0f);
11436 GL_Color(0, c, 0, 1.0f);
11437 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11441 rsurface.texture = NULL;
11444 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11446 // R_Mesh_ResetTextureState();
11447 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11448 GL_DepthRange(0, 1);
11449 GL_DepthTest(!r_showdisabledepthtest.integer);
11450 GL_DepthMask(false);
11451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11453 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11457 qboolean cullbox = ent == r_refdef.scene.worldentity;
11458 const q3mbrush_t *brush;
11459 const bih_t *bih = &model->collision_bih;
11460 const bih_leaf_t *bihleaf;
11461 float vertex3f[3][3];
11462 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11464 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11466 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11468 switch (bihleaf->type)
11471 brush = model->brush.data_brushes + bihleaf->itemindex;
11472 if (brush->colbrushf && brush->colbrushf->numtriangles)
11474 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);
11475 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11476 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11479 case BIH_COLLISIONTRIANGLE:
11480 triangleindex = bihleaf->itemindex;
11481 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11482 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11483 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11484 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);
11485 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11486 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11488 case BIH_RENDERTRIANGLE:
11489 triangleindex = bihleaf->itemindex;
11490 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11491 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11492 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11493 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);
11494 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11495 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11501 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11504 if (r_showtris.integer && qglPolygonMode)
11506 if (r_showdisabledepthtest.integer)
11508 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11509 GL_DepthMask(false);
11513 GL_BlendFunc(GL_ONE, GL_ZERO);
11514 GL_DepthMask(true);
11516 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11517 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11519 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11521 rsurface.texture = R_GetCurrentTexture(surface->texture);
11522 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11524 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11525 if (!rsurface.texture->currentlayers->depthmask)
11526 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11527 else if (ent == r_refdef.scene.worldentity)
11528 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11530 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11531 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11535 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11536 rsurface.texture = NULL;
11539 if (r_shownormals.value != 0 && qglBegin)
11541 if (r_showdisabledepthtest.integer)
11543 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11544 GL_DepthMask(false);
11548 GL_BlendFunc(GL_ONE, GL_ZERO);
11549 GL_DepthMask(true);
11551 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11553 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11555 rsurface.texture = R_GetCurrentTexture(surface->texture);
11556 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11558 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11559 qglBegin(GL_LINES);
11560 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11562 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11564 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11565 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11566 qglVertex3f(v[0], v[1], v[2]);
11567 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11568 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11569 qglVertex3f(v[0], v[1], v[2]);
11572 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11574 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11576 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11577 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11578 qglVertex3f(v[0], v[1], v[2]);
11579 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11580 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11581 qglVertex3f(v[0], v[1], v[2]);
11584 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11586 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11588 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11589 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11590 qglVertex3f(v[0], v[1], v[2]);
11591 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11592 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11593 qglVertex3f(v[0], v[1], v[2]);
11596 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11598 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11600 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11601 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11602 qglVertex3f(v[0], v[1], v[2]);
11603 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11604 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11605 qglVertex3f(v[0], v[1], v[2]);
11612 rsurface.texture = NULL;
11617 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11618 int r_maxsurfacelist = 0;
11619 const msurface_t **r_surfacelist = NULL;
11620 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11622 int i, j, endj, flagsmask;
11623 dp_model_t *model = r_refdef.scene.worldmodel;
11624 msurface_t *surfaces;
11625 unsigned char *update;
11626 int numsurfacelist = 0;
11630 if (r_maxsurfacelist < model->num_surfaces)
11632 r_maxsurfacelist = model->num_surfaces;
11634 Mem_Free((msurface_t**)r_surfacelist);
11635 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11638 RSurf_ActiveWorldEntity();
11640 surfaces = model->data_surfaces;
11641 update = model->brushq1.lightmapupdateflags;
11643 // update light styles on this submodel
11644 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11646 model_brush_lightstyleinfo_t *style;
11647 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11649 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11651 int *list = style->surfacelist;
11652 style->value = r_refdef.scene.lightstylevalue[style->style];
11653 for (j = 0;j < style->numsurfaces;j++)
11654 update[list[j]] = true;
11659 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11663 R_DrawDebugModel();
11664 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11668 rsurface.lightmaptexture = NULL;
11669 rsurface.deluxemaptexture = NULL;
11670 rsurface.uselightmaptexture = false;
11671 rsurface.texture = NULL;
11672 rsurface.rtlight = NULL;
11673 numsurfacelist = 0;
11674 // add visible surfaces to draw list
11675 for (i = 0;i < model->nummodelsurfaces;i++)
11677 j = model->sortedmodelsurfaces[i];
11678 if (r_refdef.viewcache.world_surfacevisible[j])
11679 r_surfacelist[numsurfacelist++] = surfaces + j;
11681 // update lightmaps if needed
11682 if (model->brushq1.firstrender)
11684 model->brushq1.firstrender = false;
11685 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11687 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11691 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11692 if (r_refdef.viewcache.world_surfacevisible[j])
11694 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11696 // don't do anything if there were no surfaces
11697 if (!numsurfacelist)
11699 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11702 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11704 // add to stats if desired
11705 if (r_speeds.integer && !skysurfaces && !depthonly)
11707 r_refdef.stats.world_surfaces += numsurfacelist;
11708 for (j = 0;j < numsurfacelist;j++)
11709 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11712 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11715 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11717 int i, j, endj, flagsmask;
11718 dp_model_t *model = ent->model;
11719 msurface_t *surfaces;
11720 unsigned char *update;
11721 int numsurfacelist = 0;
11725 if (r_maxsurfacelist < model->num_surfaces)
11727 r_maxsurfacelist = model->num_surfaces;
11729 Mem_Free((msurface_t **)r_surfacelist);
11730 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11733 // if the model is static it doesn't matter what value we give for
11734 // wantnormals and wanttangents, so this logic uses only rules applicable
11735 // to a model, knowing that they are meaningless otherwise
11736 if (ent == r_refdef.scene.worldentity)
11737 RSurf_ActiveWorldEntity();
11738 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11739 RSurf_ActiveModelEntity(ent, false, false, false);
11741 RSurf_ActiveModelEntity(ent, true, true, true);
11742 else if (depthonly)
11744 switch (vid.renderpath)
11746 case RENDERPATH_GL20:
11747 case RENDERPATH_D3D9:
11748 case RENDERPATH_D3D10:
11749 case RENDERPATH_D3D11:
11750 case RENDERPATH_SOFT:
11751 case RENDERPATH_GLES2:
11752 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11754 case RENDERPATH_GL11:
11755 case RENDERPATH_GL13:
11756 case RENDERPATH_GLES1:
11757 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11763 switch (vid.renderpath)
11765 case RENDERPATH_GL20:
11766 case RENDERPATH_D3D9:
11767 case RENDERPATH_D3D10:
11768 case RENDERPATH_D3D11:
11769 case RENDERPATH_SOFT:
11770 case RENDERPATH_GLES2:
11771 RSurf_ActiveModelEntity(ent, true, true, false);
11773 case RENDERPATH_GL11:
11774 case RENDERPATH_GL13:
11775 case RENDERPATH_GLES1:
11776 RSurf_ActiveModelEntity(ent, true, false, false);
11781 surfaces = model->data_surfaces;
11782 update = model->brushq1.lightmapupdateflags;
11784 // update light styles
11785 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11787 model_brush_lightstyleinfo_t *style;
11788 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11790 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11792 int *list = style->surfacelist;
11793 style->value = r_refdef.scene.lightstylevalue[style->style];
11794 for (j = 0;j < style->numsurfaces;j++)
11795 update[list[j]] = true;
11800 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11804 R_DrawDebugModel();
11805 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11809 rsurface.lightmaptexture = NULL;
11810 rsurface.deluxemaptexture = NULL;
11811 rsurface.uselightmaptexture = false;
11812 rsurface.texture = NULL;
11813 rsurface.rtlight = NULL;
11814 numsurfacelist = 0;
11815 // add visible surfaces to draw list
11816 for (i = 0;i < model->nummodelsurfaces;i++)
11817 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11818 // don't do anything if there were no surfaces
11819 if (!numsurfacelist)
11821 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11824 // update lightmaps if needed
11828 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11833 R_BuildLightMap(ent, surfaces + j);
11838 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11840 R_BuildLightMap(ent, surfaces + j);
11841 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11843 // add to stats if desired
11844 if (r_speeds.integer && !skysurfaces && !depthonly)
11846 r_refdef.stats.entities_surfaces += numsurfacelist;
11847 for (j = 0;j < numsurfacelist;j++)
11848 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11851 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11854 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11856 static texture_t texture;
11857 static msurface_t surface;
11858 const msurface_t *surfacelist = &surface;
11860 // fake enough texture and surface state to render this geometry
11862 texture.update_lastrenderframe = -1; // regenerate this texture
11863 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11864 texture.currentskinframe = skinframe;
11865 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11866 texture.offsetmapping = OFFSETMAPPING_OFF;
11867 texture.offsetscale = 1;
11868 texture.specularscalemod = 1;
11869 texture.specularpowermod = 1;
11871 surface.texture = &texture;
11872 surface.num_triangles = numtriangles;
11873 surface.num_firsttriangle = firsttriangle;
11874 surface.num_vertices = numvertices;
11875 surface.num_firstvertex = firstvertex;
11878 rsurface.texture = R_GetCurrentTexture(surface.texture);
11879 rsurface.lightmaptexture = NULL;
11880 rsurface.deluxemaptexture = NULL;
11881 rsurface.uselightmaptexture = false;
11882 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11885 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)
11887 static msurface_t surface;
11888 const msurface_t *surfacelist = &surface;
11890 // fake enough texture and surface state to render this geometry
11891 surface.texture = texture;
11892 surface.num_triangles = numtriangles;
11893 surface.num_firsttriangle = firsttriangle;
11894 surface.num_vertices = numvertices;
11895 surface.num_firstvertex = firstvertex;
11898 rsurface.texture = R_GetCurrentTexture(surface.texture);
11899 rsurface.lightmaptexture = NULL;
11900 rsurface.deluxemaptexture = NULL;
11901 rsurface.uselightmaptexture = false;
11902 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);